Game Development Reference
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anything. Like their choices or not, these are their choices. It provides them with
a sense of ownership and gives them a stake in the game, even as it may drive
more consistency-minded, aesthetically aware designers, teachers, and players
up the wall. Other than the usual list of offensive words, let them do it. Don
t
fight it. Embrace it! Somebody who wants to name her avatar Zombie
Apocalypse should have that privilege.
Players took turns pitching their game premises to the class. Everyone then
voted on which premises they liked the best. The highest five vote-getters
became the games they would design.
'
I asked players to list their choices for which game they would like to work on in
order of preference and to list what roles they would like to play. Listed in Table 4.1
are the guild names they chose and the titles of the games they would be
designing.
And we were off. First, playing Senet ; then crafting an analysis of its gameplay.
Random dice rolls determined who would be responsible for the next class
sessions
quests. Much to my surprise, the students not only did not mind this
element of chance, but they accepted it. More than that, they seemed to enjoy it,
commenting on the dice rolls as they would the tricks chance played on them in
games.
'
The first reading quizzes in the guise of surprise attacks by mobs wiped almost
the entire player base.
Table 4.1 Guilds and Games
Guilds
Games
Slug Machine
BulletWounds
Apocalypse Later
City State
Anytime Football
TouchdownDice
The Church of Fonz
Solar Race
The Shogunate
5 Rings
Magma
Volcano
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