Voices of Spoon River Design Document INST 7870 Dr. Brett Shelton Authors Jared Bernotski, Tom Caswell, Jon Scoresby, Tim Stowell Table of Contents Problem Statement and Learning Objectives .................................................................... 1 Existing Approaches .......................................................................................................... 2 Existing SRA Instruction.......................................................................................................... 2 How existing approaches informed our work ........................................................................ 3 How existing approaches are lacking ...................................................................................... 4 Design Principles/Rationale .............................................................................................. 4 Design ................................................................................................................................. 6 Constraints................................................................................................................................. 6 Design Process ........................................................................................................................... 7 Description of Game’s Key Features ..................................................................................... 10 Breakdown of Game Clusters ................................................................................................ 11 Within the game, we created Elsa and Thomas Greene’s house. Both Elsa and Thomas appear as NPC’s. Thomas appears and bars the player from progressing along the path: ................................................................................................................................................... 14 Scenarios for use of game................................................................................................ 16 Evaluation ........................................................................................................................ 16 Future Directions ............................................................................................................. 16 Conclusion........................................................................................................................ 17 References ........................................................................................................................ 19 Appendix A ....................................................................................................................... 20 Screenshot of game.................................................................................................................. 20 Appendix B .............................................................................................................................. 21 The Map ................................................................................................................................... 21 Appendix C .............................................................................................................................. 22 Approaches and content we considered but did not incorporate ....................................... 22 Appendix D .............................................................................................................................. 26 Timeline, including snippets of code...................................................................................... 26 Appendix E ....................................................................................................................... 28 Appendix H....................................................................................................................... 37 1 Voices of Spoon River Design Document Participants Jared Bernotski, Tom Caswell, Jon Scoresby, and Tim Stowell Problem Statement and Learning Objectives Problem Statement 9th grade English students often struggle to comprehend literature. An additional related issue is that some students lack interest in learning poetry. With this in mind, how is it possible to make a particular text come to life and become meaningful, such as Edgar Lee Masters’ classic work, Spoon River Anthology, so that it teaches and delights a 9th grade English class? Learning Objectives Our overarching instructional objective is reading comprehension. This comprehension will be demonstrated as players find relationships between characters through reading epitaphs. Selected epitaphs present particular issues that affect the epitaph’s speaker as well as other objects and individuals within Spoon River. Resolving each issue is the basis for the game, which requires close reading, interpretation, and application of Masters’ epitaphs within the game context. Various objects and characters mentioned in the epitaphs take tangible form within the game. Players can talk to ghosts, examine, take, and move objects, but always with game play progressing based on reading comprehension. Here are the secondary learning objectives: o Students will learn problem solving that goes beyond the obvious. The first answer to a puzzle may or may not be the solution within the game. However, if an answer is not obvious, a hint system will provide clues, arranged from less directive to more revealing, that provide justin-time instructional scaffolding. o Students will learn spatial reasoning to orient themselves in this environment. Unlike with Masters’ book, turning pages is not enough to get from one epitaph to the next. By typing directional commands, students must be able to find their way from epitaph A to location B and so forth. To achieve this goal, students will need to create mental images and formulate a mental map. If students actually draw out a map, that would be an added bonus. However, if needed, we have provided a map in supporting help materials. 2 o Players will recognize underlying patterns in the game (Koster, 2005). They will learn commands to navigate and operate in the game structure that work consistently. Also, objects in the game will work in a consistent manner. o Players will learn to recognize symbolic objects within the game. From reading the epitaphs, we have taken described objects and given them tangible form within the game. This makes the symbol something that students can grab onto and use to resolve issues. o The game will provide opportunity for reflection. Players will be presented with problems that need solutions and questions within the hint system. The pacing naturally available within a text adventure also promotes the reflection required to resolve issues in the game. Existing Approaches Existing SRA Instruction In advocating this approach, we have first examined existing methodologies to show a need for this text adventure and consider its relationship to existing teaching materials. An online search through 9th grade teacher recommendations revealed an approach called Live Gigs where students and other actors perform poetry on stage. Through memorization and presentation of poetry, Gillian Clarke (2005) believes that this approach helps students “make the ‘story’ their own and the language new”. Similarly, he writes how such students: “listen quietly to the poems, some of them tough texts, many, on the face of it, far from their own experience: poems set in history, in myth, in landscapes far from the towns and cities where most of them live. But they recognize love, birth and death wherever it happens. They know relationships. The heart is touched, and the world opens. So poets were teenagers too, once! Suddenly they’re talking to us, writing to us. It’s that connection which can free them to read, listen, think, write, get the best grades they can.” Here, Clarke discusses certain areas that students of this age identify with, such as relationships, love, birth, and death. Live Gigs provides one method to get students to connect to the human emotions and needs inherent in poetry. With the Spoon River Anthology, Masters has created a very human drama. It first appeared in print serials beginning in 1915, sort of like an early version of TV episodes. It was only later collected into the 244 epitaphs now available in print. However, this poetry collection has enjoyed enduring popularity especially based on its human and narrative elements. It has been called a “national treasure” (Horton, 1996). Such appreciation for the work led Charles Aidman to develop a play with 70 of these epitaphs set to music. This play, written in 1963, is still frequently performed in high school and community productions. However, in our research we could not find a computer-based adaptation of Masters’ work. Such an adaptation could be particularly useful in teaching our planned 3 learning objectives. Students could not only watch the text being performed, as in a theater production or Live Gig, but be able to interact with the text. A teacher’s guide to helping students with homework put out by the U.S. Department of Education’s Office of Educational Research and Improvement discusses how part of the problem stems from competing “with Nintendo” (Paulu, 2003). As with homework, a similar struggle to compete with video games could also cause a problem in classroom learning. In other words, we advocate that since students at this age have a definite interest in video games, an instructionally relevant game could potentially help overcome the motivational difficulties mentioned previously. To meet students on their level, therefore, we have designed a text adventure game. This activity, like poetry, provides a text-based environment. We would not recommend that a classic text be turned into an XBox, firstperson shooter. However, the game-like elements within our text adventure are designed to better pique students’ interest than traditional formats. Since play fills a fundamental human need, our game-like elements, such as scoring, challenge, and puzzles provide a framework to facilitate play and, since aligned with instructional objectives, learning through play. As lion cubs learn to hunt and survive through play, play for humans fulfills a similar basic survival, as well as enjoyment need (Crawford, 1997). Another problem for students to connect with the story within the Spoon River Anthology is that Masters’ work does not provide explicit, intertextual connections. However, as with any real world small town, there are many links between characters. Making diagrams with such connections between this body of hundreds of individuals in Spoon River is not something that Masters attempted. In searching online, however, a high school class has built a searchable database that provides background for Spoon River characters. As this example illustrates, Masters’ text by itself may not be enough to make connections between characters or to literary devices easily apparent, especially for a high school audience. How existing approaches informed our work The emotional link students found through Clark’s approach of Live Gigs has similarly informed our game. We have given characters within the game believable emotions and storylines. To provide one example, Jack McGuire shot the Town Marshal in a drunken rage, after which he spent 14 years in prison and learned to read and write. The words which Jack’s ghost speaks in the game provide an emotional drama that make his situation easier to relate to: “I didn't always make the right choices. I loitered in bars tipping my jug till I couldn't see straight. The saloon was my prison before I was put behind bars. One fatal night, I killed the Town Marshal in a drunken rage. Later, in jail, they wouldn't give me liquor, so I broke my drinking habit. I spent my time learning to read and write instead. Oh how I wish the Town Marshal could know that I changed! If only I could lay my learning and my empty jug in front of him. But, alas, all that’s left of him is his grave.” While this text adventure game does not introduce live performances, it hopes to achieve the same goal as Live Gigs of having poets speak more directly to high school-aged readers. Our game brings love, birth, and death from Masters’ poetic pages. To solve 4 puzzles, readers must analyze character motivations. This sort of exercise is in keeping with Masters’ story-like structure. He has created a fictional town and given characters relationships to each other within this environment. As such, players within the game can talk to characters and receive additional explanations about their motivation. These explanations serve as clues to help players on their detective journey to resolve issues and mysteries. How existing approaches are lacking Many existing approaches to teaching classic texts do not tap into technology. As has been mentioned, teachers already have a problem competing with Nintendo. However, Fromme (2004) mentions that video games are young people playing video games more often than any other form of modern media. Terdiman (2004) similarly writes that playing video games can help youth be better students. Since video games appeal to so many people, young and old, The Royal Shakespearean Company has been collaborating with a group at MIT to produce a game called Prospero’s Island. Squire and Jenkins write about this game: “Prospero’s Island is a space of dreams and magic, and students are encouraged to decipher symbols, manipulate language, and uncover secrets (in short, to perform literary analysis)” (2003). In a similar manner, Voices of Spoon River, is programmed to require students to read sections from Masters’ text. It would not be possible to solve puzzles within our game without understanding character motivations and issues revealed in their epitaphs. Online, the most frequent materials relating to online texts are not very interactive. For example, http://www.bartleby.com provides a searchable database of classic texts. However, it provides no explanation or footnotes for the poems. Since relationships between characters are not clear to high school students, a high school English class has put together a searchable database based on the Spoon River Anthology: http://filemaker3.mcps.k12.md.us/spoonriver/FMPro?-db=spoonriver.FP5&lay=Layout%20%231&-format=search.htm&-view. This database does not represent the whole text, but students appear to have written the explanations behind each character and made connections to other characters within the poem. While this database is a useful tool, it is only searchable and not very interactive. We feel that students may learn better in a game format. Design Principles/Rationale Audience 9th grade English students and teachers of those students are our principle audience. The younger group’s interest in video games and their reading level have guided our work. This meant that Jared had to limit his vocabulary, puns, and keep it clean. For example, Jared had written if players tried to open a drawer in the prison desk with one of the keys, “You could drop your own drawers, but this lock is stripped.” Understanding our audience required some revisions to tone it down and simplify. Another example referred to Dante. Dante is mentioned in Lucius Atherton’s epitaph, where he says that: 5 There is a mighty shade here who sings Of one named Beatrice; And I see now that the force that made him great Drove me to the dregs of life. A student in the online database previously mentioned did not catch that Beatrice comes from Dante’s poetry. They wrote, “It the end of his poem he says that there was a person named Beatrice, and he says that the thing that made Beatrice great was the same thing that drove Atherton to the dregs of life.” After debating this topic among group members and consulting with Jon’s wife, who is a 9th grade English teacher, we decided not to include this epitaph and not to explain the complexities surrounding Dante. Such a decision was guided by the desire to keep materials at a 9th grade level. Instructional Theories In terms of relevant theories, we draw on Koster’s use of pattern recognition as an essential part of video games. Within the Voices of Spoon River game, keys are used consistently as “red herrings.” While unexpected at first, this pattern promotes reflection and problem solving since keys normally open doors. Cluster 1 originally had two keys in the prison that opened things. We ended up changing that so these are red herrings. The justification for doing that is to be consistent with the pattern from the other team. Also, we did this to promote reflection, that things need to be examined and considered. Shooting the cell door locks with a shotgun opens doors in the prison. Similarly, elsewhere other items besides keys open things. From this pattern, students should learn a sublevel objective that the first thought may not always be the best answer. In this context, keys are used in a consistently ironic fashion. An additional an easter egg section of the graveyard can only be opened through throwing keys in the river. Such an action would not happen in the real world. Nevertheless, in the game context, keys not opening doors is a consistent pattern. Players may not realize that they should throw the keys in the river until they reach the end of the game and receive this direction from Masters’ ghost. In addition, the game uses a scoring system that is consistent with learning objectives. Bernstein (2001) writes that scoring helps make games more appealing. While this is not an arcade game, scoring serves a similar role within the game. As the right objects are collected or the correct actions performed, players receive points. This serves as a clue that the player is on the right track and as a motivation to do new things, so as to earn more points. However, the 8 issue countdown is the most important key to guide game play. Having a decreasing score could be seen as slightly unusual. However, this countdown gives players a benchmark to know where they stand within the game. Once the number zero has been reached, the game has been won unless players continue with the easter egg. Also, we have considered Dr. Brett Shelton’s (2006) game criteria of proclivity, challenge, and uncertainty. Proclivity is addressed through the game itself. Players of this age group especially feel a strong proclivity towards video game play. Our game draws on this proclivity and connects it to a classic text. In terms of challenge, solving character issues, the text adventure environment, the potential need to draw a map, and the size and scope of the game add to its challenge and uncertainty. Players are given some directions 6 through examining objects and talking to characters. However, uncertainty remains until the last issue is resolved. Basically, the whole environment is based on uncertainty. Objects and locations are only found through exploration and examination. It even continues beyond resolving the last issue since there are two hidden easter eggs. To add to this sense of challenge and uncertainty, Elsa’s cluster can be solved in two different ways. You can put Hamilton’s photo next to her photo in Elsa’s house. Or you could take her photo and put her next to Hamilton in the Greene house. This gives more possibilities as far as solving the puzzle. It also could add to replayability, since players could find one solution and return to play again and implement another solution. Also, Jack McGuire’s issue can be resolved through dropping the jug and journal on the Town Marshal’s grave. However, more points can be earned if the player breaks the jug with the Prohibition loaded cane. Breaking the jug this way also points to our sublevel objective of symbol recognition. Jack’s drinking habit was broken in prison. However, the jug still remains, and Jack wants this jug to be broken in front of the Town Marshal’s grave. Through this symbolic mechanism, the player should understand Masters’ poetic meanings on a deeper level. Another common element in games, according to Crawford (1997), is nose thumbing. In Voices of Spoon River, you can spit on things, and resolving Judge Somers’ second issue requires burning his photo. Players can also hit anything with the cane, but it tells you that violence is not the answer. Thus, players are sometimes allowed to destroy things which they probably normally would not destroy in the real world. However, such actions are channeled to capitalize understanding of desires expressed in the epitaphs. Violence really is not the answer to using the cane except when symbolically breaking Jack’s jug. Similarly, Judge Somers talks about not having the memorial he deserves. He has no tombstone, and Penniwit caught him cross-eyed. Therefore, burning the photo in this context is not a simple nose-thumbing destructive act, but is crucial to understanding both Somers and Penniwit’s epitaphs. Another relevant game theory from Grodal (2003) is that video games are couched in a context of higher order goals but have lower order processes along the way. In our game, the higher order goal is saving the ghosts from their issues. However, achieving this goal takes the player through a series of lower order processes, including examining and taking various objects. Another higher order goal according to the Agency (2001) study is putting the learning objectives within an interesting story context. Ideally, the learning objectives will become transparent. These objectives are not explicitly listed within the game. The goal would be to have students learn without realizing that they are progressing through an educational module. Design Constraints Our main design constraints were the nature of the text adventure environment, time limitations, and staying true to Masters’ text. Inform comes with a limited vocabulary of commands. However, we were given that operating environment as a class assignment. At times, we extended and replaced verbs (and wrote functions) to modify these commands. However, even still, Inform provided a limiting setting within which to 7 program. At best, though, we hope that commands will become intuitive once players have consulted the Readme or hints and become familiar with the environment. Also, this was only a one semester class and class members had conflicting schedules. We had to work around each other’s schedules and limit scope keep. This helped us finish the project, though it still required some late nights of work. Also, this meant modifying some originally envisioned ideas. For example, we decided to change one of our originally planned clusters since it included so many characters. Quite a bit of work had been done on this cluster, but it actually ended up being less work to change plans (See Appendix C). Also, we think that the change in plans makes our game tighter, more meaningful, and more understandable. Design Process Our design process began with research, proceeded to identifying needs, continued to creating a problem statement, and then went to content gathering: Identify Needs, Create Problem Statement and Objectives All of us had experienced some struggles understanding poetry, especially during our younger school years; certainly we could remember other students who had. We identified this understanding as a need, along with motivation since understanding poetry is not an easy task. This thought process, along with teacher recommendations, led us to consider student reading comprehension as our overarching objective. We created related sublevel objectives. Gather Content From the 246 epitaphs in Masters’ original work, we selected 5 to base the game on. We could have chosen a larger number. However, we wanted students to have a limited scope where they would be required to read closely. To make our choices, we found relationships that sounded meaningful. Also, we searched for ones that had a limited number of characters involved. Many epitaphs listed an issue that did not connect to any other characters within Spoon River. Based on this process, we distilled our choices down to the four clusters within the game. We also chose a variety of issues, from insecurity to drunkenness, to unjust treatment, to hidden marital infidelity and child birth. Sketch Design Concept/Map of Game To help us in game construction, we sketched a map in a program called CMap. This map not only helped us keep things straight, we will include along with the Readme document to give to potential players (See Appendix B) Create Design Goals We sought to make issues within the game solvable, give life to the story and to the characters. We wanted to help players connect with those characters in a new way beyond just reading the published book version of the text. 8 Develop basic product We played other text adventure games, such as Adverbum and Blue Chairs. Then, we went through some examples from the Inform Manual and an online Alice tutorial. The first assignment was to create two rooms and connect them. This started us on the coding process which became increasingly more involved. Some ideas for the game developed in the middle of coding. Others were conceived first and coded later. In initial designs, we had planned to make Jack McGuire’s paper go inside the jug. However, later on, we felt that this was probably unrealistic. The most important paper had evolved into being a journal, which would have been bound and hardback. If we had forced such a journal to fit into the jug, it could have provoked shock which would have taken the player out of the game’s flow (McMahan, 2003). Another modification happened due to reading the epitaphs more closely. At first, we had a saloon and had added various objects within the saloon to make it seem more realistic. However, the Town Marshal mentions that the Prohibitionists had hired him when saloons were outlawed. With this in mind, we closed down the saloon to keep it consistent with Masters’ text. Listing all the code and parser modifications would take many pages. However, to include just one example, we hacked the scoring system to include issues and to position it to fit inside the bar. (See Appendix A) Such hacking happened to guide learners through the instruction. Again, a study from Agency (2001) argues that students need to be reminded of objectives, or they will very likely forget. The hacked scoring system fulfills this purpose. Also, we decided to build our own header file so as not completely rework existing parser functions. This SRA.h adds to built in Inform features to include the functionalities we needed, such as various classes to make coding easier and our own functions. For example, if you tried to hang a photograph on a nail, it caused an infinite loop since we had a supporter on a supporter. This was something build into Inform. To get around this problem, we changed a section in the parser within SRA.h to make nails be considered like a wall: [ BeforeParsing flag; for (wn = 1 ::) switch(NextWordStopped()) { 'nail': if (flag == true) parse-->(wn*2-3) = 'wall'; 'nails': if (flag == true) parse-->(wn*2-3) = 'wall'; 'put': flag = true; 'hang': flag = true; -1: return; } ]; This code shows how the nail, once put or hang a photo on the nail, gets turned into the wall. Similarly, to have more control over the matches, we found some code and adapted it from a Google Inform group. Unlike the original parser created matches, this code allows the matches to burn for a limited number of moves (10 in this case). 9 Unfortunately, the matches are currently having a few crash and burn problems, but this will be fixed in future releases. We also created the verb, “spit” so that the parser would recognize it. We extended verbs to give the player more realistic action options. For example, instead of just push stone, the game now requires that this headstone be pushed into something. To do this, we extended and modified the verb “push” to be able to push directions, into, onto; all of which functionality creates a richer, more believable world. According to McMahan (2003), presence depends on how well a player can interact with and manipulate an environment. We want players to have an uninterrupted sense of presence in the game, and such extensions promote this presence sense. The following code shows how this push verb was extended: Extend only 'push' 'move' first * noun -> Push * noun 'in'/'into'/'to' noun -> Push * noun 'over' -> empty * noun 'to'/'the' noun=ADirection -> PushDir; Verb 'spit' * ->spit * 'in'/'on' noun -> spit; We used a similar process to extend or replace other verbs when needed. Another problem with Inform occurred, when pushing the wheelbarrow into a new room since the system would not return the desired response. The wheelbarrow would only show up when the player types, “look.” We have grappled with that for several hours. Under the Future directions section, another proposed solution to that problem will be covered. An additional issue was getting strings to capitalize. Dictionary words are not capitalized by default. We tried to use possessive apostrophes but ended up just rearranging the sentence so it said The ghost of Judge Somers instead of Judge Somers’ ghost. This capitalization seemed important, especially since we are distributing this game to English teachers. Beyond these issues, we coded some functions based on conscious design decisions. With the case of the gravesite, the name is not revealed until the epitaph has been read. Similarly, it is necessary to talk to the ghost before being able to refer to the ghost by name. This was a design decision to force them to talk to the ghost. Both these examples make players read the text and enter examine commands in order to learn needed information. Such a goal aligns with our instructional objectives of reading comprehension and encourages reflection. Focus back to instructional objectives As we have proceeded through the code, we have kept focusing back to the overarching learning objective of reading comprehension. For example, Jack McGuire’s gravestone begins with red “Prohibited from Rest” sprayed on. Once this issue has been resolved, however, we have changed it so that it reads, “Now at Rest.” This change forms another way to show players their progress within the game. 10 Other directive examples would be Judge Somers, once one issue is resolved, and Elsa providing direction when players do something incorrect. Somers indicates that: “You have solved one issue. However, because of Penniwitt, there’s still something in Spoon River that makes me look undignified.” This forces the player to need to read Penniwitt’s epitaph. Such a connection, leads players to understand the relationship between Penniwitt and Judge Somers. Another example of this relationship finding objective is finding out that Hamilton is Elsa’s son. Elsa reveals this explicitly in her epitaph. However, if players had not read that epitaph, they could find clues in her house, such as the scrapbook in the hope chest. Also, players receive guidance when needed. If they try to put the wrong photo on the wall, Elsa’s voice whispers, “Where is my son? His photograph must go on this wall!” Similarly, if Hamilton’s photo is placed on the wall without Elsa’s, she says, “My son Hamilton is on my wall at last, but where am I?” Such feedback throughout the game serves to guide the player towards properly resolving issues. Description of Game’s Key Features Scoring system Players receive points as they take or do something with objects related to resolving an issue. Taking an object related to an issue yields 1 point. Also, carrying out a needed action, like shooting the lock off prison cell doors, yields 3 points. Then, when a player performs the appropriate task with needed items and thereby resolves a character’s issue, they receive 5 points. Each time this happens, an issue, listed in the top right hand corner, also goes down by one. The idea is to keep playing till all issues are solved, the player’s score has gone up as high as possible, and the issues number reaches zero. 11 Hint system Within the game, puzzles are designed to be logical and based on the epitaphs from Spoon River Anthology. However, if clues from examining found objects and locations are not enough, a hint system has also been included to provide additional support. It also asks questions to encourage player reflection. It is divided into 3 sublevels: 1) Epitaphs: In this section, players may review epitaphs without returning to read them within the cemetery. 2) Am I at peace? As this section is selected, players can find increasingly more revealing clues about a certain character’s issue. 3) Objects: For every issue, the hint system includes a list of relevant objects. Such hints reveal where objects may be found, as well as what objects should be used for. Again, this is done from less to more revealing. We created a standards document between the two teams to make later integration easier (See Appendix F). For example, one group design decision was that the statue of Edgar Lee Masters would be where learners would go for help. Game-like elements versus opportunities for reflection As mentioned previously, playing games is a fundamental human need (Crawford, 1997). However, learning is the main goal and learning typically requires effort and reflection. In the hint system, it not only reveals clues but also asks reflective questions, such as “What does the jug show about Jack McGuire?” Such a question provides some direction question but also furthers critical thinking skills. Breakdown of Game Clusters Cluster 1 We followed a timeline for developing this project (See Appendix D). For each cluster, we created a matrix that breaks down characters, artifact locations, artifacts, the resolution, related activities, and learning objectives related to the activity. This matrix for Cluster 1 is as follows: 12 Characters Artifact Locations Artifacts Identify Resolution Jack McGuire Jack's tombstone Jug To show that Jack sobered up and learned to read and write. The Town Marshall Marshal's tombstone saloon ledger keys Related Activity Learning Objectives Related to Activity Place Jack’s Reading journal and comprehension empty jug on the Marshal's grave. prison shotgun saloon Jack’s jail journal & books cane (artifact for bonus solution) Broken jug = broken drinking habit For bonus points break jug on top of grave also. Jack’s jail journal = Jack learned to read and write in jail Cane = helps "break the habit" (represents the law) Within that cluster, we decided that Jack would be the person who needed an issue resolved. The poem reveals that he was drunk on a certain evening and killed the Town Marshal. Then, he spent the next 14 years in prison, where he learned to read and write. The Town Marshal’s epitaph similarly reveals that 14 years was deemed enough for him to be in prison. However, no mention of any sort of reconciliation happens within these epitaphs. Many of Masters’ epitaphs serve as opportunities for the characters to reflect about their issues that were unresolved in life. With this in mind, we decided to make issue resolution the basis for the game. In Jack’s case, we took some symbolic objects mentioned in the epitaphs and built the story around these objects. These included the broken jug, journal, and loaded cane. Each of these objects fills a symbolic role in the game. To resolve this issue, a player must drop the jug and the journal at the Town Marshal’s grave. As the chart above reveals, we refined this concept a bit during development. At first there was going to be a paper and pencil. We decided that a journal with page 14 as the most important page to find clues would again symbolically point to Jack’s reformation during 14 years in prison. To resolve the issue, a player must remember the jug and loaded cane mentioned in Jack and the Town Marshal’s epitaphs. In addition, they must find the journal, which is ironically hidden beneath a writing book and Crime 13 and Punishment. These objects serve to point students to the importance of their own writing, as well as reading other additional works of literature beyond the Spoon River Anthology. Cluster 2 Cluster 2 centers around Judge Somers and Chase Henry. Judge Somers was known as an articulate speaker and expert in his profession. He knew “Blackstone and Coke by heart,” but when he died, he had no headstone in his memory. In contrast, Chase Henry got an ornate tombstone by a Protestant church: Characters Artifact Locations Artifacts Identify Resolution Related Activity Judge Somers Penniwit (not yet included) Chase Henry Graveyard, Church -> small grave yard, photo lab (not yet included) Courthouse mason shop camera with film in it, (not yet implemented) Marble slab for headstone Plaque of judge Wheelbarrow Screwdriver screws Help Somers' ghost, who appears In SRA's actual text, feel recognized. Restore "justice" to his soul. Find Somers as a NPC. Put a headstone recognizing him in the cemetery, where he currently has an unmarked grave. Learning Objectives Related to Activity Reading comprehension; understanding literary terms In the game, we created all these locations. The Protestant church has a few supporting objects, such as pews and a stained glass window. Similarly, the judge’s chamber has some hanging flats. These were added to contribute to verisimilitude, though they do not relate specifically to issue resolution. However, the player is guided if they try to examine these objects. For example, with the flags, they learn that they are “too high to reach.” To resolve the issue, the player needs to find Judge Somers’ headstone and the plaque from his bench that shows his name, “Honorable Judge Somers.” We made a mason shop, where a partially carved headstone sits. Again, to add to the game’s reality of function, it is not possible to pick up the headstone and carry it out. Instead, the character must push it into a wheelbarrow. The player must take this headstone, with Judge Somers’ plaque in their inventory to the mound of dirt in the cemetery. To get to this location, we put Judge Somers by Chase Henry’s headstone. Previously, the player may have passed an “empty spot” in the cemetery. However, the player needs to talk to Judge Somers 4 times to be transported magically to this spot. Also, at this moment, we added a little literary allusion, “What the Dickens! The ghost has just transported you to somewhere else.” This moment reminded us of Dickens’ A Christmas Carol, where ghosts take Scrooge around the town on Christmas Eve. As with the ghosts of Christmas past, present, and future, here, Judge Somers wants to teach the player a lesson. The lesson is a more tangible embodiment of the abstract concept of justice. 14 Cluster 3 In Cluster 3, the issue revolves around Elsa Wertman, who had a child out of wedlock. Thomas Greene fathered that child when Elsa worked for him. Frances Harris, Thomas Greene’s wife found out about the little liason, but decided to adopt the child since she had none of her own. However, to keep her quiet, Thomas had to bribe her with a farm. The following matrix outlines our planned story structure around this issue: Characters Artifact Locations Artifacts Identify Resolution Hamilton Green Thomas GreenHamilton's dad Frances Harris Elsa WertmanHamilton's mom Elsa's house in bedroom dresser drawer with shoebox of photos. photos To help resolve Elsa's pain the secret of her secretly adopted son, Hamilton, needs to be uncovered. family tree pencil scissors Thomas green house has a family tree on the wall. Related Activity Learning Objectives Related to Activity This cluster Finding is solved Relationships either between putting a characters in picture of SRA through Elsa in place reading of Frances at epitaph. the Greene’s house or by hanging her son, Hamilton’s picture up in Elsa’s house, on the nail next to her picture Within the game, we created Elsa and Thomas Greene’s house. Both Elsa and Thomas appear as NPC’s. Thomas appears and bars the player from progressing along the path: The ghost furrows his brow and warns, “I’m Thomas Greene, man of the soil. You stand on dangerous ground if you dig through my secrets. Convince me why I should let you pass. Answer me, what did I give to my wife to silence her?” “If I can help it, no one will ever find out Elsa's secret!” Thomas Greene actually does not have an epitaph, just his son, Hamilton. However, from Elsa’s epitaph, we know that Thomas Greene had a farm to give his wife. Thus, we made him a man of the soil who had been sowing his wild oats with Elsa. Also, Elsa reveals that she had been forced into silence about Hamilton during life. She had followed his political career and always wanted to tell him. Moreover, Hamilton thought that he was the son of Thomas and Frances: “Of valiant and honorable blood both. To them I owe all that I became, Judge, member of Congress, leader in the State.” 15 Certainly, Thomas and Frances had raised him, but Elsa deserves to be credited as his mother. To resolve the issue, players must read both Elsa and Thomas’ epitaphs. They must recognize that Thomas Greene gave his wife a farm to get past this NPC. They must pry off the boards to get into the Greene’s house, which again embodies their secretive nature. We decided to create photographs that hang on a family tree in the Greene house. To solve Elsa’s issue, the player must find a photograph of her to hang by Hamilton and Thomas Greene. This symbolically positions her as the mother of Thomas Greene. However, we also created an additional solution possibility in Elsa’s house. This house is not identified as her house. The reader has to learn that from looking in the hope chest. The hope chest has a scrapbook that contains clippings about Hamilton Greene. To solve the issue, players may also hang Hamilton’s photo by Elsa and her husband. While Thomas is part of the resolution equation in his own house, he is not within Elsa’s house. We made this decision since Elsa had remarried and had little to do with the Greene’s in later life. This story structure, again, evolved from the original conception to this present format. We decided that scissors did not serve a needed role, and we decided to put captions on all the photo revealing their occupants. Such decisions helped keep the game tight since there are limited objects that are unneeded for issue resolution. Cluster 4 Speaking of justice from Cluster 2, we return to this concept in Cluster 4. There, Judge Somers feels undignified since Penniwit took an unflattering photo of him. This photo shows him cross-eyed. We decided to include all the characters which Masters mentions that are related to Judge Somers. Also, the cross-eyed photo underscores the concept of restoring justice to the judge. To do this, the player cannot be blind. Instead, they must go to Penniwit’s Photography Lab and find Judge Somers’ cross-eyed photo. When they go into Penniwit’s Photography Lab, Judge Somers appears and tells them that there is something they must do there. This serves to remind the player of Penniwit’s epitaph and Judge Somers’ issue: Characters Artifact Locations Artifacts Identify Resolution Related Activity Learning Objectives Related to Activity Judge Somers Penniwit Graveyard, Somers' ghost, Penniwit's photo lab Photo of cross-eyed man (Somers) Help Somers' ghost regain his dignity Find photo and burn it. Know that the Judge is unhappy with the photo. Burn Somers’ unflatteringphoto Reading comprehension (Penniwitt’s epitaph) Drawing conclusions matches In the case of the headstone, restoring justice meant putting an epitaph with the Judge’s name on his unmarked plot. In this case, however, justice means burning the unflattering photo. Previously, if character’s have tried to sit in Judge Somers’ bench, 16 they “go cross-eyed.” This clue points to this problem which Judge Somers apparently had concealed while sitting for Penniwit. Penniwit, however, sought to capture people in their actual state without making them look their best. Thus, once the player burns Judge Somers’ photo with one of two matches from the storage shed, Judge Somers appears: “As the photograph burns, Judge Somers appears and says, “Now Pennywit has been overruled! My dignity has been restored. The ghost disappears with a happy, not cross-eyed expression. Such a resolution connects to the epitaphs and explains the meaning of justice. Scenarios for use of game We envision this game being used in a 9th grade English class. However, it will also be made available to a wider audience, including submission to the annual Interactive Fiction context. Evaluation First, within the group, we did testing and would keep a running list of bugs and bug fixes. We submitted the game to Dr. Shelton for feedback. Also, we did beta testing with the other class group playing through the game and finding bugs. This was performed on a weekly basis with each cluster. However, to include a broader audience who was not so closely tied to the game, we also had our wives and other friends and family members play. They played at different stages. For example, Jon’s wife played cluster 2 once this cluster had been completed. Her feedback and other player feedback from players is included in Appendix B. Future evaluations will include more 9th grade students. We would have preferred to have players of this age test the game earlier on. However, none of us had any contact with 9th grade students. Evaluation goals include finding out about player motivations. How long will players stay engaged? Will their motivation be sufficient to carry them through to game completion? We also seek to evaluate functionality, whether players can solve issues and find intended relationships. On a higher level, we wish to determine if players absorb and retain learned concepts. For example, if a player learns that Judge Somers does not like to appear cross-eyed and not have an epitaph, will they remember this concept in a day? In a week? Collecting this kind of information could happen through interviews with teachers and students or an online survey. Future Directions Future directions could include adapting the game for persons with disabilities, such as a visual or motor impairment. This text format could potentially work well with a screen reader. Such persons with disabilities may not have access to many games, since games tend to be heavily graphics oriented. Voices of Spoon River, in contrast, could very easily be adapted and provide satisfying play for such individuals. 17 In future versions, we plan to fix current 1.0 version’s bugs. The 1.0 release still has quite the list of bugs. However, we have kept a log of these to address in the next release. Beyond bug fixes, we plan to bolster descriptions and provide clearer clues. Due to time constraints, the majority of our focus was on coding in Inform. We developed story structures but did not always attend to or return to the writing of these story structures as often as excellent writing tends to require. Certainly, the game has flashes of very good writing, but we want to make all the descriptions and story of the same high quality. Another planned code improvement could be a wheelbarrow daemon. Currently, when you push wheelbarrow to a new location, the interpreter does not say that the wheelbarrow is there in the new location. It would show up after typing the look command, but we want this wheelbarrow to appear automatically. To do this, a wheelbarrow daemon could be called once in a new location. Readme file See appendix E Graphical integration This game could be feasibly be brought into a graphical environment. One engine for doing this would be the Neverwinter Nights Aurora Toolset. On a less 3-D level, TADS is another text adventure engine that could include graphical elements. Periodically within game play, a graphic could be inserted to give clues or serve as a reference or reward. With such future developments, we hope that the story structure is sufficiently rich to inspire further advances. Many games focus more on the graphics. This one focuses on the story. We will see responses to the text adventure format. A graphical adaptation went beyond the scope for this class. However, we believe that it could help with engagement and make the game richer. As such, we hope that graphics could be developed at some point in the future. High school integration We plan to use this game in an English class to be used as a learning tool. To work with high school English teachers, we may need to develop an instructor’s guide to using the Voices of Spoon River game. Conclusion On December 14, we demoed the game with users in the department. At first, we saw some furrowed brows until players understood how the game works better. After playing for some time, we heard responses back like “This was fun to play.” We also heard laughing as the game was being played. The department response, on the whole, seemed very positive. We hope that future feedback is similarly positive. During game creation, we have focused back to our instructional objectives and aligning these with 18 game play. These objectives, again, are reading comprehensions, with sublevel objectives of finding relationships between characters, symbolism, pattern recognition, and spatial reasoning, However, even our efforts to meet these objectives, there are some more complicated literary elements within Spoon River that we did not address. For example, we did not include Lucius Atherton, though we had originally conceived a cluster around him. On the whole, we feel satisfied with this game and hope that future users enjoy it, as did the department members when we demoed it. 19 References Agency, B. E. C. a. T. (2001). Comptuer Games in Education Project. Retrieved November 15, 2005, from http://www.becta.org.uk/research/research.cfm?section=1&id=2826 Bernstein, C. (2001). Chapter 8: Play it again, Pac-man. In M. J. P. Wolf (Ed.), The Medium of the Video Game (pp. 93-112). Austin: University of Texas Press. Clarke, Gillian (2005). “The thrill, the delight and sorrow of words.” English Teaching Online ~ the one with all the POETRY. Autumn 2005. Retrieved December 2, 2005 from http://www.teachit.co.uk/newsletters/newsletter_oct05.asp Crawford, C. (1997). Chapter 2: Why do people play games? In The Art of Computer Game Design: Washington State University. Fromme, J (2003). Computer games as a part of children’s culture. The International Journal of Computer Game Research 3(1), 1-13. Retrieved from http://itoutreach.ed.usu.edu/%7Ebshelton/courses/instsim/readings/FrommeGames_as_Child_Culture.pdf Grodal, T. (2003). Chapter 6: Stories for eye, ear, and muscles: Video games, media, and embodied experiences. In M. J. P. Wolf & B. Perron (Eds.), The Video Game Theory Reader (pp. 25-46). New York: Routledge. Horton, G.L. (1996). “Edgar Lee Master's Spoon River Anthology.” Retrieved December 9, 2005 from http://www.stagepage.info/reviews/spoon.html Koster, R. (2005). Chapter 4: What games teach us. In A Theory of Fun for Game Design (pp. 48-79). Scottsdale, AZ: Paraglyph Press. McMahan, A. (2003). Chapter 3: Immersion, engagement, and presence: A method for analyzing 3-D video games. In M. J. P. Wolf & B. Perron (Eds.), The Video Game Theory Reader (pp. 25-46). New York: Routledge. Paulu, N. (2003) Helping Students with Homework: A Guide for Teachers. http://www.ed.gov/PDFDocs/hyc.pdf Sydney, S. P. (2005). “Introduction.” English Teaching Online ~ the one with all the POETRY. Autumn 2005. Retrieved December 10, 2005 from http://www.teachit.co.uk/newsletters/newsletter_oct05.asp Squire and Jenkins (2003). “Harnessing the Power of Games in Education.” Insight. Vol. 3 (5). pp. 7-33. Retrieved December 15, 2005 from http://website.education.wisc.edu/kdsquire/manuscripts/insight.pdf 20 Appendix A Screenshot of game 21 Appendix B The Map 22 Appendix C Approaches and content we considered but did not incorporate 1. In Cluster 4, the Lucius cluster we didn’t include him because of all the various poems that mention him. We were trying to limit our scope. Cluster 1, we decided not to include the rotating room mainly because of time constraints. Lucius was such a player, that his issues stretched throughout Spoon River. The following section has an extended story that Jared wrote that we did not end up using to limit our scope: Lucius: NPC appears outside Mayer’s restaurant (his epitaph is in the cemetery): “Anguish for “Beatrice lost” drove a certain poet to eloquence, but me it just took to a corner booth in Mayer’s Restaurant. To help me, go next door to the restaurant. The photo lab is key. Remember famed poet’s name to enter. Find how grand I looked when younger and help me regain my pride.” Mayers Restaurant “As my age showed, this was my purgatory. Gazing out the window as the ladies passed me by, I would sit alone in a corner booth left only to reminisce about “high times and glory days” when I wooed drop dead gorgeous women in my fine carriage. To enter the photo lab, west from Mayer’s Restaurant, you must use the key word, “Dante” Photo Lab As you stand at the threshold, you remember that the shade told you to use the name of poet who pursued Beatrice. This is the key word to get in the door. Photo_lab_counter Inside the photo lab, there is a counter. Behind the counter, you see various albums of gelatin silver prints. You also find a box labeled, “For preferred customer, Lucius Atherton.” Inside the box, you find loose photos of Aner Clute, Lydia Puckett, and several other ladies. There are also various photos of a younger, grander Lucius. He looks ready to embrace the world (or at least the good looking women of the world). As you look at Aner Clute’s photo, Lucius’s ghost appears and tells you: Like Beatrice for Dante, I would descend into a fiery inferno for another chance with that hottie, Aner Clute. Heck, I’d like at least one other fine lass to boot. Too bad all that’s left of me and these ladies whose beauty I so flattered is our photos. 23 Threefold photo cover: This is an empty, threefold photo cover. It looks like photos should go in the middle with one on the left and another on the right. After putting photos in: How great to look good again! Those ladies are looking at me, and I’ve regained my pride. KNOWLT HOHEIMER Your heart pulses faster, like a drumbeat in war time as you look towards this headstone. There, making rounds before his grave, paces a uniformed, rifle carrying ghost. His headstone reads, “Tomb of the Known Soldier” A uniformed ghost is making the rounds here. Unstrapping a military issue firearm from his shoulder, the ghost sighs, “I’m defeated and would gladly surrender if I could. Sadly, I’m stuck here on guard duty till someone is recruited to help me.” He tosses the gun aside with disgust into the bushes. Then, he approaches you and whispers intently with an anguished rasp, “My epitaph could speak volumes. Please mark the question on my headstone well. Bring a token of peace back to someone I cared for. Only then can I be reconciled and reach that far vineyard called the peaceful kingdom. Somehow, I love her still.” An angel with folded wings sits fixed atop the tombstone. Above her head, you notice a tilted, rusty halo. Underneath the angel, you notice an inscription points to the ghost’s afterlife woes: KNOWLT HOHEIMER I WAS the first fruits of the battle of Missionary Ridge. When I felt the bullet enter my heart I wished I had staid at home and gone to jail For stealing the hogs of Curl Trenary, Instead of running away and joining the army. Rather a thousand times the county jail Than to lie under this marble figure with wings, And this granite pedestal bearing the words, "Pro Patria." What do they mean, anyway? Hmm, I wonder where you could go to find what those words mean? Create a library Room library description 24 As you enter the library, the flowering scent of musty metaphor reaches your nostrils. These books are buds waiting to burst and sow their seeds of secret knowledge. In perusing the shelves, you’re startled to hear humming. Following the sound, you notice a pretty lady ghost reading behind a cataloging desk. NPC Lydia Puckett Talk to ghost “I’m the ghostly librarian who never lies. Chances are, I’ve even met shades of some authors whose titles should be checked out here. I’d suggest that you start with the encyclopedia.” This encyclopedia would Encyclopedia Cryptannica. Ghost could also say: “If only Knowlt could have known how to romance me. You see, Lucius was much more flowery and literary. Knowlt knew about making war, but there’s another word he sadly missed. No gift could have pleased me more than my favorite book.” As you approach the reference section, a thick row of books catches your attention, Encyclopedia Cryptannica. A paper falls out when you open it that is Lydia’s epitaph: Lydia Puckett KNOWLT HOHEIMER ran away to the war The day before Curl Trenary Swore out a warrant through Justice Arnett For stealing hogs. But that's not the reason he turned a soldier. He caught me running with Lucius Atherton. We quarreled and I told him never again To cross my path. Then he stole the hogs and went to the war-Back of every soldier is a woman. If opened to something other than “P” section, it returns, “There’s nothing to help you there.” Under “Pro Patria,” you see a few entries: The last lines from a famous poem from Willifred Owen about World War I read: “My friend, you would not tell with such high zest To children ardent for some desperate glory, 25 The old Lie; Dulce et Decorum est Pro patria mori. In the footnotes, you notice a translation, “This Latin saying comes from an ode by Horace. It means that it is sweet and right to die for your country.” You think to yourself that somehow, that idea had turned bitter to Knowlt in death. Like Willifred Owen, he didn’t believe it. Instead, you remember how he wishes you would bring something back to someone he loved but had offended. Continuing your reading, you notice, “The greater the state, the more wrong and cruel its patriotism, and the greater is the sum of suffering upon which its power is founded.” Leo Tolstoy Hmm, that entry is highlighted in red. Could be that that author is important. You look through the library under “T” and find shelves and shelves lined with War and Peace by Leo Tolstoy. It would appear that somebody wanted to make sure this book was in easy circulation. On the cover of War and Peace, you notice an engraved olive branch. Bring that book to Lydia, the librarian. You need to write, “From Knowlt” on the inside cover. If you do this, Knowlt will appear and Lydia and Knowlt will g off together, joyfully reconciled. Adjustment rationale Somers has two issues. Why? To limit scope creep and further promotes problem solving. Players really must analyze Judge Somers’ problems based on his epitaph. While we considered just addressing the problem of not having a headstone, we decided to be more complete based on the text and also include the cross-eyed photo problem. 26 Appendix D Timeline, including snippets of code Timeline Sept. 6 – Week 1 Play IF games (Zork) Sept. 13 – Week 2 Play Blue Chairs and Adverbum to get a feel for IF Sept. 20 – Week 3 Create two cluster ideas for SRA Sept. 27 – Week 4 Create two more cluster ideas for SRA Create two locations with an object in each location. Be able to pick up the objects and create an action between them. Oct. 4 – Week 5 Assign points. Created multiple ending with broken jug idea. Create a winning and a losing scenario. Oct. 11 – Week 6 Build an NPA, a class of photographs, extend existing verb. Oct. 18 – Week 7 Develop 1st iteration of cluster 1 Oct. 25 – Week 8 1st cluster – 2nd iteration 2nd cluster – 1st iteration Design, (programming,) Development, (testing,) and repeat Develop one more module each week Send inf files for first each cluster to other team by Saturday night with readme Nov. 1 – Week 9 1st cluster – 3rd iteration 2nd cluster – 2nd iteration 3rd cluster – 1st iteration Nov. 8 – Week 10 1st cluster – 4th iteration 2nd cluster – 3rd iteration 3rd cluster – 2nd iteration 27 4th cluster – 1st iteration (not coded – just an idea) Nov. 15 – Week 11 1st cluster – 5th iteration 2nd cluster – 4th iteration 3rd cluster – 3rd iteration 4th cluster – 1st iteration (attempt) Nov. 22 – Week 12 Work on integrating existing cluster modules. 1st cluster – 5th iteration 2nd cluster – 4th iteration 3rd cluster – 3rd iteration 4th cluster – 2nd iteration (attempt) Nov. 29 – Week 13 (Thanksgiving – no class, just fixed bugs on existing classes. We decided to scrap the 4th cluster because we found weaknesses in the cluster design. We also came up with a new 4th cluster idea.) Dec. 6 – Week 14 combined 1st and 2nd clusters 3rd cluster – 3rd iteration 4th cluster – 1st iteration (new cluster) We also combined the 4th cluster and finally the 3rd cluster at the end of the week. Dec. 13 – Week 15 Integration with Team B Dec. 15 – Game Presentation 28 Appendix E General Readme Document Team A SRA Game Readme Portions adapted from A Beginner's Guide to Playing Interactive Fiction (By Fredrik Ramsberg) http://www.microheaven.com/IFGuide/ What is interactive fiction? Interactive Fiction (or IF for short) is both a computer game and a book, or rather something in between. You usually take on the role of the main character in a story. The game tells you what happens to the character, and you tell the game how the character should act. This is not always simple, but can make for a very rewarding experience. The game's output is usually text based, and you communicate with the game using text as well. There are many authors active in interactive fiction today that provide games of excellent quality, regarding literary aspects as well as puzzles. This guide will help you find some of the finest games ever produced, show you how to get them running on your computer and teach you how to play them. As a bonus, almost everything related to IF today is offered free of charge. You can play the best games around without paying a cent (or penny for that matter). How do I play? Movement To go to another location, most games expect you to type in which direction you want to go. You can type GO SOUTH, but just SOUTH will also do the trick, as will S (which is the commonly accepted abbreviation for SOUTH). Other directions and their abbreviations are NORTH (N), EAST (E), WEST (W), NORTHEAST (NE), SOUTHEAST (SE), NORTHWEST (NW), SOUTHWEST (SW), UP (U), DOWN (D), IN and OUT. Common verbs Here are some of the most important verbs, with examples: LOOK or L (L or LOOK AT BOB or LOOK IN JAR or LOOK UNDER BED) TAKE (TAKE ALL) DROP (DROP ALL) EXAMINE or X (EXAMINE DESK or X DESK) SEARCH (SEARCH DESK) INVENTORY or I 29 OPEN (OPEN DRAWER) CLOSE (CLOSE DRAWER) LOCK (LOCK DOOR WITH RUSTY KEY) UNLOCK (UNLOCK DOOR WITH RUSTY KEY) SAY (SAY HELLO TO JOHN) Other verbs you will need from time to time include ATTACK, BUY, COVER, DRINK, EAT, FILL, JUMP, KISS, KNOCK, LISTEN, MOVE, PULL, PUSH, REMOVE, READ, SIT, SLEEP, STAND, THROW, TIE, TOUCH, TURN, TYPE, UNTIE, WEAR. There are lots more. Hopefully they will seem natural to you when you need them. Special verbs UNDO Takes back the last move you made. QUIT or Q Ends the current game. RESTART Starts the game over from the beginning. SAVE Saves your current position to a file on disk. RESTORE Loads a previously saved game position. HELP or ABOUT some information about the game and its author, in some cases even hints to some of the puzzles. Getting stuck and unstuck While playing IF, you will get stuck. This is part of the deal -- where there are puzzles, there will also be stuckness. If you grow tired of being stuck in the same spot for too long, you can type HELP or HINTS to see if there are any hints available. One more thing about playing interactive fiction: Make a map as you play. You are very likely to need it. About This Game This interactive fiction game is based on Edgar Lee Master’s collection of poems, The Spoon River Anthology. Each poem is an epitaph of someone from the fictional town of Spoon River. There are many connections and stories that can be discovered from a careful reading of the individual poems. This is a game about resolving conflicts and uncovering mysteries relating to these epitaphs. Solving these conflicts requires good reading and problem solving skills. Introduction It has been years since anyone walked the down its dusty Main Street. Only the sound of the wind and the timeless trickle of the fountain in the cemetery make any noise at all. The town of Spoon River sleeps. But not all are at peace. Some say the town slowly faded away as the old people died and the young ones moved away. Others say it happened suddenly when the wells dried up. Somehow, Spoon River became a ghost town. And all the secrets would have faded, too, if it wasn’t for the epitaphs. You must 30 examine the past and collect clues that will help you find and resolve the issues of those who still cannot rest. Credits: Tim Stowell, Jon Scoresby, Jared Bernotski, and Tom Caswell 31 Appendix F Standards Scoring: Points – incremental points for hints -2 – stupid action where you almost die… -3 – receiving hints from the statue (must be warned) +1 – small steps along the way (talk to someone, +3 – resolving +5 – resolving in a creative way Countdown – Each time a resolution is solved -1 Output message: After each resolution, write in a description of what happens to the ghost. And make the ghost disappear. “You have helped (name) find peace in the after life. There are now (# left) spirits still in pain.” Winning message: countdown to zero “All the spirits are resting tonight thanks to your help.” A spirit tells you to throw the key in the river and see what happens. This will lead to a way to cross the river and see the rest of the tombstones. Hints: Non-intuitive clues – from ghosts, no consequence Statue – more direct help Beginning: Begin at fountain with statue of Masters: Opening statement: You are taking a peaceful stroll through the Spoon River graveyard at night. As you walk past the fountain, you hear a very strange sound behind you. As you turn around your heart jumps and adrenaline rushes through your body as you catch a glimpse of movement. ‘Hello!’ you yell into the moonlit shadows. The stillness rings into the night as you wait silently for a response. Is someone following you? To your horror the head of the statue in the middle of the fountain turn to look in your direction. After several moments of terrified silence, he begins to speak. “Welcome to the Spoon River Graveyard. I am Edgar Lee Masters. Walk carefully tonight as the spirits are restless. Ease their pain and you shall be rewarded. You may TALK TO the spirits, but don’t always expect them to see you. You are still in the world of the living.” Said each time you TALK: “If you would like more information about a soul, ASK me ABOUT the person once and I will give you background information. ASK me ABOUT 32 the person twice and I will reveal a hint to help you find their resolution. But beware, the hint will be costly.” Classes: Room, NPC, Photo, Tombstone, Plot Plots and Tombstones Naming conventions: plot_last_first_# tombstone_last_first_# NO Epitaphs. There is the plot, then the tombstone. On the tombstone, put initial description as any remarkable item specific to the person. Then put the epitaph as the description with a break, name in caps, two breaks, then the epitaph. ie. ^CARL HAMBLIN^^ Here lies Carl who’s I really don’t remember the poem^ But he was a good sort of fellow^ Who wrote a nice article… 33 Appendix G Beta Testing Feedback Example Cluster #1 (Group A) Begin comments (newest at the top) date of readiness, z-file name, .inf filename update/lead-in (list # of artifacts and any warning about incomplete stuff) beta tester comments in the 4 categories given (plus any extra) 11/21/05 filename: cluster1v5_GroupA_1121.inf TeamACluster1Version5 update: All highlighted items have been addressed/resolved. I think we are ready to combine 1 and 2. Team B’s Comments after reviewing cluster1 version 4: Things or wording that lacked clarity I think people might be confused by the 'stack of books'. You can't open each book, it's just one object. Maybe you could resolve that by having the stack of books just be scenery. You could come up with some reason why you shouldn't pick them up, but they could still read the titles. – books need to be moveable Also, did they have Mavis Beacon back in the 20s? When you find the pencil, and the paper, a person might want to write or draw on the paper. Maybe we shouldn't have a pencil available? Is it Town Marshal, or Town Marshall? You have Marshal. When it says, “Cruising down main street”, the image in my head is a car driving down main street. It kind of takes you out of the small town, old town feeling. When you 'smell' in the saloon (not the jug, just smell), it tells you that you smell nothing unexpected, but then in the description it tells you that it smells 'malodorous'. In the saloon it doesn't tell you how to get out. I know that you just came in from the West, but after reading the ledger, examining the jug, a person might forget. On main street it doesn't tell you that you can go north. Just east and west. You have 'the sun has set', but we probably need to work out a time. We've got our clusters taking place during the night. – Let’s fix this as a group I'm not sure the private eye part works. It says, “You've been hired to make public the stories that once animated those who now lie here”. Hired by whom? And a private eye doesn't really make public; a reporter might, but not really a private eye. And we aren't really making public, rather we are helping souls find peace. – Let’s rewrite this as a group When I put something on the headstone, it says, “tombstone_Marshal_41”) That pulls you out of the presence of the game. When I dropped the papers on Marshal grave, I got the following: “You hear Jack McGuire's ghost sigh with relief. His voice fades contentedly into the distance, 34 "Now I can rest in peace."7Dropped.” I don't know where the 7 is coming from. Level of Difficulty Suggestions I like how you can't take the ledger. If you aren't going to use something, then I don't know that we necessarily have to be able to pick it up. We are going to end up with 50 objects that don't really do anything. 11/12/05 I am still having trouble with the “drop all” (I think we all are) and a few other things. Everything that I highlighted should be resolved. Keys are now just for fun. They shouldn’t unlock anything. I also added a hint about how to use the shotgun, as suggested. I still need to make it disappear or fall to the ground when you no longer need it, but that should be a quick thing to add. -Tom 11/07/05 1. Things that didn’t work properly There is no description when I smell the jug even though it reeks of liquor. I cannot get the shotgun!!! (okay, I think Tom got it working) Trouble with drop all way it reads. “7 Dropped” after wining message 2. wording/situations that lack clarity On the Town Marshall’s epitaph, you left out a word in the line: Before he drew the gun with which he killed me. (It makes quite a difference in reading the poem, that’s how I caught it. On Jack’s epitaph there should be a dash instead of a question mark after: With that Prohibition loaded cane – Again, it makes a difference in the way it reads. The process of unlocking the north door is very confusing. It says you can unlock it, then you cannot unlock it with the key because that is not something that can be unlocked. If the desk is a rolltop desk, I should be able to open it or at least get a message that it is stuck and couldn’t possibly be opened. Another solution would be to make it a normal desk. Why is there a half of a day in the tally? I cannot “Blow Lock off east door” you can sit in the chair when the stuff is there. Perhaps if the player tries to sit in it, you say it looks too rickety to support your weight. 3. discussion on level of difficulty of “solution” Being unfamiliar with gun racks, I had no idea until I looked at your document that it could be unlocked. I cannot get anything to unlock! (okay I didn’t check the desk, but if I try to unlock things it says that is something that cannot be unlocked instead of the key doesn’t seem to fit...) If the player types gun perhaps you should ask if it is the gun rack or the shotgun 35 Perhaps when you take the gun, you should give a big hint like... This looks like a great shotgun to do something like blow locks off doors that won’t open... I’m not sure I (being a girl and not prone to violence) would think of blasting the lock off the door. –Just a thought. Or maybe when the keys don’t open the doors have a message that says something like it looks like the only way to open this would be to blow the lock off. If you want the players to make the 14 year connection, you should probably spell it out for them. Maybe you could say something like, “you wonder how many years that would be...” It’s probably not necessary, but they won’t make the connection. The tally is in two locations?? Great hint in the journal! 4. suggestions on ways to improve the module Another thought, because we will be having several keys in the game, we may want to think about actually naming the ones you can use. Like under the mat you could say this looks like a desk key. and in the drawer you could say it looks like a gun rack key. I don’t think that would be too much of a give away and would actually help the process be a little more intuitive. Perhaps if they try reading another page, give them a hint to look in the back of the book. Or at least give some type of different feedback with each page. Perhaps on page one its says something about arriving at the jail. etc. 11/05/05 Recent changes: The first cluster is ready to go. There have been some significant changes, so play it from the beginning and don’t assume anything. The only major loose end that is still needs to be tied up is we still need to decide what to do with the cane (add rotating room code in the saloon and include a hidden door?) Here’s what is done: Added code to open east door after being shot. Renamed all the journals to avoid ambiguities Added lock to gun rack and code for opening it Added description to cane Added “has general” code to Jack’s journal in east cell so you can only find it once under the pile of books Added narrative support to make cluster more logical/solveable 10/28/05 changes listed in bold (add additional comments in a different color or font if you like) We have added an “issues remaining” backwards counter to the sra.h library you say a cane is used for walking, but you cannot “walk with cane” – modified description to avoid this problem does not recognize “gunrack” (misspelled in game) -- fixed 36 cannot get gun – recognizes it as gun rack -- fixed cannot shoot the lock -- fixed it says “you thumb through the journal” when you ‘examine’ but you haven’t taken it – fixed there are some problems with reading the journal page (which shows up in the inventory as a child of the journal) – fixed doesn’t recognize ‘journal page’ -- fixed you have two “notebooks” – one from the desk and one under the pile of books – fixed Perhaps distinguish the two books as two separate objects – fixed no desktop -- fixed cannot open rolltop – fixed cannot unlock the drawers – fixed says you take the cheese and rat before eating, but you don’t really – fixed west and north cells are same??? – fixed does not recognize lock on east cell door -- fixed open and close jug?? cannot enter saloon, only stand on steps outside? – fixed describe that you can go north to the graveyard on main street – fixed don’t want to see opening message every time you enter the center of the graveyard cool “prohibited from rest” no way to unlock east cell door will drive your students crazy! it tells you that violence is not the answer when you try to break the jug, but violence is the answer! we tried to drop on the gravesite, but was wrong place... putting on headstone is not intuitive. Perhaps just tell them to drop it on the headstone if they try to drop it on Jack’s gravesite – fixed cannot hit the jug against the headstone we broke the jug on Jack’s site, now what?? what else can we do??? no score? no win? -- fixed can we shoot the jug with the shotgun?? (we didn’t try it, but can it happen?) And how do you get the paper!! we would have NEVER figured out that you needed to put the paper in the jug and break it ON the Marshall’s grave without reading your code (or listening to you in class) – we have added additional hints It is just not intuitive – at all. 37 Appendix H Walkthrough Spoon River Anthology Group A Walkthrough (Start in Center of the Graveyard) >s >s >e >take gun >x desk >take cane >n >shoot east cell door >e >move books >take journal >w >s >w >w >x bar >take jug >e >n >n >w >x stone >drop jug >break jug with cane [Your score has just gone up by one point.] >drop journal [Your score has just gone up by five points.] [You have 3 issues left to resolve.] >e >s >s >s >s >w >w >w >take all crowbar: Taken. 38 screwdriver: Taken. matchbox: Taken. >push wheelbarrow e >push wheelbarrow e >x bench >push slab into wheelbarrow >push wheelbarrow e >push wheelbarrow n >e >x bench [Your score has just gone up by three points.] >take plaque >take screws >w >push wheelbarrow n >push wheelbarrow n >push wheelbarrow n >push wheelbarrow e >push wheelbarrow e >dump wheelbarrow >screw plaque to slab [Your score has just gone up by five points.] [You have 2 issues left to resolve.] >w >w >s >s >s >s >s >e >say farm >e >pry boards with crowbar >e >take photo of young man >w >w >w >w >w >put photo of a young man onto nail >put photo of young man on nail [Your score has just gone up by five points.] [You have 1 issue left to resolve.] >e 39 >e >n >e >u >open matchbox >take match >strike match >take photo >burn photo [Your score has just gone up by five points.] [You have 0 issues left to resolve.] ************************ You have won everything!!!