Information Technology Reference
In-Depth Information
elicits Flow conditions. In the SPP, there are three types of gameplay goals; Aspira-
tional/long-term goals (intrinsic); Mid-range goals (intrinsic/extrinsic); and Short-
term immediate goals (extrinsic).
The primary game goals result from the translation of learning outcomes and ob-
jectives filtered through the narrative. They reflect player motivations and form the
basis of the narrative progression. In Ora, the primary game goals are (1): To repel an
army of mammalian pests led by marauding possums (immediate motivational goal
and direct player action); (2): To save the native flora and fauna (mid-range goal and
reinforcer of player action) ; (3): To restore the forest ecosystem to its former glory
(success indicator and long-term aspirational goal creating opportunities for feed-
back on actions).
The simulation model (sim) that underlies Ora provides the player with methods
for achieving gameplay goals. It integrates models of possum birth, death and move-
ment [15], impacts on tree health and mortality [16] and interactions with manage-
ment tools such as traps [17] and poison bait [18], with costs (time and money) for
executing monitoring or management. The sim allows players to set up “operations”
comprising a series of actions such as choosing contractors, transport and equipment,
setting trap or bait station layout, providing quotes, and implementing operations at
the appropriate time, thus providing a basis on which to build gameplay mechanics.
Gameplay - The design plan for Ora has four levels, which deal with the chal-
lenges of using the available tools within limited budgets, ethical dilemmas and meet-
ing the needs of concerned citizens. These are: (Level 1) Ground operations; (Level 2)
Aerial operations; (Level 3) Managing stakeholders; (Level 4) Combination of levels
1-3. In this paper we focus on the gameplay development of Level 1 which comprises
a 61 hectare area of forest enclosed by a predator-proof fence. The forest consisted of
three native, palatable tree species (Kamahi, Southern rata and Hall's Totara) and the
initial possum population was set at 20 per hectare with an equal sex ratio. Interac-
tions between trees and possums were controlled by the sim, which allows the trees to
grow and change over time while showing the impacts of possum browse on the for-
est canopy. In-game possums move around the gameplay area, with movements dic-
tated by the position of their home ranges. Game time is moved at roughly one night
per second of play, so 15 minutes of gameplay could equate to 2.5 years of forest
time. The game needed to make player perception of involvement close to that of the
client and/or other entities involved in implementing or directing pest control in NZ.
We therefore developed a system of reward and feedback that enables players from
the public, scientists and managers to perceive the value of each other's input.
Epic win and fail - The outcome for Level 1 was to establish good tree health and
a healthy bird population, by reducing possum numbers in the fenced area. The Level
1 'Epic Win' state would see possums eradiated inside the fenced area and trees at
80%+ attainable health, and the release of a player-nurtured kiwi into the newly
created sanctuary. The 'Epic Fail' state would be the opposite, with a healthy possum
population, less than 20% tree health and an unhatched egg or unreleased kiwi. To
achieve the level goal, the player must access ground-based pest control options in the
sim: Tree Monitoring; Trapping; and Baiting. The in-game application of these opera-
tions form the goal orientated skill based tasks of level 1.
Search WWH ::




Custom Search