Game Development Reference
In-Depth Information
Figure 8.9
HowOriginal begins his presentation:
“
To not bore people with traditional PowerPoints, let us test the
strength of words.
�
Allowing guilds to answer one question for all to succeed in the first two MCs
had two drawbacks. As mentioned earlier, it encouraged laziness in a guild. If
only one member studied, in the end, those who didn
t bother would suffer
either on the midterm, or in their ability to contribute to the concept document.
Second, it placed a lot of weight on a single question. If the entire guild knew the
answers to all of the questions on the quiz, except the one the random roll of a
die chose for them, they would fail to get any points on that quiz.
'
So this time, while they were individually taking the quiz, if any guild member
got the bonus question correct, all got credit for it. Here was another intrinsic
reward: doing something to help guild mates.
I had learned the previous semester how important it could be to engage
everyone in preparing to attack the level boss (midterm exam). I kept the guild
vs. guild PvP that had worked so well the previous semester at IU but added a
physical element.
Differentiating who shouted out a word or zone name first proved difficult, and it
caused a great deal of passionate debate.
I
tested another approach in
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