Game Development Reference
In-Depth Information
Princess Sodabottle and two turtles became quest givers. For two midterm preps,
a hat I had on a hook by my office door became the centerpiece of the
competition.
The more your classroom becomes the world of the game, the more immersed
your players will be in the experience. Design opportunities to incorporate the
language and trappings of games every day. And remember there is that entire
world outside the room where you teach that can be reached through a
computer, books, even the classroom door.
We know games are an action medium. Remember when we talked about
looking for verbs we can incorporate into a video game? Gameplay is built from
verbs such as run, take, climb, buy, shoot, jump, and so on. As you design, focus
on what your students will do. The more your players get to do, the more they
become part of the experience. In a multiplayer classroom, useful verbs to
consider are answer, present, write, and so on. And as we saw earlier, these can
be translated into defeating mobs, questing, crafting, and so on. The more
students are actively participating in the dissemination of knowledge, the better
it will be for them and for you.
This level is not intended to be an exhaustive look at the entire game design
process but is rather meant to give you some ideas of how to approach the
design of a multiplayer classroom. There are other topics that go into game
design in much better detail. You will find some suggestions for more reading on
Level 17: Resources.
For now, do not forget one important fact. The multiplayer classroom occurs in
real-time in the real world. That means that your game design is not done now.
Nor will it be done when you
ve produced all the necessary assets for your game
to be played. Designing the game will not end until the last day of the game
itself.
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