Post #2
The article "Good Video Games and Good Learning" by James Paul Gee uses sixteen different aspects of good games to explain what a good games should include. For Gardens of Time I could see some of the aspects incorporated, and others would be a stretch to say they really are apart of this game. I believe that Gardens of Time is just a simple game that is not a "Good Video Game" but has some aspects that would be "Good Learning".
1. Identity: Gee states, "No good learning unless learners make an extended commitment of self for the long haul." This statement is Gardens of Time in a nutshell. Moreover, it is games in a nutshell. Gamers, or learners only get out of the game what they commit to the game.
2. Interaction: "In a good game, words and deeds are all placed in the context of an interactive relationship between player and the world." Gee states that a good game interacts with the world, and that the learning that takes place is in context with that world. This is one of those times where Gardens of Time is coming up short in my opinion. This aspect is more evident in MMORPG's and even in FPS's, but in GofT it takes a back seat to the main focus of the game, Item Finding. The storyline is not extremely interactive, as the game starts on a certain path and after I have met certain criteria in the game, it brings about a new set of criteria, that is the same for all players, no matter how I go about doing it.
3. Risk Taking: Gee says that good video games offer players an environment where failure is not only "ok" but is an intregal portion of the game. Gardens of Time really doesn't offer an environment of failure, just an environment of levels of success. I believe this is the same idea, but some games give failures more importance than just success. One statement Gee made was about how a player can learn and adapt in the face of failure when fighting a boss in a game. GofT doesn't really offer this.
4. Well Ordered Problems: "In good video games, the problems players face are ordered so that the earlier
ones are well built to lead players to form hypotheses that work well for later, harder problems." Gee states that the problems that learners are given in video games help them form guesses at the other problems they experience later in the game. In other words, in a good video game, the learners should gain experience from each problem they confront. They should then be able to use that experience later int he game, and in culmination, be able to put all of their experience into a final product that they then use to succeed in each new scenario that they face. Gardens of Time is like this to a certain extent. I noticed that when searching for objects, each object was normnally placed in a certain area, such as am umbrella as the leg of a table. Each level was sorted out the same way each time it is played, thus I learn and master where each item is, and should be able ot pass each level slightly easier each time I play that level.
I choose for aspects of games to look at Gardens of Time. Each aspect of good games could be found if one looks deep enough, however, like all games, Gardens of Time is better at some aspects than others. It is also a "low budget" game, meaning it isn't going to be as in depth as far as gaming potential, as say a game that is on the market.
Great connections between the reading and Gardens of Time.
ReplyDeleteThanks for answering my question last week about how Gardens of Time measures up to WoW.
I'd like to learn to play WoW but it intimidates me. I feel like it would be really hard and time consuming to learn. Maybe when my son gets older we can learn to play together! :)
I agree that Gardens of Time is a find the object game and because this is a beta edition I agree that some changes would need to take place to be a commercial game release. I also agree that there really is no failure in this game just lower scores and an other chance to replay the scene. This game does take the player on a mission that builds skill on what is learned in playing but after the pattern of the game is figured out the levels can become boring.
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