Curse of Lux Video Game Proposal Lauren Kiser, Ashley Kreis, Kaitlin Kelly, Kaitlin Silver, Kelly Soderberg SMAD 470 Dr. Holman 26 November 2012 Mediactive Summary In today’s world of information overload, Dan Gillmor tells us five principles we should consider when sorting through information in media. These principles instruct media consumers to be skeptical of all information, to not treat all information with the same level of skepticism, to search for information that differs from one’s own views, to keep asking questions, and to learn how and why digital media works1. If we exercise these guidelines any time we are immersed in the media, then we will be able to better understand and get the most out of our media experiences. Gillmor believes the division that separates media creation and media consumption is growing thinner 2. Because it is easy to partake in the consumption and creation of media. Gillmor stresses the importance of polishing our creation skills. He tells us to do this by developing “mediactivity” skills. Mediactivity skills require our active participation in media and converting what we learn into action. In this new world of information and media consumption, we need to have the mindset of a journalist: seeking out information relevant to our purpose, deciding its meaning, and taking action – perhaps the creation of our own response or investigation 3. The aspects of Mediactive that are best suited for a game include any of the principles listed for media consumers and creators. They are versatile and can be taught in contexts outside of their original purpose, and a game designer could implement them in different scenarios. Each of these principles can build on one another, which helps the player feel a sense of progress and provides them with feedback. Overall, these principles are most useful for a game because of their flexibility in game play and the choices that they provide for the game designer. 1 Gillmor, Dan. Mediactive. N.p.: Creative Commons, 2010. Print. McNair, Brian. "Mediactive." New Media & Society 14.5 (2012): 892-894. Academic Search Complete. Web. 16 Sept. 2012. 3 Kamerer, David. "Mediactive." Journalism & Mass Communication Educator 66.3 (2011): 272-273. OmniFile Full Text Mega (H.W. Wilson). Web. 16 Sept. 2012. 2 Audience The game we have created is targeted towards middle school students, ages 12-14 years old. 86 percent of young teens prefer to play games on a console, therefore, this game will be played on a PlayStation 3. Our primary audience is males because 65 percent of them are gamers, and our secondary audience is females who make up 35 percent4. We chose action for the genre because it is the top rated choice for young males and second choice for young females5. Our game is appropriate because it caters to both male and female players through game play styles and features that are considered favorable by our audience. The game contains young protagonists as the main avatars that middle-school-aged children will be able to relate with; creating a greater emotional connection for players to attract them towards accomplishing the high-stake goals6. The game also contains content created for young audiences in mind; keeping complex ideas understandable and relatable (regarding Mediactive), and keeping the atmosphere free of “mature themes” that would only appeal to adults7. This game helps make the important concepts of Mediactive fun and engaging for those of secondary school age. Motivations for game play change based on the age of the child. A large sampling of eighth grade students determined that the main motivation to play video games 4 "Teens, Video Games and Civics." Pew Research.org. Pew Research Center, 16 Sept. 2008. Web. 25 Nov. 2012. <http://pewresearch.org/pubs/953/teens-video-games-and-civics>. 5 Homer, Bruce, Elizabeth Hayward, Jonathan Frye, and Jan Plass. "Gender and player characteristics in video game play of preadolescents." Computers in Human Behavior. 28.5 (2012): 1782-1789. Web. 18 Nov. 2012. <http://www.sciencedirect.com/science/article/pii/S0747563212001227>. 6 Schubert, Damion. "The Many Forms of Game Narrative." Proquest. N.p., Jan. 2011. Web. <http://search.proquest.com/docview/821993374>. 7 Olson, Cheryl K. "Pediatrics for Parents." Pediatrics for Parents. 25.3/4 (2009): 27-29. Web. 18 Nov. 2012. <http://ehis.ebscohost.com/eds/pdfviewer/pdfviewer?sid=f8f06e15-64b3-445c8fff-aab66c25a4b8@sessionmgr104&vid=6&hid=101>. is for competition8. They like to achieve rewards and brag about them to their peers. The kids playing our game will become more involved through competitive play and more likely to remember the concepts taught. Transformation from Book to Game Our game, Curse of Lux, transforms four of Mediactive’s five basic principles and incorporates them into the game in all aspects of play. This makes the principles of the book easier to understand and applicable to real life situations. We added value to the book by making it more fun and enjoyable to learn media active techniques. When surveyed, schoolteachers agreed that students enjoy learning through interactive games as opposed to the traditional methods9. Therefore, this game will broaden the knowledge of students in a platform that they enjoy. It will also allow the students to learn how to implement these skills into their everyday lives. Our game uses real life situations with a fantasy overlay so the player can easily make a connection between our video game and real life through gathering information and evaluating its truthfulness. Skills from Mediactive that we plan on incorporating into the book include keeping an open mind, exercising judgment, being skeptical and asking questions1. These skills are used for the overarching purpose of owning your online presence. This concept in Mediactive reveals that in digital and physical worlds, we are mostly who people say we are1. In order to simplify this 8 Olson, Cheryl K. "Children's Motivations for Video Game Play in the Context of Normal Development." Review of General Psychology 14.2 (2010): 180-187. Print. 9 Razak, Aishah. "The use of Games-Based Learning Within the Curriculum for Excellence: The Teachers' Perspective." (5th European Conference on Games Based Learning. 20 Oct. 2011) 4. 1 Gillmor, Dan. Mediactive. N.p.: Creative Commons, 2010. Print. for middle school students, and make it a more interesting game, we created a storyline centered around a person’s general identity. The take away from Mediactive that best fits our purpose is the notion of not allowing others to say who you are or control the way you are perceived1. To incorporate the four previously mentioned skills, the playable character will be forced to use those tactics to examine the world around them and learn, or “own”, their true identity. Identity exploration in this game will make it more relatable to our target audience who are sure to be personally struggling with this topic. This game will also be popular because this age group loves role-playing games and the need for competition. It offers different options for side quests and routes to the ultimate goal. This will keep the gamer entertained long after they beat the game the first time. Multiple options will keep them playing to determine all possible new outcomes for the game situations. Genres Video games can be classified into a range of genres depending on the creative style of play implemented into each unique design, including: action, action-adventure, role-playing, simulation, music, and various others. In order to teach our selected ideas of Mediactive to our audience, our research focused on games that allowed for creative thinking, immersive exploration, and fun ways of learning the mature ideas in the book. The genres that we felt were appropriate choices for exploration were action, action-adventure, and role-playing games because they provide enough creative liberty to integrate Mediactive game play ideas10. 10 Dennis Maciuszek, ed. Computer Role-Playing Games as an Educational Game Genre: Activities and Reflection2011. 368-376. Web. 18 Nov. 2012. <http://ehis.ebscohost.com/eds/pdfviewer/pdfviewer?sid=c0d8b359-5fa8-4191-b5e6a8de3dbb923c@sessionmgr112&vid=6&hid=101>. “Action games” focus on combat; forcing players to use repetition to defeat the sometimes massive amount of opponents to progress through the game and story. “Actionadventure” games are a hybrid of the combat-intense “action games” and the explorative nature of “adventure games.” These revolve around an interesting story-driven plot with cinematic cut scenes, and emotionally-moving characters which help immerse players into these unique worlds. “Action-adventure” games involve solving puzzles in these environments, and reward players who engage in explorative game-play which drives the story forward11. “Role-playing” games, or RPGs, involve a complex style of game-play that gives players many options to choose from that allow customization which affects the storyline, playable avatar, environments, inventory, and combat techniques. Most RPGs focus on gaining experience points through combat, which allows players to level up or strengthen their avatars to help progress through increasingly difficult immersive environments and storylines12. Based on our research, we decided to create an action-adventure video game with RPG elements. From an action-adventure perspective, it allows players to explore an immersive fantasy environment through a narrative format and investigate the somewhat dense issues in Mediactive without making it too obvious or complex for our audience. From the RPG perspective, players will be able to make in-game decisions which will affect the outcome of the game world and provide a sense of feedback: indirectly telling the player whether they are Fernández-Vara, Clara. "The Paradox Between Player Control and Player Character in Adventure Games." Proc. of International Communication Association. N.p.: n.p., n.d. 5-6. 1 Jan. 2011. <http://ehis.ebscohost.com/eds/detail?vid=8&hid=117&sid=5d255b66-896b-4f26b54aa2a79b9706c8%40sessionmgr112&bdata=JkF1dGhUeXBlPWlwLGNvb2tpZSx1cmwsY3BpZC x1aWQmY3VzdGlkPXM4ODYzMTM3JnNpdGU9ZWRzLWxpdmUmc2NvcGU9c2l0ZQ%3d %3d#db=ufh&AN=79595837>. 12 Adams, and Rollings. "Game Development." Pearson, n.d. Web. 18 Nov 2012. <http://wps.prenhall.com/bp_gamedev_1/54/14050/3596995.cw/index.html>. 11 successfully implementing the tips produced in Mediactive, but giving the player the choice to do so without hindrance to progression13. As previously stated, boys enjoy action, simulation, and adventure games, whereas girls prefer simulation, action, and educational games. Since twice as many boys played video games compared to girls, we needed to cater to the majority of our audience while not ignoring the minority. We also decided to look at favored gaming strategies to create an immersive game that can be enjoyed by all middle-schoolers5. We found that boys favored “active” and “strategic” style of play which focuses on intense combat with hordes of enemies, and the ability to use advantageous weapons/items to progress through the game. Girls preferred “creative” and “explorative” styles of play, which focused on customization of the game environment/avatar, and the ability to roam around the world and discover new ways to progress14. By creating a game that combines the action-oriented and strategic elements that boys enjoyed, and the customizable and adventure-driven elements that girls enjoyed, we created a world with characters that will appeal to our entire audience. Game Play The player begins the game by creating their avatar. Players may customize the avatar’s first name, but a last name is already selected. The player may customize their avatar as desired, with the ability to choose specific factors such as gender, race, or clothing colors. 13 Ngai, Anita. Cultural Influences on Video Games: Players' Preferences in Narrative and Game-play. MA thesis. University of Waterloo, 2005. Web. <http://uwspace.uwaterloo.ca/bitstream/10012/770/1/acyngai2005.pdf>. 5 Homer, Bruce, Elizabeth Hayward, Jonathan Frye, and Jan Plass. "Gender and player characteristics in video game play of preadolescents." Computers in Human Behavior. 28.5 (2012): 1782-1789. Web. 18 Nov. 2012. 14 Hamlen, Karla. “Children’s choices and strategies in video games.” Computers in Human Behavior. 27.1 (2011): 532-539. Web. 18 Nov. 2012. Game progress is measured by the player exploring the world, interacting with other characters, completing quests, defeating enemies, and gathering information and items. As players interact with the game, they gain experience and become a more powerful character. Experience gives the player boosts to health and mana, opens up new realms of gameplay, and gives the player access to better equipment. Health (Appendix A) is measured by three red hearts in the top left corner of the screen. If a player gets hurt, the player loses part of a heart. If no hearts remain, the player dies, and the game restarts from the last save point. The player may acquire health potions to restore some health throughout gameplay. Occasionally, the game will automatically save progress for the player, such as before a large battle. Beneath the heart health meter is the mana bar (Appendix B). To use spells, the player must have the required amount of mana to cast each spell. Though using a mana potion instantly replenishes the bar, Mana regenerates on its own over time. Pressing “Start” on the controller will bring up the inventory screen. From this screen, players have access to: 1) The avatar’s skill level and abilities 2) Collected items: weapons, armor, key plot items, items to sell for extra money, and health/mana potions 3) The world map for navigation An item will only appear in the inventory if the player has collected it. Increasing inventory stores will lead to more effective gameplay, and is an incentive for the player to explore, save money and interact with other game characters to acquire items and experience. In-game currency is represented in “gald.” To purchase items from vendors, the player must have the required amount of gald. Gald is acquired by completing quests, exploring areas, and by selling inventory items such as weapons, armor, or potions. The main game controls (Appendix C) are located on the right side of a PlayStation 3 controller, marked with symbols X, Square, Circle and Triangle. The game controls are as follows: X: Select/Basic sword attack. The power of this attack directly relates to the level of the sword equipped. Square/Circle: Player may customize, such as if they assigned a health potion to be consumed every time this button is pressed. Triangle: Action Button. Used to climb on objects, push or pull them, or to interact with other characters. R1: Lock on/Crouch/Crawl. Lock-on ensures a specific target is attacked in combat mode. Otherwise, button makes avatar crouch or crawl. Left Analog: Movement, the direction the player presses this analog stick in is the direction the avatar moves in the game. Right Analog: Camera, the direction the player presses this analog stick in is the direction the avatar faces in the game. The player is represented by a gold arrow in the center of the screen, and the direction that the arrow points is the direction the avatar is facing. The map ensures the player will have a way to navigate the game world for easier and effective play. Game Success Success of the game will be measured by game sales and game-related activity on various social media sites, as increases in both areas indicate higher game popularity. Key words such as innovation, fantasy, comical, long waiting time, and reality15, are used to describe feelings toward video games. We will also look at the number of engaged users on our pages. We can determine how popular the game has become based on the amount of interest people have to interact and collaborate online. Being featured in popular game media, such as Game Informer and GameSpot, will provide more potential customers with information to determine if they want to purchase the game or not16. Lastly, we will attend game conventions to see if our game is being discussed or represented to determine popularity. Word Count: 2,498 words (does not include headings or footnotes). 15 Yoshida, Junji . "Selection of Appropriate Terms for a Subjective Evaluation of Video Game Contents." The 23rd International Technical Conference on Circuits/Systems. (6 July 2008) 627628. 16 Gutjahr, Michael. "What Makes a Good Serious Game- Conceptual Approach Towards a Metadata Format fro the Description and Evaluation of Serious Games." 5th European Conference on Games Based Learning (20 Oct. 2011) 203. Works Cited Adams, and Rollings. "Game Development." Pearson, n.d. Web. 18 Nov 2012. <http://wps.prenhall.com/bp_gamedev_1/54/14050/3596995.cw/index.html>. Dennis Maciuszek, ed. Computer Role-Playing Games as an Educational Game Genre: Activities and Reflection2011. 368-376. Web. 18 Nov. 2012. <http://ehis.ebscohost.com/eds/pdfviewer/pdfviewer?sid=c0d8b359-5fa8-4191-b5e6a8de3dbb923c@sessionmgr112&vid=6&hid=101>. Fernández-Vara, Clara. "The Paradox Between Player Control and Player Character in Adventure Games." Proc. of International Communication Association. N.p.: n.p., n.d. 56. 1 Jan. 2011. <http://ehis.ebscohost.com/eds/detail?vid=8&hid=117&sid=5d255b66896b-4f26-b54aa2a79b9706c8%40sessionmgr112&bdata=JkF1dGhUeXBlPWlwLGNvb2tpZSx1cmwsY 3BpZCx1aWQmY3VzdGlkPXM4ODYzMTM3JnNpdGU9ZWRzLWxpdmUmc2NvcGU 9c2l0ZQ%3d%3d#db=ufh&AN=79595837>. Gillmor, Dan. "Owning Your Online Presence." Mediactive. United States: Dan Gillmor, 2010. 96. Print. Gutjahr, Michael. "What Makes a Good Serious Game- Conceptual Approach Towards a Metadata Format from the Description and Evaluation of Serious Games." 5th European Conference on Games Based Learning. ACI: Academic Conferences International. The National and Kapodistrian University of Athens, Athens, Greece. 20 Oct. 2011. Lecture. Hamlen, Karla. “Children’s choices and strategies in video games.” Computers in Human Behavior. 27.1 (2011): 532-539. Web. 18 Nov. 2012. Homer, Bruce, Elizabeth Hayward, Jonathan Frye, and Jan Plass. "Gender and player characteristics in video game play of preadolescents." Computers in Human Behavior. 28.5 (2012): 1782-1789. Web. 18 Nov. 2012. <http://www.sciencedirect.com/science/article/pii/S0747563212001227>. Kamerer, David. "Mediactive." Journalism & Mass Communication Educator 66.3 (2011): 272-273. OmniFile Full Text Mega (H.W. Wilson). Web. 16 Sept. 2012. McNair, Brian. "Mediactive." New Media & Society 14.5 (2012): 892-894. Academic Search Complete. Web. 16 Sept. 2012. Ngai, Anita. Cultural Influences on Video Games: Players' Preferences in Narrative and Gameplay. MA thesis. University of Waterloo, 2005. Web. <http://uwspace.uwaterloo.ca/bitstream/10012/770/1/acyngai2005.pdf>. Olson, Cheryl K. "Children's Motivations for Video Game Play in the Context of Normal Development." Review of General Psychology 14.2 (2010): 180-187. Print. Olson, Cheryl K. "Pediatrics for Parents." Pediatrics for Parents. 25.3/4 (2009): 27-29. Web. 18 Nov. 2012. <http://ehis.ebscohost.com/eds/pdfviewer/pdfviewer?sid=f8f06e15-64b3445c- 8fff-aab66c25a4b8@sessionmgr104&vid=6&hid=101>. Razak, Aishah. "The use of Games-Based Learning Within the Curriculum for Excellence: The Teachers' Perspective." 5th European Conference on Games Based Learning. ACI: Academic Conferences International. The National and Kapodistrian University of Athens, Athens, Greece. 20 Oct. 2011. Lecture. Schubert, Damion. "The Many Forms of Game Narrative." Proquest. N.p., Jan. 2011. Web. <http://search.proquest.com/docview/821993374>. "Teens, Video Games and Civics." Pew Research.org. Pew Research Center, 16 Sept. 2008. Web. 25 Nov. 2012. <http://pewresearch.org/pubs/953/teens-video-games-and-civics>. Yoshida, Junji . "Selection of Appropriate Terms for a Subjective Evaluation of Video Game Contents." The 23rd International Technical Conference on Circuits/Systems. Faculty of Engineering. Utsunomiya University, Tochigi, Japan. 6 July 2008. Lecture.