503900-LLP-1-2009-1-PT-COMENIUS-CMP WP3-Specification WP3 Specification – Final Version 1.0 15.09.10 1 503900-LLP-1-2009-1-PT-COMENIUS-CMP Deliverable Name : Specification Deliverable Id : D3.1 Status : Final Dissemination Level : Public Due date of deliverable : M10 Actual submission date : M12 Work Package : WP3 Lead partner for this deliverable : University of Central Lancashire Author(s): Brendan Cassidy, Janet Read, Lorna McKnight, 15/09/2010 Nick Mitchell, Carlos Vaz de Carvalho, Ricardo Batista, David Gouveia, Duarte Lopes, Jorge Moreno, Pedro Latorrer, Martin Sillaots, Joze Rujelj, Paula Escudeiro Partner(s) contributing : WP3 Specification – Final Version 1.0 15.09.10 All 2 503900-LLP-1-2009-1-PT-COMENIUS-CMP Contents Summary.................................................................................................................................... 6 1 Game, Interaction and Learning ........................................................................................ 9 1.1 Computer Games....................................................................................................... 9 1.2 Role Play Games ...................................................................................................... 11 1.3 Adventure Games .................................................................................................... 16 1.3.1 1.4 Computer Games and Motivation ........................................................................... 21 1.5 Computer Games and Learning ............................................................................... 22 1.5.1 1.6 Graphic Adventure Games with Educational Characteristics .......................... 28 Serious Games ......................................................................................................... 31 1.6.1 Finding a Correct Genre for Learning Games .................................................. 34 1.6.2 Users (single player vs. Multiplayer approaches) ........................................... 38 1.6.3 Guided / directed learning .............................................................................. 39 1.6.4 User feedback .................................................................................................. 39 1.6.5 Reusability ....................................................................................................... 40 1.6.6 Serious games to aid learning ......................................................................... 40 1.6.7 Serious Games in Medicine ............................................................................. 42 1.6.8 Serious Games in Education ............................................................................ 43 1.6.9 Summary.......................................................................................................... 45 1.7 2 A Few Famous Graphic Adventure Games ...................................................... 17 References ............................................................................................................... 45 Game Engines .................................................................................................................. 51 2.1 Using an Existing Adventure Game Engine ............................................................. 51 2.1.1 Wintermute 1.9 (Windows) ............................................................................. 51 2.1.2 Adventure Game Studio 3.1.2 SP1 (Windows) ................................................ 56 2.1.3 Visionaire 3.3 (Windows)................................................................................. 61 2.1.4 Lassie Shepherd (Web) .................................................................................... 67 WP3 Specification – Final Version 1.0 15.09.10 3 503900-LLP-1-2009-1-PT-COMENIUS-CMP 2.1.5 Sancho Island (Web) ........................................................................................ 74 2.1.6 Comparison Grid .............................................................................................. 76 2.1.7 Engine Recommendations ............................................................................... 77 2.2 Developing the Game from Scratch ........................................................................ 78 2.2.1 XNA Game Studio 3.1 (Windows, Xbox 360, Zune) ......................................... 79 2.2.2 Adobe Flash (Web: Windows, MacOS, Linux, Solaris, PocketPC) .................... 79 2.2.3 SilverSprite = XNA in Silverlight (Web: Windows, MacOS, Linux) ................... 79 2.3 Conclusion ............................................................................................................... 80 References........................................................................................................................... 84 3 Game Design.................................................................................................................... 86 3.1 Game Concept ......................................................................................................... 87 3.1.1 Scenarios, threads and scenes ........................................................................ 87 3.1.2 Scene description ............................................................................................ 90 3.1.3 Scenes and plot points..................................................................................... 91 3.2 World War II Scenario ............................................................................................. 93 3.2.1 Scene 0: Intro................................................................................................... 93 3.2.2 Scene 1: France, June 1940 ............................................................................. 94 3.2.3 Scene 2: Germany, June 1939 ......................................................................... 98 3.2.4 Scene 3: Poland, January 1941 ........................................................................ 99 3.2.5 Scene 4: England, *Month 1943 .................................................................... 102 References ..................................................................................................................... 103 3.3 Maritime Discoveries Scenario .............................................................................. 104 3.3.1 Scene 0: Intro................................................................................................. 104 3.3.2 Scene 1: Portuguese King’s Court ................................................................. 105 3.3.3 Scene 2: Pirate ship ....................................................................................... 109 3.3.4 Scene 3: School of navigation ........................................................................ 110 3.3.5 Scene 4: Ship back ......................................................................................... 113 WP3 Specification – Final Version 1.0 15.09.10 4 503900-LLP-1-2009-1-PT-COMENIUS-CMP 3.4 4 Industrial Revolution Scenario .............................................................................. 117 3.4.1 Scene 1:Home ................................................................................................ 117 3.4.2 Scene 2:Cotton Factory ................................................................................. 119 3.4.3 Scene 3: Mine ................................................................................................ 120 3.4.4 Scene 4: Parliament ....................................................................................... 121 Evaluation Methodology ............................................................................................... 123 4.1 QEF - Quantitative Evaluation Framework ............................................................ 123 4.1.1 Requirement Classification ............................................................................ 125 4.1.2 Factor Classification ....................................................................................... 125 4.1.3 Result Evaluation ........................................................................................... 126 4.1.4 Dimension performance ................................................................................ 126 4.1.5 Global deviation............................................................................................. 126 4.1.6 System Quality ............................................................................................... 126 4.2 Alpha testing.......................................................................................................... 127 4.2.1 4.3 Protocol ......................................................................................................... 127 Beta testing............................................................................................................ 127 4.3.1 Protocol ......................................................................................................... 128 4.3.2 Questionnaire ................................................................................................ 128 4.3.3 Semi-structured interview ............................................................................. 130 4.4 Final Evaluation ..................................................................................................... 131 4.5 References ............................................................................................................. 133 WP3 Specification – Final Version 1.0 15.09.10 5 503900-LLP-1-2009-1-PT-COMENIUS-CMP Summary Computer games have wide acceptance among younger learners for their challenging design but also for the social interactions they generate (especially web based games). Research showed that games do develop mental abilities and skills such as strategy, mental calculation and decision making but the acquisition of deep knowledge is less well understood. Serious Games are specifically designed to change behaviors and impart knowledge and are widely used with adults in training situations, such as emergency preparedness, training for leadership and even citizenship. The use of Serious Games with a younger audience has been much less explored, though. In particular, the use of of interactive multimedia learning tools, with a high degree of immersion (not necessarily through complex virtual reality) is still mostly experimental and very little systematic. The objective of the project SELEAG is to evaluate the use of Serious Games for learning history, culture and social relations. An extensible, online, multi-language, multi-player, collaborative and social game platform for sharing and acquiring knowledge of the history of European regions will be developed. Initially 3 different but interrelated geographical scenarios will be used so that students/players will be involved in a play that replicates the evolution of these European places over the last 600 years in social, cultural, economic and resources.The 3 game scenarios will be based on cultural and historic realities of 3 different European regions but in relation to other regions. The notion of European citizenship will be brought to the learner/players through these interactions, either in real (students' interaction in different countries through the platform) or fictional (game scenarios) worlds. By understanding the shaping of Europe as a result of history students will become familiar with the formation and evolution of the countries and regions. This understanding is expected to assist students to identify and respect cultural diversity.Furthermore, the project’s geographical coverage of Europe brings the multiculturalism and multi-linguistic aspects of Europe into play. In particular, because students will be integrated in a larger community of learning that includes all the schools belonging to the project. The project prepares young students for future challenges in a competitive, technology based society where the skills for continuous learning are required. Besides the historical and social context, the game environment and play will develop their mental abilities and skills such as strategy, decision making, team work, leadership, etc. They will also be better WP3 Specification – Final Version 1.0 15.09.10 6 503900-LLP-1-2009-1-PT-COMENIUS-CMP prepared to find good sources of information, to cooperate with peers and to integrate into the European digital society.The project prepares and allows students to develop their digital literacy skills. It is not expected that the project results will dramatically change the way schools teach the areas covered by the project, but it is intended that the project will demonstrate that learning through serious games can be a valid alternative and that serious games can be an effective learning tool.A methodology will be developed to evaluate the multidisciplinary learning (history, geography, economics, etc.), social awareness and changes in attitudes towards learning and towards a European identity. The SELEAG project plans to adapt, develop and integrate innovative ICT based content, services and pedagogies. Thereforethe positive effect that ICT enhanced learning can have in terms of motivation and in terms of success and knowledge acquisition will also be evaluated. The assessment will take place in many European countries with children aged 11-16 and will determine the value of serious games for this age group and context but, at the same, will ensure the best use and the production of guidelines for its replication. The game can later be easily extended to other countries and regions due to its web based delivery. This document relates to the specification stage of the project. It is a point for a thorough needs analysis, specification and design for the whole game approach. This step is very important due to the innovation of the approach and the need to define and prepare activities that effectively create a learning community. In particular, the specification will include: - State of the art analysis and review of case studies on the use of Serious Games and Games for Learning. The focus is to plan and design the game towards the educational context. It will also include the analysis of existing reusable resources; - Study of available platforms for developing Serious Games / MMORPGs; - Research on the multidisciplinary history of the scenarios including historical, social, military, economic and cultural aspects of the development in the last 600 years. From this research, scenarios will be setup, defining actors, roles and relations; - Construction of rich models for the game scenarios and storyboarding. These scenarios must be beneficial for the construction of transversal thematic lessons. This task involves the WP3 Specification – Final Version 1.0 15.09.10 7 503900-LLP-1-2009-1-PT-COMENIUS-CMP following aspects: game design (including interaction model), storyboarding (including functionality) and graphics; - Pedagogical model and integration into the game context, including the design of contents and learning activities and the planning of the integration of activities with school activities; - Specification of an evaluation methodology to assess the use of the game for educational purposes. The evaluation will address different aspects: the game playability which includes all the aspects related to game design and play (interface, friendliness, learning curve). WP3 Specification – Final Version 1.0 15.09.10 8 503900-LLP-1-2009-1-PT-COMENIUS-CMP 1 Game, Interaction and Learning A Game is a particular context where users (players) have structured or semi-structured goals (with victory as end goal) that they try to achieve by overcoming challenges. At the same time, they have to respect a set of rules that are made or created in reference to that restricted environment. Failure to follow these rules constitutes a crime or mistake and implies a punishment or penalty. Games can involve one player acting alone, two or more players acting cooperatively, and, more frequently, players or teams of players competing between themselves. Play refers to activities and actions with a specific intention, in a specific context. It represents the interaction with the game environment, game characters, other players, etc. Therefore Gameplay is the interaction between people, characters and other elements in a game context. Games promote mental and/or physicalstimulation. They help develop practical skills, exercise the body or the mind and can have an educational, simulational or psychological role. They are associated with an individual desire that differs from individual to individual, according to age, intelligence, skill and even personality. Depending on these factors, the creators of the game vary the objectives, rules and challenges so that participants get increased pleasure and motivation. 1.1 Computer Games The evolution of computer games is directly related to the evolution of personal computers (PC). One of the first computer games was "Spacewar", based on statistical calculations,created by MIT students in 1961with aPDP-1. Another gaming reference is the first adventure game for PC, launched in 1976, the "Colossal Cave Adventure" or "Adventure" Like other games at the time, it was text based without pictures. In the early 80s, with the evolution of computers, new interaction devices (like the mouse), better processing capacity, more memory and improved high definition graphics, games appeared with colorful graphics, increasing the versatility of the game and ability to generate moving objects. Today, computer gameshave different types or genre and are played through a computer, on a standalone or networked form. It is an interactive product, synchronous or asynchronous.These technologies, together with the different modes of interaction and WP3 Specification – Final Version 1.0 15.09.10 9 503900-LLP-1-2009-1-PT-COMENIUS-CMP communication, allow different participants, who have similar interests, to play together through ICT tools. A computer game is a system composed of three basic components: plot, engine and interaction interface, with a success associated with the perfect combination of these components. The plot sets the theme, objectives and sequence of the game, the engine is the mechanism that controls the reactions of the game in relation to players' actions, and finally the interface controls communication between the engine and player, graphically. Designing a game involves the development of the plot, the definition of scenarios and characters and the drafting and formatting the script. The graphical interface of the game is critical to increase its realism and the level of player motivation because most of the potential attractiveness of games comes from the visual stimuli. There are several games’ taxonomies, based on different computer games characteristics. One, focus on the standard of interactivity between the player and game,that is, intrinsic properties of the various actors of the game, the structure, content and the codification of the entire context of action - reaction (behavior with other agents and with the user). Chris Crawford (1997) proposed a classification based onthe action-reflection paradigms: Game type Características Tipo de jogos “Skill and Action” Perception and motor skills Cognitive effort Action and speed Adventure, Puzzle and Role-Playing “Strategy” The first type of games are usually real time, have specific control devices and the main required skills are eye-hand coordination and quick reaction time.The second class emphasizes the thought instead of frantic action. Another classification of game types presents six categories based on the interaction model: Game type Interaction Action/Arcade Physical (actions and choices are physical responses, in a limited time, to a stimulus) Competitive (action and player choices are tested by the opponent player) Environmental (actions and player choices are tested War Strategy WP3 Specification – Final Version 1.0 15.09.10 10 503900-LLP-1-2009-1-PT-COMENIUS-CMP Role-Playing Simulation Adventure by the game itself) Cultural (actions and choices are learned and chosen through the environmental and cultural assimilation) Mechanical (action and player choices are learned and chosen by the assimilation of the algorithms of the simulation models) Logic (actions and the choices are mental responses in a limited time) 1.2 Role Play Games In a Role Playing Game (RPG) there is development of a character and of the story. The narrative is built between all participants that take part in an imaginary adventure, assuming another identity, set by an arbitrator named Master. He/she sets the scene and the characters and situations that the player or players will find during the adventure. An RPG has the following key elements: • Player: controls the actions of his or her characters (Player Character - PC) within the plot, the system of rules and the scenario of the game; • Master: control characters that interact with the player during the game and is responsible for all factors of the setting and plot that does not involve the actions of the characters. By controlling the scene, adapting it to the needs of the plot and is responsible for the objectives absolute secret. As for the other characters must follow and respect the rule system can, however, change situations where it is reasonable logic; • Rule System: limit the types and levels of abilities of a character. The master evaluates the concordance with the rules of actions and their outcome; • Scenario: it is the world environment where players are entered with temporal and geographical references; • Characters: These are the projections of fantasy players within a scenario can be proposed and built by the player or pre-existing, however, are necessarily mounted within the system of rules and scenario set by the game; • Screen: occurs within the scene where the actors come together for some kind of adventure or action that happens during the game; WP3 Specification – Final Version 1.0 15.09.10 11 503900-LLP-1-2009-1-PT-COMENIUS-CMP • NPCs (Non Player Characters): describe the characters controlled by the Master of the game or the system and not the players, assuming a facilitating role in the adventures of the characters. An RPG consists of text-audio-visual descriptions with options that allow design possibilities asstructures that can be recombined differently by each user. All these elements (illustrations, text, body language and verbal) are windows or "links" (links) of information for the player. There are other references that put the RPG as a form of fiction, considered a "collective act of creation of oral narratives" (Ludus2004a), retrieving, reviewing and adapting to a modern context stories from oral tradition. RPGs have an extensive history of use in learning environments in classroom and other school spaces. According Tobaldini (2006), RPG's have three important components: atmosphere, history and rule system. The creation of an atmosphere from a theme represents the context in which the history of the game unfolds. The storyis an open script for the adventure or actions determined by the player. The system of rules is a set of regulations that define the behavior of elements in the world. In Role Playing Games players face challenges that lead to interaction, dialogue and exchange of ideas. The RPG does not usually assume a competitive edge, and in many situations the outcome of the adventure will depend on cooperation among group members. Being met the objectives of the story, the feeling of victory will be shared by all. Socialization is therefore another key feature of a RPG. The RPG provides a setting, a platform where players collectively construct their own stories and characters, regardless of its medium: paper, electronic or oral (Bettocchi2003) as a group activity. There is a collaboration between players in history to meet the challenges posed by the master to be successful, talking, exchanging ideas and exposing the actions of his characters in constant interactivity. Interactivity is the latest feature that generates tension and allows for the unpredictability of events due to unusual situations that end up triggering new experiences and new WP3 Specification – Final Version 1.0 15.09.10 12 503900-LLP-1-2009-1-PT-COMENIUS-CMP resolutions to problems. This is created by the autonomy of choice, of decision, because one can expect one or more autonomic responses and difficult to predict. Therefore learning is gained from the decision in key moments of the adventure and the possibility of finding different and creative solutions to emerging situations. The rules of a "Storyteller"RPG, according to Peacock (1996), value the psychological depth of characters, reflection and interpretation.This author also identifies psychological traits in this system, because the players specify the nature, behavior, concept, willpower and humanity when often enter into conflict therefore requires an attitude of reflection and interpretation. There are three groups of RPG for computers: the classic game, the multiplayer games and virtual worlds persistent. The first group is played by a single player in a limited scenario, where the story is to collect items and character sheets are inspired by traditional RPGs and no possibility of creating the main character. The second group of RPGs, multi-player, there is a larger exploitation of the environment, with the story to allow sub-plots for the construction of small adventures, where you can create and develop characters by using the system of rules. Finally, virtual worlds in a persistent manner, MMORPG (Massive Multiplayer Online RolePlaying Game) enables a large number of players interact with a wide-ranging exploration of the world, stories are not linear, interpretation and possibility of cooperation, the character customization and the creation of objects (Tobaldini2006). The player assumes a virtual citizenship, whether it is or is not networked, there are other players to interact and change the world. The MMORPG represent a new generation of the popular MUD using graphics instead of text representation (Bittencourt2003). The use of RPG in the context of cyberspacecan make the learning process more cooperative and facilitate the exchange of knowledge between individuals. In education, there are several scattered experiences whose application in the classroom brought in the first place a greater motivation for students with the process of teaching and learning. Because this is the active element of their own learning by looking for the various means at its disposal as WP3 Specification – Final Version 1.0 15.09.10 13 503900-LLP-1-2009-1-PT-COMENIUS-CMP Computer, Internet, magazines and cable television, among others, to obtain the desired information and knowledge in a more participatory and interactive. Teachers know it stimulate the imagination of their students, enabling the creation process, whether scientific or artistic. The presentation of the issue should not be through a didactic arid, but within a whole living, breathing, rich in achievement, because young people do not learn by failure or alienation, but for lack of encouragement and interest (Andrade2002). At this point, fantasy emerges as an important addition as stated in Hartmann (Andrade2002) "but always fantasy involves an initial deviation of a real situation, can also be a preparation for reality and bring about a better command of it." This complementary function of fantasy is assumed as the learning process and RPG, where the fancy takes it as his main instrument, has great potential for information. Through various ambientations historical, geographical, scientific and cultural RPG you can spend countless concepts. Redeem the interest and encouragement of students in classrooms, presenting their content in any way more interactive and attractive, has motivated the researchers in this direction: the use of games to achieve educational goals. The competitive structure prevents widespread success of all students: the most important thing is to cooperate, placing the orientation to face a new paradigm for the development of positive behaviors and where victory can be achieved when a player helps the other to win, to that both can win together. According Klimick (1992) in (Bolzan2003), the RPG can bring to school interactivity and participation in education. As in RPGs, the player will interact and changing the story is being told. At school he can learn while they will use what you learn. To the same author (1992), this type of game allows the applicability of the contents of an immediate and simple in the environment of the classroom, involving the use of imagination. Many attempts to assist in school learning are geared to the universe or playful fantasy. However, there must be an adaptation of the RPG rules system with the educational objectives sought to implement the game in a classroom. The RPG is a teaching tool for creating practical simulations, experiential classroom, encouraging creativity, participation, reading, and research. It is adaptable to any subject or educational content, and the target audience: children, adolescents or adults (Machado2004). According to Marcatto (1996), the WP3 Specification – Final Version 1.0 15.09.10 14 503900-LLP-1-2009-1-PT-COMENIUS-CMP RPG teaching encourages creativity, participation, reading and research and is easily applied to any curriculum. Still the same author states that the teacher should adjust the setting of adventure to the characteristics of their students, such as age, language and culture. Thus, the RPG can be a tool for discussing complex issues such as urban violence, social inequality and conflict. That same book also makes reference to strategies for implementation of RPG for students with course content, since the experience of the characters who shaped the history of slaves in Brazil, the understanding of physics in freefall and the curvilinear motion with the calculation and management of projectiles in simulated battle between countries led by groups of classmates, or even chemistry, learning the various techniques for fractionation of mixtures to open doors with locks and thus leave a chemical laboratory created by a mysterious alchemist, among other disciplines (Bolzan2003 ). The base of the RPG is creativity, so the development of narratives with any educational content to place the student motivated to adventure (contents apprehended). The student prepares his character through appropriate rules and directs their actions during the game. This flexibility brings unlimited possibilities to the story, where the teacher can also join the adventure in the role of governor of the game's master. According to Mark Riyis, the use of Educational RPG based on the characteristics: motivational, cooperative and meets the educational objectives, allows the resolution of problem situations, application of concepts in practical situations of day-to-day, interdisciplinary, oral expression, expression cultural awareness and respect for others and teamwork and cooperative learning (Riyis2006). The use of RPG should be stimulated as interesting strategy in the teaching-learning so that students are more motivated and achieve better performance in the assessment, indicating that learning occurs through play. There are also two other aspects of the RPG that also fit the educational context: the knowledge and socialization. The RPG puts players in a situation to face as the character demonstrating knowledge of the subject from their beliefs, values, emotions and imagination, interaction and cooperation among players in the classroom. The pursuit of knowledge through interaction and cooperation among players is enhanced, according to Andrade (2002), by the very structure of the game is played in groups. Thus in a context of the classroom, the RPG strongly WP3 Specification – Final Version 1.0 15.09.10 15 503900-LLP-1-2009-1-PT-COMENIUS-CMP reinforces socialization, supported dialogue and exchange of ideas, where the player is thrust into new experiences, new relationships, just as you browse for new worlds. It is an exercise in dialogue, group decision and consensus (Nunes2004), supported by a tool rave environments simulations practices, experiences and to encourage creativity, participation, research and integration (Marcatto2007). 1.3 Adventure Games Adventure games are puzzles embedded in a narrative framework, where the solution to each puzzle allows the player to experience more of the story. The genre's focus on story allows it to draw heavily from other narrative-based media, such as literature and film. Adventure games encompass a wide variety of literary genres, including fantasy, sciencefiction, mystery, horror, and comedy. Nearly all adventure games are designed for a single player, since the heavy emphasis on story and character makes multi-player design difficult. Graphic adventures are adventure games that use graphics to convey the environment to the player. Games under the graphic adventure banner may have a variety of input types, from text parsers to touch screen interfaces. Point-and-click adventures are a common type of graphic adventure in which the player uses a pointer, typically a mouse, to interact with the environment and solve puzzles. This input method remains popular in the genre, and is well-suited to interaction with the environment, as opposed to direct control schemes which emphasize character control. Graphic adventure games differ from role-playing games in that they do not usually involve action (combat), team-building (recruiting new party members) or points management (character levels and stats). While there are some adventure games with action elements, such as Full Throttle and the Broken Sword games, these elements remain secondary to the narrative and puzzles. Adventure games are included in the strategy or cognitive, can be separated into two categories: "Puzzle" and "Role-Playing." The subcategory "Puzzle" emphasizes the logical and mental agility, based on pure supposition reasons intuitive and deductive. The other category, "Role-Playing," has a clearly defined objective (Myres1990), where participants WP3 Specification – Final Version 1.0 15.09.10 16 503900-LLP-1-2009-1-PT-COMENIUS-CMP assume the roles of characters in the game and collaboratively build the second story of the game regulations. Players can improvise their own choices and build the management and outcome of the game itself. Subsequently, however, in a paper by Katz, Kunkel & Wordey, which addresses the differentiation of the categories, it was concluded that the dividing line between games "role-playing and adventure games is total, because the first characters gain experience and energy through the unexpected encounters, while in seconds, the player assumes a specific character in the game's storyline (Myres1990). Most graphic adventure games are designed having in mind a mix of the following characteristics: a) Narrative b) Problem solving c) Exploration d) Immersive environment e) Player assumes the role of a character/hero f) Collection and manipulation of objects g) Mystery or situation about which little is known h) The player embarks on a quest 1.3.1 A Few Famous Graphic Adventure Games The purpose of this section is not to give insight into each of the presented games, but rather to familiarize the reader with the look of graphic adventure games that have been successful in the past. WP3 Specification – Final Version 1.0 15.09.10 17 503900-LLP-1-2009-1-PT-COMENIUS-CMP The Monkey Island Series Day of the Tentacle Sam and Max Series WP3 Specification – Final Version 1.0 15.09.10 18 503900-LLP-1-2009-1-PT-COMENIUS-CMP Indiana Jones and the Fate of Atlantis Full Throttle Discworld Series Broken Sword Series WP3 Specification – Final Version 1.0 15.09.10 19 503900-LLP-1-2009-1-PT-COMENIUS-CMP Grim Fandango Myst Series Syberia Series The Longest Journey Series WP3 Specification – Final Version 1.0 15.09.10 20 503900-LLP-1-2009-1-PT-COMENIUS-CMP 1.4 Computer Games and Motivation The Knowledge Society is characterized by media information – audio, visual and other sensorial data is provided to users in short, intense bursts of information. This society, based on technology and information, is based on an open network system, which, according to Castells (2002, pp.606-607), "is a set of interconnected nodes, where a node is the point at which a curve intercepts. (...) These networks are open structures, able to expand without limit, integrating new nodes as long as they can communicate within the network sharing the same codes of communication, values or performance goals." Users that were born in the last 25 years are frequently called Digital Natives, as they grew up on this information rich society. Computer games have a wide acceptance amongst this audience. The younger generation paysa lot of money to spend time in a long, hard and complex activity as playing computer games can be. Games represent a modern and innovative culture to children and youth.Johan Huizinga and Roger Caillois claim that "the game is a key element in the cultural formation of society" (Abreu2003, p.3). Furthermore, games are designed to help us in adapting to reality, and remarkably facilitate learning and cognitive behavior "(Bystrina1995, p.15). Computer games seem to offer a cultural insertion, albeit virtual, but not very different from experiences with traditional games. The combination of content and form allows to technically reproduce traditional themes (content), in new forms, with the possibility of insertion into richer emotions. The power that games have to captivate players has to do with their ability to reach the natural reward circuits of the brain. Comparative studies show that game playing produces reactions related to addiction and the production/consumption of dopamine and other pleasure hormones (Steven2005, p.42). In games, the rewards are part of the universe through more lives, access to new levels, new equipment and spells, etc.During most of the game, the players have a major desire: the desire to see what comes next. Scientific knowledge about gaming in the 50s with computer science and operational research. This early modern game / simulation corresponded to the emergence of new educational theories that emphasized more active learning methods. Research and literature about the educational uses of gaming progressed slowly because of the need to obtain WP3 Specification – Final Version 1.0 15.09.10 21 503900-LLP-1-2009-1-PT-COMENIUS-CMP validation of their various practices.Furthermore, computer games still carry a set of prejudices in society, and are often seen as negative for the development of children and young people. We often hear or read statements like: "the worst of the games is to sanction and promote aggressiveness and violent responses to conflict; games take the time for children to read books and are a tremendous waste of time." 1.5 Computer Games and Learning The relationship of young people with these new tools, computer games, according Moita (2004), represents an emerging issue that takes a separate role outside the school walls, with specific features that participate and effectively influence the education of ethical values, without ceasing to interfere with school curricula, the knowledge of individuals about themselves, about others and about the world. The educational space has exceeded the wall space the school, with new ways for formal and informal education that takes place outside the institutional aspect of education, in recreational areas, at home or at work. This convergence requires a route to follow an effective new pedagogical strategy associated with an empathic human-machine interface. Playing a computer game generates a series of events that, in retrospect, will outline a narrative, but carry emotions, pleasures and challenges unique to the reading of that narrative. It is therefore possible to get a convergence of games and learning in three distinct areas: training (professional and social context); formal education (classroom and school context), non-formal education (outside the school context). Furthermore, learning is not confined to the acquisition of a specific tool but rather a construction of a mental competency that might be useful in another context. The important thing is not what we think but how we think. The games require to take decisions, much more than books, movies or music, to make decisions. Literature can activate the imagination, the music strong emotions, but games force us to decide, to choose, to set priorities. Thereforegame players "learn to take right decisions: evaluate data, analyze situations, to revise the long-term objectives and then decide" (Steven2005, p.47). Pursuing a set of objectives may seem an easy thing, but have two interesting and complex aspects: first, the number of simultaneous targets/objectives in a game, and second, the hierarchical form in which these objectives are mentally organized by the player either as WP3 Specification – Final Version 1.0 15.09.10 22 503900-LLP-1-2009-1-PT-COMENIUS-CMP parallel, simultaneous objectives or as a sequence of interrelated objectives with a longterm vision. So games are also important to long-term planning. Some types of computer games are already approaching learning as a possible strategy for action like the contexts of representation in RPG where players assume a specific role in the context of the game: Type Materials Structure Player interaction Arcade Geometric Stimulus - Discovery/Learning Abstractions response Adventure Dramatic Abstractions Logic Discovery/Learning Simulation Mechanical Algorithms Machine Discovery/Learning/ Manipulation Role-Play Cultural Beliefs Culture Discovery/Learning War Oponent Options Competition Discovery/Learning /Test Strategy Designer Options Competition Discovery/Learning /Test According to Lino Macedo (2006, p.127), games can be good learning tools for certain students and teachers (in training contexts) as they are extremely effective for increasing student motivation and a powerful tool for the teacher in teaching-learning process. But should reduce aspects inherent to the games, like excessive competitiveness among the players, although this can promote motivation. Educational games require compelling storylines. To this author it is very important to use the computerized games in the educational process because these affect the motivation, WP3 Specification – Final Version 1.0 15.09.10 23 503900-LLP-1-2009-1-PT-COMENIUS-CMP cognitive functions and the curiosity of students, because these games allow the player's experimentation and exploration. Educational games can be quite simple or can be rich learning environments and complex microworlds, because they provide an imaginary world to be explored by the player. To Papert (2002), mentor of the idea of a microworld-based computing environment during the eighties, described it as being fertile environments for cognitive development. This author suggests than children develop better cognition by discovering themselves the specific knowledge, becoming thus the active constructor of their knowledge. Currently there are several investigations underway whose theme is based on the use of computer games to broadcast educational content. The "Games to Teach” Project, is a collaboration between the MIT Comparative Media Studies and Microsoft. This project commits to a new generation of content by way of computer games (Jenkins2002). The main goal of this project is to develop sophisticated computer games in math, science, technology and humanities. This objective underlies the ability of games to simulate complex phenomena, gather the players around a story, expressing ideas creatively and encourage collaborative work. This process requires a detailed investigation of the pedagogical models for each area, to transmit the contents and learning through participation and the design of the game. The concepts applied are the most different genres: action, simulation, RPG and adventure. So the project develops conceptual prototypes exploring different models to improve the teaching of science, engineering and mathematics that were applied either in universities or lower levels of schooling. The perspectives taken in these prototypes are showing that the games have educational potential, to create the necessary synergies between the entities responsible for producing and developing the next generation of educational software (Jenkins2002). The "Games - to - Teach" is based on someideas that can serve as reference for drafting a new philosophy for educational games (Clua2004): 1. Mass media such as radio, television, books and movies should be used as decoys for science, i.e., many individuals could become researchers due to their readings of science information in the media; WP3 Specification – Final Version 1.0 15.09.10 24 503900-LLP-1-2009-1-PT-COMENIUS-CMP 2. Media used in teaching and learning should be inspired by television series, i.e., media for learning content should be engaging and motivating for students; 3. The computer games industry is mature and consolidating itself as a new art form that involves theater, psychology and architecture; 4. Educational games are still strongly emphasizing the educational aspects, and this model reduces the motivation for learning. The challenge for games with educational goals is to merge gaming with educational content; 5. The need to design new generation of educational games that allow students to solve problems critically and creatively. For instance, students should be given the chance to explore worlds containing resources, challenges, etc.; 6. The ability to handle complex systems in games like SimCity, which allows the player to run a city having to analyze several variables simultaneously; 7. Computer games end up becoming immersive digital worlds, increasing the immersion through the testing of these worlds. The knowledge gained will be transferred to other practical situations of everyday life, due to the development of cognitive skills through a process of meaningful learning; 8. Communities formed in virtual worlds leverage a network of communication between individuals and also potentiate the fantasy through the interpretation of characters that live in these worlds; 9. The evaluation process with computer games can become adaptive through the use of intelligent agents able to observe a player's performance and challenges customized to produce it; 10. The production of this new generation of educational games requires multidisciplinary creative teamsand able to work cooperatively. Another author, James Paul Gee (2006) presented learning principles already incorporated in good games: 1. Motivation Computer games motivate players by requiring their attention to solving complex problems from the start of the game. Games get profound attention from the players, so the key is research to understand the source of motivation to apply them to learning. 2. The role of failure WP3 Specification – Final Version 1.0 15.09.10 25 503900-LLP-1-2009-1-PT-COMENIUS-CMP Failure is one of the characteristics that enables learning. In good games, the cost of failure is low, because when players make mistakes, they can start the game again. The main advantage of the failure in the computer game is to allow players to take risks and test the hypothesis that could have a devastating effect if it occurred for example in classrooms where the price of failure would impact personally and psychologically the student. 3. Competition and collaboration Players love to compete with other players in games, either one to one or in teams. It is notable that many young players see the competition in computer games as pleasureable and motivational, but do not feel the same in school. What seems clear is that competition in computer games is viewed by players as social, and it is often organized in ways that allow people to compete among themselves and the social relations of the act of play are as important as victory or defeat. Additionally, players highly regard collaborative games because they play the game together and in collaboration with others. In fact, collaboration and competition seem to be closely linked and integrated in the act of playing, whereas this is not a usual situation in school. 4. Designing Games Beyond the issues of motivation, failure, competition and collaboration, there are other ways of designing games to promote learning and a sense of mastery. These design features of computer games have to be closely linked with the principles already known to the learning. Therefore, seven design features that are also important for effective learning should be considered: (A) Interactivity In good games, players feel in charge, are responsible for their actions and decisions, and consider themselves as co-creators of the game world and the experiences they have. Each player, with its style, decisions and actions take a different path in the game world. So all players are simultaneously in read mode (interpretation) and write mode (production). All learning implies that students feel a strong sense of ownership and participation, as well as the ability to produce and not just passively consume knowledge. (B) Configurable/Flexible In some games, players are able to change it, and adjust their learning styles, such as adoption of different difficulty levels or the choice of different characters with different skills. Other games are also designed to allow a variety of learning styles, providing multiple WP3 Specification – Final Version 1.0 15.09.10 26 503900-LLP-1-2009-1-PT-COMENIUS-CMP ways of solving problems. The possibility of configuring the various learning styles and multiple paths is an important principle of learning for multi-contexts. (C) Strong identity Good games offer players an identity that requires a deep investment from the player. This identity is often attached to a specific virtual character (Avatar). When players are using characters in the game, the strong identity is held in the character that the players want to inhabit, projecting their own fantasies, desires and pleasures, or determining the traits of a character such that no player can create an identical life story in the game world. Moreover, the identity of the character that each player assumes is directly associated with the types of functions, skills and goals that each one has to perform in the virtual world. (D) Well sequenced problems In good games, the presentation of the problems is carefully sequenced. More specifically, some problems are introduced early in the game to bring the players to form good assumptions so as to continue when the problems become more difficult during the game. Thus, throughout the game are always yearning for what comes later. In the context of learning, the sequence is crucial for effective learning in complex domains. (E) An adequate level of frustration Good games adjust challenges and give feedback so that players can experience the game as a challenge, with feedback indicating that they are on track for success in the game. (F) A cycle of expertise Good games create and support what was called a "cycle of expertise" in science learning. This consists of repeated cycles of action and practice of the same area before moving to a new challenge. (G) "Depth" and "fair" These terms are used in the gaming community to describe the art of building the game. A game is "fair" when it is challenging, but in a structured way to success. The game is "'deep”when the elements of the game that initially seemed simple and easy to be learned are becoming increasingly complex as the player seeks to dominate them and understand them. These two features could also be put into use in learning. Yasmin Kafa (2001) considers that games for educational purposes may have two possible approaches: instructional and constructivist. The first is focused on building games to teach. The child learns something while doing an activity, as there is integration of content to be WP3 Specification – Final Version 1.0 15.09.10 27 503900-LLP-1-2009-1-PT-COMENIUS-CMP taught with the idea of the game, creating games for learning instead of playing learning games. The last idea, learning games, is embraced by the constructivist approach. This alternative approach seeks to provide learners a wider range of opportunities to build their own worlds using computational tools, while simultaneously building new relationships with knowledge acquired during the learning process. The biggest challenge that educational computer games face is to offer an environment that provides an immersion where players want to be, explore and learn the same way they do in the computer games. Hence educational games should follow the route of successful commercial games because they allow for greater immersion, a space exploration and allow the learner to interpret a character and explore the virtual world. Games should be spontaneous, entertaining and pleasureable so that in the design process the teacher has to think the appropriate times to enter content, without forgetting the essentials: the pleasure of playing. Aspects related to content should be inserted as a background ("background") and not highlighting them as the main elements of the plot. The adventure, challenges and solving puzzles is which constitute the key elements that can motivate the players to interact. Games have to encourage people to gain important skills such as negotiation, planning, strategic thinking and decision making. The games should address interdisciplinary themes embedded in webs of adventure and mystery. So the player to develop a strategy to solve some mystery in the plot will find a number of challenges related to school content. 1.5.1 Graphic Adventure Games with Educational Characteristics Time Travelling and Historical Interactions: Day of the Tentacle George Washington (left) and Benjamin Frankling (right) WP3 Specification – Final Version 1.0 15.09.10 28 503900-LLP-1-2009-1-PT-COMENIUS-CMP Day of the Tentacle uses time travel extensively; early in the game, the three main protagonists are separated across time by the effects of a faulty time machine. The player, after completing certain puzzles, can then freely switch between these characters, interacting with the game's world in the separate time periods. Certain small inventory items can be shared by placing the item into the "Chron-o-Johns", modified portable toilets which instantly transports them to the other time period, while other items are shared by simply leaving the item in a past time period to be picked up by a character in a future period. Changes made to a past time period will affect a future one, and many of the game's puzzles are based on the effect of time travel, aging of certain items, and alterations of the time stream. Another interesting aspect of Day of the Tentacle's plot is that it gives the game player the opportunity to interact with the comedic, cartoony versions of several figures from colonial America, like George Washington, Thomas Jefferson, Benjamin Franklin, John Hancock and Betsy Ross; whose descendants (or at least characters that resemble them) can be spotted in the other ages. Harold, seemingly a descendant of Washington, appears as a transvestite in a future beauty contest organized by the Tentacles. An apparent descendant of Ben Franklin makes an appearance as a novelty toy salesman and a descendant of John Hancock appears as a depressed inventor named Dwayne. Some of the more entertaining puzzles of the game involve these characters. In one sequence, Hoagie must give an exploding cigar to Washington in order to replace his famous false teeth with chattering novelty mechanical dentures, while in another he gives a drawing of a tentacle to Ross, who sews it into the American flag. In another scene, in order to coax Washington into chopping down a kumquat tree, Hoagie must paint the fruits red, as Washington insists that he only chops down cherry trees, referring to a legend concerning Washington's youth. WP3 Specification – Final Version 1.0 15.09.10 29 503900-LLP-1-2009-1-PT-COMENIUS-CMP Real World Locations: Indiana Jones and the Fate of Atlantis Tikal (left) and Azores (right) Flying over Algiers (left) and the Hermocrates (right) While the story in Indiana Jones and the Fate of Atlantis is purely fictional, it unfolds in a real world scenario, having the player travel between locations like, Iceland, the Azores islands, Tikal in Guatemala (one of the largest archaeological sites and urban centers of the preColumbian Maya civilization), Monte Carlo, Algiers, Thera and Crete, before finally arriving on Atlantis. It also references some important historical figures, most notably the Greek philosophers Plato and Socrates, by having the location of Atlantis be depicted in the "Hermocrates", a hypothetic dialogue assumed to be the third part of Plato's late trilogy along with Timaeus and Critias. In the game the book was actually extant and an important tool for Dr. Jones throughout the game. The game also draws heavily from Greek mythology. For instance, late in the game, Indy finds himself venturing into a labyrinth on Knossos (Crete), where he passes by a statue of a giant half-man half-bull. This is an obvious reference to the Greek myth of the great Cretan WP3 Specification – Final Version 1.0 15.09.10 30 503900-LLP-1-2009-1-PT-COMENIUS-CMP Labyrinth which was built by the architect Daedalus and his son Icarusto hold the "part man and part bull" beast, Minotaur. 1.6 Serious Games In today’s high tech world computer games are part of our everyday culture. In the space of around 30 years videogames have become a major source of entertainment, for the first time last year surpassing the film industry in gross sales. It makes sense then to ask whether or not this medium can be used to aid learning, as film and literature has done in the past. The answer here is potentially yes. We have seen successful examples in the use of simulators, such as flight simulators, to successfully train military and civilian pilots. These pilots were allowed to make their own mistakes and learn from them in a virtual environment preparing them for the real world. Before we continue, however, it is important to draw a distinction between simulations and serious games. Simulations have been used as a means to gather/impart knowledge since before the computer (Gredller, 2004). In fact, simulations in the form of ‘wargames’ have been used as a tool for training military officers for hundreds of years. Simulators like serious games both involve scenarios, to which the user must apply their knowledge and skills in order to progress. Games, by their nature, are competitive and the objective is to ultimately win. Simulators tend to be open ended with no clear goal, the user must react to a number of different factors in order address problems that arise within a simulation in order to understand the consequences of their actions. Serious games can be defined as: “a mental contest, played with a computer in accordance with specific rules, that uses entertainment to further government or corporate training, education, health, public policy, and strategic communication objectives.” (Zyda, 2005). “Games that do not have entertainment, enjoyment or fun as their primary purpose.” (Chen & Michael 2005). Johnson and Whitehead (2009) distinguish serious games and simulators based on closeness to reality and basis of intent. For example if the intent of using a system is purely to hone and develop specific skills then it is seen as a simulation. if, however, the primary objective is WP3 Specification – Final Version 1.0 15.09.10 31 503900-LLP-1-2009-1-PT-COMENIUS-CMP simply for fun, but the user learns a little along the way it could be seen as a serious game. Figure 1 illustrates Johnson and Whiteheads approach. (Johnston & Whitehead, 2009) Figure 1: Relationship between Games, Serious Games and Simulations As stated previously simulations can exist outside of the sphere of gaming but Johnson & Whiteheads approach shows simulations can be a type of serious game, a serious game that attempts to closely mirror the real world. Serious games are especially useful for distance or elearning. They can provide motivation and can play a big role in the creation of future learning environments. Rather than simply offering online course notes and some form of email contact with a personal tutor games can offer an incredibly immersive and engaging environment within which to learn. Within these environments we can also encourage collaboration and teamwork with peers to help each other learn. Indeed it has been seen that serious games can improve teamwork in military applications. Hussain et al (2008) looked at the use of a fantasy based multiplayer game to train teamwork skills within the US army. It was found that a training system that used multiplayer games was suitable to elicit teamwork behaviours and was also suitable to practice this behavior and improve upon it. This in part is due to the immersive and engaging nature of multiplayer games. As well as the evidence that games can increase learning in an educational capacity to varying extents (Dondlinger, 2007), there is also evidence that serious games can increase physical performance (See Section 5) and spatial skills. Okagaki (1994) describes a study where participants were tested for spatial ability before and after playing Tetris, it was found, when compared to a control group, spatial ability was better in the participants who had played Tetris for 3 hours. Increases in spatial skills was also seen in a study WP3 Specification – Final Version 1.0 15.09.10 32 503900-LLP-1-2009-1-PT-COMENIUS-CMP (Subrahmanyam & Greenfield, 1994) to measure spatial skills pre and post test between using an action video game. As expected boys performed better than girls, but in both genders it was seen that practice on the video game improved spatial skills and in particular in those children who began with poorer spatial skills. For today’s generation of young adults and their children computer and videogames are second nature to most, people identify with and embrace the medium. Videogames are associated with fun and pleasure. With large budgets and teams behind their development and the increasing power of the platforms on which they run videogames are becoming ever more immersive. Greater immersion leads to high use for many and pathological videogame use for some. There have been some reports (Roe & Muijs, 1998) that heavy computer game users are more likely to experience negative effects on academic achievement, self-esteem and sociability. Perhaps incorrectly, this research did not state that negative performance in these areas may have lead to heavy computer use as a means of distraction from underlying issues in everyday life. The research of Durkin & Barber (2002) argues this is not the case. Questionnaires from school children were taken that looked at several different metrics including family closeness, activity involvement, positive school engagement, positive mental health, substance use, self-concept, friendship network, and disobedience to parents. These were also compared with school reports from the participant’s school and it was found there were no negative outcomes directly related to gameplay. In fact game players scored more favourably than non game players suggesting gameplay can be a positive adolescent experience. However, the research did show that users who played less generally performed better than heavier users. Gentile (2009) states that pathological game use (or game addiction) correlates with poorer performance at school and shows a co-morbidity (the presence of an additional disorder) with attention problems. There is no suggestion that high levels of gameplay and pathological gameplay are connected however, and it may not necessarily be true that gameplay causes poor performance at school. It may equally be the case the poor WP3 Specification – Final Version 1.0 15.09.10 33 503900-LLP-1-2009-1-PT-COMENIUS-CMP performance in school causes an attraction to games, perhaps to provide a sense of achievement. 1.6.1 Finding a Correct Genre for Serious Games Games come in all different shapes and sizes. Some of which are more suitable to support serious games than others. This section intends to outline a number of game genres that have been considered in the past to be of use for serious games. Game structure can be implemented in a number of ways dependent upon the intended learning targets of the game. The following lists a few main game genres along with their advantages and disadvantages in an educational game context. 1.6.1.1 Puzzle The puzzle genre of gaming covers a diverse range of styles, from simulated board games (Hill et al, 2003) to word games and problem solving challenges (Norte and Lobo, 2008). By nature these games tend to be less resource intensive and easier to develop than, for example online role-playing games and so have been utilised or developed for educational purposes over a much longer time period than other gaming genres (Hill et al, 2003). 1.6.1.2 First person story First person based games have most commonly been seen in the form of first person shooters, such as ‘Doom’ or more recently the ‘Call of Duty’ franchise. The Call of Duty games attempt to replicate wars and battle conditions at specific events in recent history. Although in this light it could be argued they have some educational merit (Fullerton et al, 2009), for the most part events within these games are largely fictional, and the main aim of the call of duty franchise is fun. The genre itself does have a very engaging aspect as it places players directly in the position of the character within the game, seeing exactly as they see. Indeed serious game engines do exist (Thinking Worlds, http://www.thinkingworlds.com/) that support this genre for learning games. Examples of games created using this engine include a training game for new sailors to familiarise themselves with rules and protocols when joining an aircraft carrier, a military game designed to teach and test soldiers knowledge of the rules and procedures when stationed at a military checkpoint and a game to teach secondary school children about the history of Rome. Examples of these are available on the Thinking Worlds website. WP3 Specification – Final Version 1.0 15.09.10 34 503900-LLP-1-2009-1-PT-COMENIUS-CMP 1.6.1.3 Online role-playing game Online role-playing games differ from first person story driven games, in that the narratives and stories are more heavily influenced by the actions of large groups of avatar based characters as opposed to a preset story. As such they traditionally aim to develop social, cooperation and critical thinking skills. One example of an online role-playing game used in secondary school education is Europe 2045 (Šisler et al, 2008); a social science, politics and economics related game whereby pupils represent various European nations and form / negotiate for policy proposals which are assessed by a teacher. The subject of growing success, Europe 2045 is primarily concerned with skill development as opposed to conveying specific factual information. 1.6.1.4 Real-time strategy Real-time strategy games focus heavily on top-level coordination and command of multiple elements in a relatively open-ended fashion (Bellotti et al, 2009) whereby the outcomes of the game are heavily dependent on the actions of the player(s). A common example of realtime strategy game (following the historical theme) would be the ‘Civilization’ series (Šisler and Brom, 2008). Such games, whilst in the historical setting, show resemblances of the technologies, weaponry and aesthetics of the period in which they are set however do not place emphasis on replicating strategies or tactics used at the time during battles, nor do they accurately depict the period in which they are set. Therefore it could be argued that whilst they may have value in, for example, developing strategy or cognitive coordination and tracking skills through building on pre-existing knowledge (Adcock et al, 20008), their value for conveying specific pieces of information may be limited. 1.6.1.5 Dialogue Based Games Dialogue based games generally tend to follow a question/answer structure. Ravenscroft (2002) describes the evaluation of dialogue based games to teach physics. Users are asked physics questions and further questions are asked based on their answers test their theoretical understanding of the subject. The nature of the dialogue games allowed the users to re-think their answers if they were incorrect until they had arrived at a solid understanding of the subject matter (in this case the physics of motion). Results illustrated the effectiveness of two dialogue games to improve the users understanding of the physics WP3 Specification – Final Version 1.0 15.09.10 35 503900-LLP-1-2009-1-PT-COMENIUS-CMP of motion. This shows that an approach where the user is allowed to test and refine their knowledge with instant feedback can be an effective learning tool. Key to this is keeping the player suitably immersed/entertained while they are actually carrying out the learning process. 1.6.2 Finding a Structure for History Based Games Serious learning games focusing specifically on chronology or specific time events would seem to suit an individual centric story revolving around a character or characters moving through events in a linear fashion. However it should be noted that while such formats would inherently incorporate the linearity / chronology of events into the learning experience, alternative structures may be employed either entirely or in part to help support collaboration and competition. Which we know helps support engagement (Akl et al, 2008). Figure 2: linear event structure Figure 2 demonstrates one of the simplest forms of linear game type. Not particularly explorative, the premise of this model is that the player is confronted with tasks or problems in a linear fashion whereby a specific action or a correct solution allows the player to progress through the game. Such a game might be in the style of a quiz(e.g. Dialogue based); the player is presented with information and then tested on that information at each event point. Feedback would be provided either at each point or in summary at the end of the game. An example of this could be in the form of an interactive terminal found in a museum in an interactive textbook format (Hall and Bannon, 2005). Figure 3: Combination event structure Figure 3 illustrates an alternative approach, a combination event game structure. This type of model would employ a relatively similar linear structure to the first, the difference being WP3 Specification – Final Version 1.0 15.09.10 36 503900-LLP-1-2009-1-PT-COMENIUS-CMP that events run in parallel and a player may take multiple routes through the game. An example of this kind may be a virtual memory cards game whereby the user has to remember spatial locations of pairs of cards (Fisch, 2005). Therefore events 1 and 2 might represent the first batch of pairs whereas event is 3 and 4 represent second batch of pairs. The order in which the cards are paired off in either event set does not alter the outcome of the game as long as all cards are paired off to progress through the levels. This type of game structure is advantageous to being reusable as a player may have different experiences or encounter different scenarios during repeat uses. However if either event one or two could be used to progress to events three or four (operating in a mutually exclusive fashion) it would carry the disadvantage that if the events are required by the curriculum being taught they may be repeatedly missed, which would be detrimental to those events being learnt. With this in mind a more effective structure would be the one outlined in Figure 4 . Figure 4: Layered Event Structure In this instance the main events would presumably be formed by the original key curricular which are to be included in the game. Each sub event would either be then formed by a narrative specific to the user, such as a character story, or by other educational events which, although relevant, are not considered essential knowledge. In effect the game would represent a mesh structure driven by sub-goals or a sub-story with specific relevant events acting as focal points which must take place within the course of the game for the game to progress. In the third instance, the multiple route system carries the advantage of potentially being a more engaging, fun and reusable product (Tashiro, 2009); providing a repeat user with WP3 Specification – Final Version 1.0 15.09.10 37 503900-LLP-1-2009-1-PT-COMENIUS-CMP varying experiences while still delivering the required information. However studies such as Fullerton et al (2009) make the case that caution must be taken so as not to detract from the key elements or learning objectives in the; creating a complex and involving narrative through the sub events could draw a player's attention away from achieving the main aims of the game and if played during lesson time, detract from key learning objectives. As such it is possible that including elements of the main events or suggestions therein into the sub event narrative would reinforce or provide focus towards said learning objectives. Again structure will most likely be dependent on factors such as development time, cost, resource availability etc. and therefore being towards one particular genre or style. However if possible, a game or product intended for use in education could ultimately be comprised of different structural types. For example, the game could follow role-playing or narrative-based story with educational elements or content being reinforced by puzzles or activities which test the user's knowledge gained (similar to the summary section at the end of a chapter in a textbook). Not only would this allow variation in the game-playing experience but studies such as Hughes (2005) and Dai et al (2002) point out that this may also have the effect of making such a product is more suitable for both sexes (as video game type products traditionally catered towards males (Zimek, 2005)). 1.6.3 Users (single player vs. Multiplayer approaches) The approaches of single player vs. multiplayer, as well as having developmental and technological repercussions, can also have a profound impact on the psychological and sociological aspects of the game. It should be noted that in either instance, a positive and constructive user experience is highly beneficial to the learning process; usability issues, unclear objectives or other issues which may lead to frustration on the part of the player can severely impede the learning process (Wong et al, 2007). In contrast to an environment engaging a single user to achieve goals, collaborative environments; environments requiring multiple users to simultaneously achieve objectives and solve problems in a corporative and social fashion are recognised as having a number of profound benefits in a learning context. Papaloukas and Xenos (2008) states that collaborative learning in a classroom environment has been shown to increase both a pupil’s motivation and overall learning. The use of competition has been seen as a factor to improve motivation and engagement in dialogue based learning games (Akl et al, 2008). However, it is also recognised that there can be disadvantages to this type of learning environment. Charoenying (2008) suggests that in instances where the performances of a single individual WP3 Specification – Final Version 1.0 15.09.10 38 503900-LLP-1-2009-1-PT-COMENIUS-CMP are predominantly higher than the performances of others (to which the group is aware) the negative psychological connotations instilled can quickly remove both enthusiasm for the game and thus the will to learn from it. In consequence, it could be considered that if a game is to be collaborative, then the interactions between players must be both positive and constructive throughout without directly generating rivalry to complete objectives. This could be achieved by the explorative bounds of the game being such there is no one specifically correct route through the game and by sensitising statistical / performance based feedback. 1.6.4 Guided / directed learning There should be different approaches to learning games based on the nature of the user and the context in which the serious games is to be used. For example, in the case where the users are children the game should reflect the normal learning styles associated with a classroom or home environment which generates the requirements for both independent and teacher directed elements (Komisarczuk and Welch,2006 ) and (Fullerton et al, 2009). In the context of a game which has linear progression from one stage to the next, an example of these elements might be the ability for a teacher to select a particular chapter or theme (such as a particular event) within the game from which the pupil could progress independently either at school or at home. 1.6.5 User feedback Feedback in the context of a serious learning game concerns two specific criteria: In play user feedback Overall feedback representative of the user's learning experience Appropriate feedback, delivered in an effective and efficient manner is considered critical to providing an engaging user experience (Bellotti et al, 2009) and very important to the knowledge assimilation process when concerning games of an educational nature (Fisch, 2005). Real-time feedback showing not only responses necessary for game progression, but also engaging in learning elements of a game step-by step, allow a pupil to self evaluate their own performance and learning. Hirayama and Yamamoto (2009) suggest that in addition, appropriate and timely feedback will also have the effect of retaining a person’s attention for longer, especially during protracted periods of game-play. Similarly, one study in particular (Yue and Zin, 2009) suggests that feedback characterised by all game activity should not inhibit the user experience; pauses in a game, for example, (usually for purposes WP3 Specification – Final Version 1.0 15.09.10 39 503900-LLP-1-2009-1-PT-COMENIUS-CMP of loading or progression) should reflect the natural pauses in the narrative of the game; in a serious game context allowing the user to absorb the information they have just been exposed to. Rookhuiszen and Theune (2009) makes the case that less absolute feedback (for instance a ‘warmer / cooler’ system as opposed to a definitive correct / incorrect system) will have the effect of making a pupil less concerned with the overall outcome of the game and more engaged in the actual playing of the game. From an educational perspective this would be of benefit as it will encourage the user to be more explorative unless focused on simply completing the game. 1.6.6 Reusability Ultimately the reusability of a game as a teaching aid comes from its effectiveness in combining the required information in an efficient and suitable fashion. From a psychological perspective this can only be achieved if the product instils motivation on the part of the user to learn and therefore must be both fun and engaging (Chaffin and Barnes, 2010). Keeping players of serious games engaged while still maintaining the educational integrity of the game is vital for the game to be useful. Studies such as (Lopes 2010) and (Hanna et al, 2004) state that the downfall of many serious games comes through predictable linearity and repetitive game play experiences. They state that adaptability and variability in the user experience is key to producing a successful and engaging product. In the perspective of the models outlined in Section 2.6 a further example would provide a potentially adaptable user experience through subtle integration of the main events into the background of the game and surrounding those events with an explorative and varying narrative for the player. Although a secondary effect, a game encouraging repeat use would carry the benefits of reinforcing the key information to be conveyed through repeated exposure to that information (Hu and Wellman, 2003). 1.6.7 Serious games to aid learning The previous section explored game structure and established the importance of keeping players engaged and supporting reusability while also preserving the educational aspect of the game. This section looks at some further aspects that may help to aid learning in serious games. In subsequent sections we will examine lessons learned from more domain specific learning games, specifically Medicine and Education. WP3 Specification – Final Version 1.0 15.09.10 40 503900-LLP-1-2009-1-PT-COMENIUS-CMP Users should be able to relate to the characters within the game as this will effect how much they like the character. A Study by Atkinson (Atkinson et al, 2005) compared an avatar with a machine voice and a human voice and tested which was better to learn from. The human voice performed better, backing up the idea that social cues in multimedia (like type of voice) affect how much users like the character and thus how hard they try to understand what the avatar is describing. If there is no connection between the character and the player then users, especially younger children, may become bored more quickly if the game is not progressing at a satisfactory pace. Another study (Moreno & Flowerday, 2006) found that when given a choice of avatar participants tended to choose an avatar that matched their ethnicity, suggesting people wanted to choose an avatar that was like them. An important part of keeping children engaged with games is the ability to become more skilled at the game, and potentially to master the game. This is what keeps the game challenging. Gee (Gee, 2003) states games need to be learnable in order to be mastered. Developers do not want to make their games easy or short as they won’t be played, so the question is how do games get people to learn something that is long and challenging? Fun and engagement is the answer. In many games users get new pieces of information immediately prior to needing to apply that information (e.g. in tutorial levels a user is shown or told how to climb a wall, and then they are required to perform that task and are continually required to repeat that task throughout the game). Gee also suggests playing computer games aid learning as they get children thinking about the associated themes in the real world. Gaining knowledge of a game while playing it was also highlighted in earlier research by Greenfield (Greenfield et al, 1994) Who stated that knowledge of a game is acquired while playing it, (and not from a manual or slides). When playing an electronics game players gained knowledge or rules, regularities and strategies by formulating their own hypotheses and testing them within the game. Essentially, this was a form of trial and error. It is also commonplace amongst children, that new players benefit from being introduced to a game by more experienced players (Greenfield et al, 1994). The novice can then use this assistance to further practice and improve their skills/knowledge. This is another example of how when players are given only the required information ‘on demand’, and with the user being allowed to practice it, they will be better able to learn that particular skill. Learning through WP3 Specification – Final Version 1.0 15.09.10 41 503900-LLP-1-2009-1-PT-COMENIUS-CMP experience is not new, and is the reason for the success and popularity of simulators as a training tool. Prior knowledge of videogames will effect how well children perform in acquiring knowledge and mastering learning games. A Paper by the US Military (Orvis et al, 2005)investigated the effect of prior gaming experience and computer self efficacy (players belief in computer ability). Participants with prior experience and greater computer self efficacy reported fewer problems when using a learning game interface and reported greater teamwork than those with little prior experience. There may be a similar effect to this in a classroom environment. This being the case it suggested that some form of peer tutoring system could be employed when children are learning games together in the classroom. 1.6.8 Serious Games in Medicine We know that videogames may be a valuable tool in training surgeons (Rosser et al, 2007). This section illustrates some examples of serious games used in the medical field, both in medical training and patient rehabilitation. Akl et al (2008) developed a gameshow style learning game (a multiple choice quiz). Where two teams compete, the aim of which is to encourage students to learn guidelines away from the computer before their knowledge is tested against their peers. While the game does not facilitate learning as such (students are still required to do their learning from course materials), knowledge could be gained during use of the game as answers to questions were revealed to the user after both teams had answered. The paper concluded that games of this style were feasible to use in a teaching program and were acceptable to students but a much larger more structured evaluation would be needed to measure the effects on students knowledge. Other research that looked at acceptability in the medical field was that of Akoi et al (2004), this time on the patient side in an educational game to provide children with diabetes dietary knowledge related to their condition. There was a need for this because current recognized methods for teaching about food groups with relation to diabetes did not contain an element of fun and therefore were not engaging for the children. The research also highlighted that there is a need to balance entertainment and learning well in order to keep the children engaged and keep the software useful. WP3 Specification – Final Version 1.0 15.09.10 42 503900-LLP-1-2009-1-PT-COMENIUS-CMP In the area of rehabilitation a number of serious games have been shown to produce encouraging results (Crosbie et al, 2007). Serious games are particularly useful at maintaining patient interest during repetitive tasks (Betker et al, 2007). It is difficult to maintain patient interest during rehabilitation of patients with spinal cord or brain injuries. This reduces practice volume and concentration that is required for recovery. Betker created a balance based game (where the users balance is measured while they are sat down for short periods) and it was seen to increase practice volume and attention span. Patients also showed substantial improvements in dynamic balance control. The work of Crosbie et al (2007) compared a number of papers on stroke rehabilitation and it was found that although many reported VR based therapy to be beneficial it also highlighted that the evidence base is too limited by desgn and power issues and concludes the level of evidence is still weak in terms of research quality. It recommends further rigorous, controlled studies. We can conclude from this that although initial results in the medical field are encouraging, the research area is still young and more rigorous research needs to be carried out to determine the value of serious games in this area. There is no doubt, however, about the recurring theme of games increasing engagement and motivation, even if the end goal is not to ‘win’ or complete a game. Curtis et al (2009) investigated serious games as a means to rehabilitate handwriting skills in stroke victims. Four separate games were evaluated against pen and paper based exercises. All found the interactive games fun and engaging but all viewed being able to complete the pen and paper exercises as the ultimate goal and so the interactive application was only viewed as a supplement to their training. 1.6.9 Serious Games in Education Din & Calao (2001) looked at the effect of educational videogames on the learning of kindergarten children. Although they found a significant increase in spelling and reading skills, they urged caution stating that the videogames may have only played a facilitative role, rather than a causal role in their learning. As with the medical literature the author’s state the findings are encouraging but suggest further more rigorous research with larger sample sizes would be needed to provide convincing evidence. Interestingly no increase in mathematical skill was observed between the children in the experimental group and the WP3 Specification – Final Version 1.0 15.09.10 43 503900-LLP-1-2009-1-PT-COMENIUS-CMP children in the control group when playing a mathematical educational game. A reason for this, however, may be the age of the children. Another study investigating the effectiveness of serious games in teaching mathematics was carried out by Ke (2008). Ke Conducted a much larger study involving over 480 children aged 10 and 11 and found that serious games when compared to normal pencil and paper exercises were significantly more effective in encouraging learning motivation. Ke also found that, again, there was no significant difference when measuring actual mathematical performance. So although motivation increased, actual performance did not. It could be argued that motivation alone could be an argument for the use of serious games in education as it may make the children happier compared to children carrying out the relatively mundane tasks based on pencil and paper. In Dondlingers (2007) review of the literature concerning educational videogames she saw that videogames do effect learning (although perhaps not in mathematical disciplines). She concludes there is a widespread consensus that games motivate players to spend time mastering the required skills to finish the game. There is disagreement, however, over what specific characteristics effect that motivation, which could be an area worthy of further research. Having seen throughout this review that rich engrossing environments have been seen to have a positive effect on motivation and engagement. It is interesting to see how these work in an educational setting. The work of Ketelhut et al (2006) uses a 3D virtual environment to encourage scientific enquiry. The environment “river city” was created for students to interact with and figure out the cities problems, e.g. illness, by making observations, posing questions and planning investigations. The results showed that the application was able to support and improve scientific enquiry skills. Furthermore it was seen students were able to better learn content associated with a biology curriculum and both students and teachers were highly engaged. Attendance improved and disruptive behavior was also seen to decline. This method of learning shows great promise for the potential of serious game use in the classrooms of the future. WP3 Specification – Final Version 1.0 15.09.10 44 503900-LLP-1-2009-1-PT-COMENIUS-CMP 1.6.10 Summary We have seen how a layered event structure (Figure 4) is well suited to the design of serious games and examined a number of different serious gaming genres The most striking effect across all these genres in the use of serious games is that of increased motivation and engagement. This was seen in three of the major sectors that serious games are used in currently, education, military and medicine. There is a clear consensus that serious games should be considered as a tool for use in delivering future curricula of both children and young adults. We have seen serious games can support the repetitive behaviour that allows users to master computer based tasks. This is of particular benefit in both rehabilitation in the medical field and in increasing spatial skills. As with simulations the use of serious games allows users to ‘learn by doing’ rather than using traditional paper and pen based exercises. This allows users to make and learn from their own mistakes in a controlled environment. Users are able to see the consequences of their actions and learn from them. This trial and error based approach has been seen to support learning. Collaboration and teamwork can be supported in serious games. Indeed it has been seen to increase motivation to learn, although in some cases when one particular player excels much more than the others it can be seen as a demotivating factor and players are more likely to disengage from the game. Many of the studies detailed in this review mentioned that the results were encouraging, but sample sizes were fairly small and further more rigorous research into the field of serious games was needed before reliable conclusions could be made about the usefulness of the data. Serious learning games have shown excellent promise, and the growth of the field in recent years testament to that. 1.7 References Adcock, A. B., Watson, G. S., Morrison, G. R. & Belfore, L. A. (2008) The design of an electronic self-regulation skill notebook for the development of meta-cognitive strategies and self-assessment in digital game based learning environments. SpringSim ’08. Canada: Ottawa. WP3 Specification – Final Version 1.0 15.09.10 45 503900-LLP-1-2009-1-PT-COMENIUS-CMP Akl, E.A., Mustafa, R., Slomka, T., Alawneh, A., Vedavalli, A., & Shuneman, H. (2008). An educational game for teaching clinical practice guidelines to Internal Medicine residents: development, feasibility and acceptability. BMC medical education, 8(1), 50. Aoki, N., Ohta, S., Masuda, H., Naito, T., Sawai, T., Nishida, K., et al. (2004). Edutainment tools for initial education of type-1 diabetes mellitus: initial diabetes education with fun. Studies in health technology and informatics, 107(Pt 2), 855-859. Atkinson, R.K., Mayer, R.E., & Merrill, M.M. (2005). Fostering social agency in multimedia learning. Examining the impact of an animated agent’s voice. Contemporary Educational Psychology, 30, 117-139. Bellotti, F., Berta, R., De Gloria, A. & Primavera, L. (2009). Enhancing the educational value of video games. Computers in Entertainment, 7 (2). 23:1-23:18. Betker, A. L., Desai, A., Nett, C., Kapadia, N., & Szturm, T. (2007). Game-based Exercises for Dynamic Short-Sitting Balance Rehabilitation of People With Chronic Spinal Cord and Traumatic Brain Injuries.Physical Therapy, 87(10), 1389-1398. Chaffin, A. & Barnes, T. (2010). Lessons from a course on serious games research and prototyping. FDG ’10. USA: California. Charoenying, T. (2008). Accountable game designs for classroom learning. IDC ’08. USA: Illinois. CHEN, S., MICHAEL, D., (2005). Serious Games: Games that Educate, Train and Inform. USA, Thomson Course Technology. Crosbie, J. H., Lennon, S., Basford, J. R., & McDonough, S. M. (2007). Virtual reality in stroke rehabilitation: Still more virtual than real. Disability & Rehabilitation, 29(14), 1139-1146. Curtis, J., Ruijs, L., de Vries, M., Winters, R., and Martens, J. (2009). Rehabilitation of handwriting skills in stroke patients using interactive games: a pilot study. In Proceedings of the 27th international Conference Extended Abstracts on Human Factors in Computing Systems (Boston, MA, USA, April 04 – 09, 2009). CHI EA ‘09. ACM, New York, NY, 3931-3936. Dai , J., Wu, M., Cohen, J., Wu, T. & Klawe, M. (2002). Toys to teach: mathematics as a collaborative climbing experience. International Conference on Computer Graphics and Interactive Techniques ‘02. USA: Texas. WP3 Specification – Final Version 1.0 15.09.10 46 503900-LLP-1-2009-1-PT-COMENIUS-CMP Din, F. & Calao, J. (2001). The effects of playing educational video games on kindergarten achievement.Child Study Journal, 31, 95-102. Dondlinger, M.J. (2007). Educational video game design: A review of the literature. Journal of Applied Educational Technology, 4, 21-31. Durkin, K., & Barber, B. (2002). Not so doomed: Computer game play and positive adolescent development.Journal of Applied Developmental Psychology, 23, 373-392. Fisch, S. M. (2005). Making educational computer games “educational”. IDC ’05. USA: Colorado. Fullerton, T., Malamed, L. M., Sharkasi, N. & Vigil, J. (2009). Designing history: the path to participating nation. Sandbox ’09. USA: New Orleans. Gee, J.P.G. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan. Gentile, D. (2009). Pathological video-game use among youth ages 8 to 18. A national study. Psychological Science, 20. Gredller, M. E. (2004). Games and simulations and their relationships to learning. In, D. H. Jonassen (Ed.), Handbook of research on educational communications and technology (2nd ed.) (pp. 571-581). Mahwah, NJ: Lawrence Erlbaum Associates. Greenfield, P.M., Camaioni, L., Ercolani, P., Weiss, L., & Lauber, B.A. (1994). Cognitive socialization by computer games in two cultures: Inductive discovery or mastery of an inconic code. Journal of Applied Developmental Psychology, 15, 59-85. Hall, T. & Bannon, L. (2005). Designing ubiquitous computing to enhance children’s interaction in museums. Hanna, L., Neapolitan, D. & Risden, K. (2004). Evaluating computer game concepts with children. IDC ’04. USA: Maryland. Hill, J. M. D., Ray, C. K., Blair, J. R.S. & Carver, C. A. (2003). Puzzles and games: addressing different learning styles in teaching operating systems concepts. SIGCSE ’03. USA: Reno. WP3 Specification – Final Version 1.0 15.09.10 47 503900-LLP-1-2009-1-PT-COMENIUS-CMP Hirayama, M. J. & Yamamoto, T. (2009). Network response analyser system for interactive lectures in classroom or distance learning. ICIS ’09. Korea: Seoul. Hu, J. & Wellman, M. P. (2003). Nash Q-learning for general-sum stochastic games. Journal of Machine Learning Research, 4. 1039-1069. Hughes, K. (2005). Designing opportunities to spark and nurture scientific inquiry in middle school girls. Designing for User Experiences, 135. 29:1-29:13. Hussain, T.S., Weil, S.A., Brunye’, T.T., Sidman, J., Alexander, A.L., & Ferguson, W. (2008). Eliciting and evaluating teamwork within a multi-player game-based training environment. In H.F. O’Neil & R.S. Perez (Eds.) Computer games and team and individual learning (pp. 77104). Amsterdam: Elsevier. Johnston, H. and Whitehead, A. (2009). Distinguishing games, serious games, and training simulators on the basis of intent. In Proceedings of the 2009 Conference on Future Play on @ GDC Canada (Vancouver, British Columbia, Canada, May 12 - 13, 2009). Future Play '09. ACM, New York, NY, 9-10. Ke, F. (2008). Computer game application within alternative classroom goal structures: Cognitive, metacognitive, and affective evaluation. Education Technology Research and Development, 56, 539-556. Ketelhut, D. J., Dede, C., Clarke, J., & Nelson, B. (2006, April). A multi-user virtual environment for building higher order inquiry skills in science. Paper presented at the American Educational Research Association, San Francisco. Komisarczuk, P & Welch, I. (2006). A board game for teaching internet engineering. Proceedings of the 8th Australian Conference on Computing Education, 52. 117-123. Lopes, R. (2010). Scenario adaptivity in serious games. FDG’ 10. USA: Califronia. Moreno, R., & Flowerday, T. (2006). Students’ choice of animated pedagogical agents in science learning: A test of the similarity-attraction hypothesis on gender and ethnicity. Contemporary Educational Psychology, 31, 186-207. Norte, S. & Lobo, F. G. (2008). Sudoku access: a Sudoku game for people with motor disabilities. ASSETS ’08. Canada: Nova Scotia. WP3 Specification – Final Version 1.0 15.09.10 48 503900-LLP-1-2009-1-PT-COMENIUS-CMP Okagaki, L., & Frensch, P. A. (1994). Effects of video game playing on measures of spatial performance: Gender effects in late adolescence. Journal of Applied Development Psychology, 15, 33-58. Orvis, K.A., Orvis , K.L., Belanich, J., & Mullin, L.N. (2005). The influence of trainee gaming experience and computer self-efficacy on learner outcomes of videogame-based learning environments. Technical Report No. 1164. Alexandria VA: U.S. Army Research Institute. Papaloukas, S. & Xenos, M. (2008). Usability and education games through combined assessment methods. PETRA ’08. Greece: Athens. Ravenscroft, A., & Matheson, M.P. (2002). Developing and evaluating dialogue games for collaborative e-learning. Journal of Computer Assisted Learning, 18, 93-101. Roe, K. & Muijs, D. (1998). Children and Computer Games: A Profile of the Heavy User. European Journal of Communication, 13, 181-200. Rookhuiszen, R. B. & Theune, M. (2009). Playful vs. serious instruction giving in a 3D game environment. Entertainment Computing, 1 (2). 95-104. Rosser, J.C.Jr., Lynch, P. J., Cuddihy, L., Gentile, D. A., Klonsky, J., & Merrell, R, (2007). The impact of video games on training surgeons in the 21st century. Archives of Surgery, 142, 181-186, Shabanah, S. & Chen, J. X. (2009). Simplifying algorithm learning using serious games. WCCCE ’09. Canada: British Columbia. Šisler, V. & Brom, C. (2008). Designing an educational game: case study of ‘Europe 2045’. Transactions on Edutainment, 1. 1-16. Šisler, V., Brom, C. & Jakubiček, P. (2008). Educational game Europe 2045. DIMEA ’08. Greece: Athens. Subrahmanyam, K., & Greenfield, P. M. (1994). Effect of video game practice on spatial skills in girls and boys. Special Issue: Effects of interactive entertainment technologies on development. Journal of Applied Developmental Psychology, 15, 13-32. WP3 Specification – Final Version 1.0 15.09.10 49 503900-LLP-1-2009-1-PT-COMENIUS-CMP Tashiro, J. (2009). What really works in serious games for healthcare education. GDC ’09. Canada: Vancouver. Wong, W. L., Shen, C., Noceera, L., Carriazo, E., Tang, F., Bugga, S., Narayanan, H., Wang, H. & Ritterfield, U. (2007). Serious video game effectiveness. ACE ’07. Austria: Salzburg. Yue, S. W. & Zin, N. A. M. (2009). Usability evaluation for history educational games. ICIS ‘09. Korea: Seoul. Zimek, T. (2005). Electronic games: 2D or not 2D? International Conference on Computer Graphics and Interactive Techniques ’05. USA: Los Angeles. Zyda, M (2005). “From visual simulation to virtual reality to games,” Computer, vol. 38, no. 9, pp. 25–32. WP3 Specification – Final Version 1.0 15.09.10 50 503900-LLP-1-2009-1-PT-COMENIUS-CMP 2 Game Engines There are quite a few game engines available online that are specifically tailored for the development of graphic adventure games. This section gives an overview of some of the best graphic adventure game engines currently in existence. Using one of these engines would decrease development time significantly, but as advanced as some of them may already be, there's always the possibility that it could restrict the implementation of certain features. In the eventuality that some mandatory feature can't be implemented in any of the presented game engines, it might be necessary to develop a new engine from scratch. For that reason, we also cover some development environments that could be used to develop a custom graphic adventure game engine. 2.1 Using an Existing Adventure Game Engine One of the development possibilities for the game involves the use of an existing game engine to speed up development and testing. The following presents the most used game engines. 2.1.1 Wintermute 1.9 (Windows) Website http://dead-code.org License Free (Donationware) "Wintermute Engine Development Kit is provided for free for both hobby and commercial use. However, if you find it useful and you’d like to support its further development and/or express your appreciation, you’re encouraged to make a donation. Engine source code is available upon request under the terms of GNU Lesser General Public License." (http://dead-code.org/home/index.php/license/) Relevant Features Support for high screen resolutions Support for hardware acceleration (DirectX) Powerful scripting system WP3 Specification – Final Version 1.0 15.09.10 51 503900-LLP-1-2009-1-PT-COMENIUS-CMP Extensible through a plugin architecture Support for 3D characters Support for game localization Support for parallax scrolling backgrounds Support for automatic text-to-speech conversion Pros and Cons Open-source and free for commercial use Only engine that currently supports 3D characters Powerful scripting system providing a great deal of flexibility Extensible through a plugin architecture Available for Windows only Somewhat more complex to work with than the alternatives Libraries developed externally may be called from within Wintermute scripts. This means that it should be possible (albeit difficult) to extend the engine to support multiplayer functionalities, by encapsulating all of these inside one or more dll files. Project Manager WP3 Specification – Final Version 1.0 15.09.10 52 503900-LLP-1-2009-1-PT-COMENIUS-CMP SpriteEdit SceneEdit WP3 Specification – Final Version 1.0 15.09.10 53 503900-LLP-1-2009-1-PT-COMENIUS-CMP WindowEdit Scripting Editor WP3 Specification – Final Version 1.0 15.09.10 54 503900-LLP-1-2009-1-PT-COMENIUS-CMP Example Games Darkfall: Lost Souls - http://www.darkfallgames.com/ A Stroke of Fate - http://astrokeoffate.akella.com/ Rosemary - http://gambit.mit.edu/loadgame/rosemary.php WP3 Specification – Final Version 1.0 15.09.10 55 503900-LLP-1-2009-1-PT-COMENIUS-CMP 2.1.2 Adventure Game Studio 3.1.2 SP1 (Windows) While it is stated that games can run on Linux and Mac, that only applies to 2.x games and development on both ports have since then been discontinued. "A Linux port of the AGS 2.72 game engine is available, which allows you to play AGS 2.x games on Linux. This does not include a Linux version of the AGS Editor. Currently the Linux port is discontinued awaiting a Linux C++ developer who has the time and skills to take on the job of maintaining it. A Mac port of the AGS 2.71 game engine is currently in beta. It only supports OSX 10.4 and later, and should allow you to play AGS 2.x games on MacOS X. This does not include a Mac version of the AGS Editor. Currently the Mac port is discontinued awaiting a Mac C++ developer who has the time and skills to take on the job of maintaining it." (http://www.adventuregamestudio.co.uk/acdload.htm) Website http://www.adventuregamestudio.co.uk/ License Free (but makes use of many third-party components with different license agreements) "AGS is free for non-commercial use. However, it is not open source. If you wish to make money from your game (either shareware or commercial) you should read the Legal Information page (http://www.adventuregamestudio.co.uk/aclegal.htm) to be clear on the license agreements of AGS components. AGS itself has no license fee and is free for commercial use, bearing in mind the terms of the legal information page." (http://www.adventuregamestudio.co.uk/acfaq.htm) WP3 Specification – Final Version 1.0 15.09.10 56 503900-LLP-1-2009-1-PT-COMENIUS-CMP Relevant Features Support for hardware acceleration Script editor has incorporated "intellisense" to ease development Extensible through a plugin architecture Support for game localization Simple IDE with integrated source control integration and debugging Pros and Cons Fast learning curve Extensible through a plugin architecture Incorporated "intellisense" on the script editor Available for Windows only License terms are somewhat unclear Last update was more than one year ago More appropriate for retro, low resolution games Doesn't support 3D characters Note Through the use of externally developed plugins, it seems to be possible to incorporate a multiplayer component into the game. This however makes games restricted to the Windows platform. It is also known to be a very difficult task, and though many have achieved different degrees of results, nothing official ever emerged of this research. WP3 Specification – Final Version 1.0 15.09.10 57 503900-LLP-1-2009-1-PT-COMENIUS-CMP IDE Screenshots AGS Character Editor AGS Room Editor WP3 Specification – Final Version 1.0 15.09.10 58 503900-LLP-1-2009-1-PT-COMENIUS-CMP AGS Dialogue Editor AGS GUI Editor AGS Script Editor WP3 Specification – Final Version 1.0 15.09.10 59 503900-LLP-1-2009-1-PT-COMENIUS-CMP Example Games A Tale of Two Kingdoms - http://www.crystalshard.net/atotk.php Apprentice II - http://www.herculeaneffort.com/index.php?page=apprentice2 5 Days a Stranger - http://www.fullyramblomatic.com/5days/ WP3 Specification – Final Version 1.0 15.09.10 60 503900-LLP-1-2009-1-PT-COMENIUS-CMP 2.1.3 Visionaire 3.3 (Windows) Website http://www.visionaire2d.net/ License Commercial "To obtain a license for Visionaire 3.x, the users have 3 differentoptions to choose from: FREEWARE: The freeware version of Visionaire 3.x is available here and does not cost anything. There is only a registration required, where the user has to provide his name and email address. After having downloaded the software, the user can test the software extensively. All features of Visionaire 3.x are available for that - there are no constraints of functionality. But the user of the freeware version has no possibility of compiling his games into one file (Vis game file). Therefore, the "uncompiled game resources" can be still edited with the Visionaire editor, i.e. all the files of the game (graphics, sound, etc.) can be seen and edited by other users of Visionaire. Also only freewaregames may be developed. It's prohibited to use the freeware-version of "Visionaire" for developing or distributing commercial games. LIMITED DISTRIBUTION: The full version of Visionaire 3.x costs 30 Euros.The advantage of purchasing this full version is the possibility of compiling the game into a VIS or EXE file. Using that functionality, games can be published e.g. on the Internet, without the users being able to change it or to look at the texts or graphics of the game. With this license, you can develop and distribute both freeware and commercial games with limited distribution rights. The games are only to be sold for a maximum price of 15 Euro (or the according value in another currency). This license does not allow WP3 Specification – Final Version 1.0 15.09.10 61 503900-LLP-1-2009-1-PT-COMENIUS-CMP for unlimited distribution and selling rights of developed games, which includes advertisement games etc.! UNLIMITED DISTRIBUTION: The purchase of unlimited distribution rights for games developed with Visionaire 2.x requires a individually negotiated contract with the Visionaire Team. The parties that want to use Visionaire 3.x for the development of their fully distributable game, have to negotiate with the licensor about a contract. The conditions will be outlined individually for each contractor." (http://www.visionaire2d.net/cms/front_content.php?idart=8&idcat=3&lang= 3) Relevant Features Support for high screen resolutions Support for hardware acceleration (DirectX and OpenGL) Extremely smooth scrolling backgrounds and animations Support for parallax scrolling backgrounds Particle system for effects like snow, rain, etc. Create games with little programming knowledge with an action system Package everything into a single single VIS- or EXE-file Allows access to all fields of the internal data structure through scripts Pros and Cons Very complete and intuitive IDE Doesn't require extensive programming skills Extremely smooth scrolling backgrounds and animations Available for Windows only Commercial license Doesn't support 3D characters WP3 Specification – Final Version 1.0 15.09.10 62 503900-LLP-1-2009-1-PT-COMENIUS-CMP Scripting system isn't as mature or powerful as the alternatives Doesn't provide a plugin architecture to support extensibility Note Because Visionaire is not extensible, it might be impossible to incorporate online multiplayer functionalities into the games. IDE Screenshots Visionaire Game Properties WP3 Specification – Final Version 1.0 15.09.10 63 503900-LLP-1-2009-1-PT-COMENIUS-CMP Visionaire Character Editor Visionaire Scene Editor WP3 Specification – Final Version 1.0 15.09.10 64 503900-LLP-1-2009-1-PT-COMENIUS-CMP Visionaire Dialogue Editor Visionaire Interface Editor Visionaire Particle System Editor WP3 Specification – Final Version 1.0 15.09.10 65 503900-LLP-1-2009-1-PT-COMENIUS-CMP Example Games The Whispered World - http://www.the-whispered-world.com/ Kaptain Brawe - http://www.naphtalite.com/KB-A-Brawe-New-World.aspx WP3 Specification – Final Version 1.0 15.09.10 66 503900-LLP-1-2009-1-PT-COMENIUS-CMP 2.1.4 Lassie Shepherd (Web) Website http://lassiegames.com/ License Free or Commercial FREEWARE: Freeware development means that you are building a game that will be free for all to play. A freeware game must meet the following requirements: Players may download the game or play it online without paying any fee, direct or indirect. The game´s presentation page or download page must be free of advertising that directly profits you, the game developer. The game and its promotional material must be free of advertising or bias for a commercial product. Under this license, you are free to share your Lassie creations and adaptations of the Lassie game engine under the following conditions: Attribution must be given to Greg MacWilliam and Lassie Adventure Studio in your game´s programming credits. When using Lassie Shepherd, freeware developers will NOT be able to change the Lassie-themed game menu, and for the time being they will have the Lassie watermark in the upper-left corner of the game window. BASIC COMMERCIAL DEVELOPMENT: Lassie Adventure Studio is available to developers who wish to build commercial games. A basic commercial game is defined by the following: - Any game that the player must pay a fee to access or download. - Any game that is hosted on a website for play or download surrounded by advertizing that directly profits the game developer. WP3 Specification – Final Version 1.0 15.09.10 67 503900-LLP-1-2009-1-PT-COMENIUS-CMP - Any game that includes commercial product promotions or bias (advergames). In the case of basic commercial development, I do ask for some payment for my programming contribution to your commercial product. Given that all commercial products are unique in their scale and returns, I currently have no standardized licensing policy. I simply go by this: I have no reason to restrict developers from using the Lassie system for their project. Therefore, I´m more than happy to negotiate a fair price that works for you and fits within your budget and expected returns. Lassie Shepherd developers who license a basic commercial game will receive the following: - The source files for the Shepherd game menu so that you can compile your own themed menu screen. - A Shepherd license key that will disable the Lassie watermark within the game window. (http://lassiegames.com/lassie/about/license) Relevant features Unrestricted screen resolution Full support for Flash animation and custom Flash media as cutscenes and mini-games Out-of-the-box load/save using Flash SharedObjects or server technology (PHP, etc) Default world responses provide generic dialogue for objects without custom responses. Dialogue tree interface for composing large trees of interactive dialogue menus Multiple playable characters, each with their own inventory and default world responses Easy-to-use scripting API using XML WP3 Specification – Final Version 1.0 15.09.10 68 503900-LLP-1-2009-1-PT-COMENIUS-CMP Actionscript API to allow external Flash media to communicate directly with the inner workings of the Lassie Shepherd game engine. Parallax scrolling layers Web editor allowing worldwide team-based project development Pros and Cons Multi-platform Simple scripting geared towards non-programmers Web editor allowing worldwide team-based project development Easy to develop mini-games separately Commercial license Not hardware accelerated Doesn’t support 3D characters Note When prompted about the possibility to add multiplayer support to Lassie Shepherd games, the author replied: If you're looking to do multi-player game play, then I'm afraid that Lassie is NOT the system that you need. While you can create multiple playable characters that move around within the game world, they are all controlled (one at a time) by a single player. gmacwill@gmail.com WP3 Specification – Final Version 1.0 15.09.10 69 503900-LLP-1-2009-1-PT-COMENIUS-CMP IDE Screenshots Project Manager Global Setup WP3 Specification – Final Version 1.0 15.09.10 70 503900-LLP-1-2009-1-PT-COMENIUS-CMP Actors Scene Editor WP3 Specification – Final Version 1.0 15.09.10 71 503900-LLP-1-2009-1-PT-COMENIUS-CMP Inventory Items WP3 Specification – Final Version 1.0 15.09.10 72 503900-LLP-1-2009-1-PT-COMENIUS-CMP Example of Games What Makes You Tick? - http://www.lassiegames.com/wmyt/ Nearly Departed - http://www.johngreenart.com/nearlydeparted/ Something Amiss - http://www.somethingamiss.com/ WP3 Specification – Final Version 1.0 15.09.10 73 503900-LLP-1-2009-1-PT-COMENIUS-CMP 2.1.5 Sancho Island (Web) Website http://www.sanchoisland.com/ License Source Code available. Likely Open Source Project parallel to SELEAG Relevant features Same as Lassie plus: SQL-Database based easy communication, easy trace of player actions Multilanguage support Pros and Cons Multi-platform Simple scripting geared towards non-programmers Web editor allowing worldwide team-based project development Easy to develop mini-games separately Not hardware accelerated (it depends) Doesn’t support 3D characters Note Multiplayer support (In the form of teams+chat ) it is easily achievable modifying the source code. WP3 Specification – Final Version 1.0 15.09.10 74 503900-LLP-1-2009-1-PT-COMENIUS-CMP IDE Screenshots WP3 Specification – Final Version 1.0 15.09.10 75 503900-LLP-1-2009-1-PT-COMENIUS-CMP Editor Editor (Flash Editor) Used to create clip art, walking areas, triggers and animations Example of Games Sanchos’ Island - http://www.sanchoisland.com/ 2.1.6 Comparison Grid WP3 Specification – Final Version 1.0 15.09.10 76 503900-LLP-1-2009-1-PT-COMENIUS-CMP The following chart compares the most important features from each of the game engines previously described: Multi Platform Free for Commercial Use Max. Screen Resolution Hardware Acceleration1 3D Characters Scripting Extensible Localization Support Parallax Scrolling Particle Systems Text-To-Speech Intellisense Recently Updated General Game Types 2.1.7 Adventure Game Studio No (Windows) Uses 3rd Party Libraries Visionaire Wintermute Lassie Shepherd Sancho Island engine No (Windows) No (Windows) Yes (Flash) Yes (Flash) No Yes No Yes (Sources provided) 1024x768 Any Any Any Any Yes Yes Yes No Yes No C-Style Yes No Lua No Yes C-Style Yes No XML Yes Yes Yes Yes Yes No XML Yes Yes No No No Yes Yes Yes No No Yes Yes Yes No Yes No No No No Yes Yes Yes Retro Cartoon Realistic Cartoon Yes 2 No No Yes3 Sprite Based Engine Recommendations 1 See http://www.adobe.com/products/flashplayer/features/and http://www.kaourantin.net/2008/05/what-does-gpu-acceleration-mean.html. Last Flash Player is able to use GPU if asked for (it might not improve though). 2 Not yet but could be implemented in AS2: http://www.kirupa.com/developer/actionscript/random_motion.htm 3 Still based in AS2 WP3 Specification – Final Version 1.0 15.09.10 77 503900-LLP-1-2009-1-PT-COMENIUS-CMP Based on all that has been presented so far, choosing one of the game engines isn’t exactly straightforward, depending a lot on what is intended: If 3D characters are mandatory: use Wintermute. If multi-platform support is mandatory: use Lassie Shepherd or Sancho Island. If online play is mandatory: try Wintermute or roll our own engine. Otherwise: use Visionaire. Visionaire seems to be the most user friendly choice to create a narrative centered graphic adventure game. If any of the mentioned special features are required, then an alternative will have to be considered. Also, read the section on multiplayer adventure games at the end of this document for more information on its pitfalls and why it isn’t a common practice. In case that the decision is between Lassie and Sancho, the only advantages of Lassie is that it is based on AS3 (for programmers) and a very user friendly editor (for artists/scripters). That said, for our project it might not suppose a drawback. Sancho Island engine has the same features and the advantage of having full support (the creators are involved in this project) and the scene editor and documentation for artists and scripters have been tested in (as far as I know) three commercial games, proving its game editing capabilities. Additionally Sancho Island is based on a database (MySQL) which makes it really easy to communicate with other applications/platforms. Example of load/save/continue feature. Each action is recorded in real time. Users can recover their game plays even if they turned the computer off without saving. 2.2 Developing the Game from Scratch WP3 Specification – Final Version 1.0 15.09.10 78 503900-LLP-1-2009-1-PT-COMENIUS-CMP If push comes to stove and it ends up being necessary to develop the game from scratch without relying on any existing graphic adventure game engine (which we do not recommend, given the quality of the tools already available), the following technologies are possible candidates: 2.2.1 XNA Game Studio 3.1 (Windows, Xbox 360, Zune) Microsoft’s successor to Managed DirectX, it also incorporates many game specific constructs and libraries, making it a very popular environment, and much easier to work with than unmanaged DirectX or OpenGL. It uses C# as the primary programming language. (http://creators.xna.com/) 2.2.2 Adobe Flash (Web: Windows, MacOS, Linux, Solaris, PocketPC) Adobe Flash is the uncontested king in the domain of plugin-based browser game development. Several software products, systems, and devices are able to create or display Flash content, including Adobe Flash Player, which is available free for most common web browsers, some mobile phones and for other electronic devices. Some criticism has been made on its stability and performance. (http://www.adobe.com/products/flash/) 2.2.3 SilverSprite = XNA in Silverlight (Web: Windows, MacOS, Linux) SilverSprite is an emerging technology aiming to enable the execution of XNA games on the web, by compiling them into Silverlight code. This applies only to SpriteBatchbased 2D games, and there’s currently no support for 3D rendering, amongst other limitations such as XACT sound or networking. While it isn’t mature enough yet to be used in large-scale projects, it is frequently updated, and something to keep in mind for the future. (http://silversprite.codeplex.com/) WP3 Specification – Final Version 1.0 15.09.10 79 503900-LLP-1-2009-1-PT-COMENIUS-CMP 2.3 Conclusion Generally speaking, graphic adventure games all tend to provide only a single player mode, since having a heavy emphasis on story and character development makes multi-player design difficult; At least, this seems to hold true for all famous commercial titles. There are a few graphic adventure games that allow the player to control multiple characters simultaneously (e.g. Gobliiins, depicted below), the basic concept being to have different characters with unique abilities and allow the player to alternate between them as necessary to solve puzzles and advance in the storyline, but ultimately, this is still a single player experience since all characters are controlled by the same person. Gobliiins The folks at Sarien.net have created a platform allowing a point-and-click multiplayer adventure experience in a browser environment (reliving the classic Sierra On-Line games), but this interaction is actually limited to letting each player play their own single player game as usual, yet allow them to see and talk with other players in the same room. Beyond that, there is no actual synchronization or cooperation mechanism involved so, despite the multiplayer facade, the game still fits into a single player framework in terms of narrative and development, and advancing in the game depends in no way in the multiplayer component. There’s also a lack of concern regarding how to make this multitude of characters actually WP3 Specification – Final Version 1.0 15.09.10 80 503900-LLP-1-2009-1-PT-COMENIUS-CMP make sense in the context of the story (i.e. every other player looks just like a clone of yours). Perhaps the solution to having an actual online multiplayer platform embedded in a graphic adventure game goes through the combination of the concepts of multiple characters (like the Gobliiins games) and real-time chat (reminiscent of MMOs). In this case, each game session would have to be limited to a fixed amount of characters (e.g. 3), each controlled by a different player, and advancing in the game would require the combined efforts of all players, by having certain puzzles require item sharing or action synchronization between characters. There are many variables at work here, and since nothing relevant of this kind has been created before, different ideas and implementations would have to be tested before being able to find the optimal formula. For instance: Should there be a shared inventory between all characters (like Gobliiins) or should each character have his own inventory (like Maniac Mansion)? Should all players be kept in the same room and limit their action to several small enclosed areas, or should characters be let lose all over the game area? Should each character have different talents or should they all be given the same capabilities? Additionally, there are also many others problems that would have to be addressed, e.g: Problem #1: What if there aren’t enough players available for a specific scenario? Solution: In the occurrence that there aren’t enough players, one player, elected the leader (e.g. the one who initiated the session) could be given the ability to permute between all non-controlled characters himself. Problem #2: What if one of the players disconnects during the game session? WP3 Specification – Final Version 1.0 15.09.10 81 503900-LLP-1-2009-1-PT-COMENIUS-CMP Solution: If the disconnecting player isn’t the leader of the session, the leader reclaims control of the lost characters as proposed on problem #1. If the leader is disconnected, a new leader could be elected from the remaining players. Problem #3: What if a player tries to connect in the middle of a game session? Solution: If there are still non-controlled characters spots available, and the leader accepts the connection request, the new player starts controlling one of those characters. Problem #4: How will a player that connected to game in the middle of its development manage to keep up with the plot and progress of the game so far? Solution 1: A text summary of the story up to that point could be presented to the connecting player, which he may opt to read if interested. He could also ask the other players to bring him up to date directly. Solution 2: Divide each episode into small modules (chapters), so that the multiplayer system can always match players that are currently in the same part of the story. If a player leaves before the end of a chapter, the remaining players can finish the chapter and proceed by themselves. When he returns, he’ll resume from the chapter where he previously left and be automatically matched with other players that are also currently on that chapter. A different, simpler design alternative is presented by Harboe and Basapur (2009). Quoting them: WP3 Specification – Final Version 1.0 15.09.10 82 503900-LLP-1-2009-1-PT-COMENIUS-CMP Instead of working out the highly complex issues of designing adventure games with multiple independent characters, how about trying to replicate the old experience of huddling around a computer playing a single-player game?A group of people (say 2-6) would log on to play the game together. They'd have a chat window to talk to each other. One player would get to control the character, and it would switch off every 5-10 minutes.A problem with this would be that the people who aren't in control of the character could feel a bit powerless. It's fine if they can help out solving the puzzles, but what if the player in control is able to solve them alone, or just ignores the suggestions of the other players?One way to get around this would be to make it so the controlling player could only perform actions suggested by the other players. Basically, the other players would type text commands ("take key", "open door", etc.), and the player who's controlling the character would click on the one they wanted to do. That way, cooperation is required, and the other players get to see how their input is helping. (I'm not sure whether the main player should be allowed to chat with the others. It'd be fun if they could only make the character gesture with sign language in order to make suggestions to them. Also, if the main player had an idea none of the others had for how to solve a puzzle, they would have to give up control of the character to one of the others in order to state it.)Another thing I like about this idea is that it would revive the parser interface by merging it with a chat. You could write whatever: chat with your mates, discuss the game story, speculate on the puzzles, and suggest actions. If what you write is recognized as a command, it would become available for the character to execute.Also, by distributing the writing load between several different people, it would get around the sometime tediousness of the parser interface.And it would probably take a longer time playing a game this way, increasing the perceived value-formoney.It sounds like fun to me... WP3 Specification – Final Version 1.0 15.09.10 83 503900-LLP-1-2009-1-PT-COMENIUS-CMP Prototype of the interaction model presented above (Harboe and Basapur, 2009) References Wintermute Wintermute Engine, “Wintermute Engine Resource Center,”res.dead-code.org, 1-12009. [Online]. Available: http://res.dead-code.org. [Accessed: 3-3-2010]. Wintermute Engine, “WME Book Online,” res.dead-code.org, 10-12-2010. [Online]. Available: http://res.dead-code.org/doku.php/wmebook:start. [Accessed: 5-3-2010]. Adventure Game Studio Adventure Game Studio, “AGS Resources,” adventuregamestudio.co.uk. [Online]. Available: http://www.adventuregamestudio.co.uk/acres.shtml. [Accessed: 3-32010]. americangirlscouts.org, ”AGS Wiki,” americangirlscouts.org. [Online]. Available: http://www.americangirlscouts.org/agswiki/Main_Page. [Accessed:5-3-2010]. Visionaire WP3 Specification – Final Version 1.0 15.09.10 84 503900-LLP-1-2009-1-PT-COMENIUS-CMP wiki.visionaire2d.net, “Visionaire Wiki,”wiki.visionaire2d.net, 19-2-2008. [Online]. Available: http://wiki.visionaire2d.net. [Accessed: 8-3-2010]. wiki.visionaire2d.net, “Visionaire Manual,” wiki.visionaire2d.net, 5-3-2010. [Online]. Available: http://wiki.visionaire2d.net/index.php?title=Visionaire_Manual. [Accessed: 8-3-2010]. Fernandez, G., “Visionaire Tutorials,” www2.visionaire2d.net. [Online]. Available: http://www2.visionaire2d.net/glenfx. [Accessed: 5-3-2010]. Lassie Shepherd Greg MacWilliam, “About,” lassiegames.com. [Online]. Available: http://lassiegames.com/lassie/about. [Accessed: 4-3-2010]. lassie.10.forumer.com, “Lassie Adventure Studio,” lassie.10.forumer.com. [Online]. Available: http://lassie.10.forumer.com. [Accessed: 4-3-2010]. General Harboe, G. and Basapur, S., “From Social TV to Structured Communication Formats,” ta2-project.eu/euroitv-workshop2009/accepted_papers.html, Available: 2009. [Online]. http://www.ta2-project.eu/euroitv-workshop2009/Papers/Harboe- Basapur.pdf. [Accessed: 8-3-2010]. WP3 Specification – Final Version 1.0 15.09.10 85 503900-LLP-1-2009-1-PT-COMENIUS-CMP 3 Game Design This chapter presents the method for structuring and reporting scenario design within the SELEAG time travel game. A uniform structure for presenting all potential scenarios will allow us to better compare and evaluate each scenario for inclusion in the final game and help keep all scenarios similar in overall design helping provide better overall consistency for the user throughout the game. This modular approach should also help make it easier to integrate or change certain aspects of different scenarios if this is required. The main concepts based on the previous meetings and discussions on the SELEAG website, are: 1. The player notices something wrong with their current time period; E.g. Newspapers are in a different language. This is the trigger for a specific scenario action. 2. The player then learns of a past event or sequence of events in history that somehow happened differently and changed history. This event or sequence of events can be explained by a short narrative and is the basis for a game scenario. 3. Each scenario consists of a number of story threads that are each to be implemented in the game. For example the Second World War scenario of the game will consist of a number of different story threads related to the Second World War that the player can play through. E.g. Refugee Thread, Radar/Sonar Thread, Enigma Thread. 4. Each story thread will have a number of different goals to be achieved in order to progress and ‘put history back to how it used to be’. Each thread will take the player to a limited set of scenes (corresponding to “physical” contexts). For instance, in the WWII scenario, Enigma thread, one scene will take place in the Polish ghetto and another in the British Intelligence services. There will be one main goal per scene. 5. Players may be starting and ending at different points (scenes/events) depending on what thread they are completing. 6. For many sequences of events in history there will be common events that occur in each of them. For example, victory in the Battle of Britain was important in both stopping the German Bombing campaign and also in helping secure shipping routes across to the UK. We can see here how two separate scenarios involving these goals can both use the Battle of Britain as a common event. 7. Players can meet in the game, regardless of what thread they are playing through, at common locations in order to collaborate and swap information/objects relevant to them to complete aspects of the scenario they are in. 8. Each scene will be formed by a graph plot points, representing activities that the user must accomplish. These can be interaction (dialogue or fight or other) with NPC’s, interaction with objects, etc. Some of these plot points are compulsory other not. WP3 Specification – Final Version 1.0 15.09.10 86 503900-LLP-1-2009-1-PT-COMENIUS-CMP 3.1 Game Concept The player notices something wrong with their current time period; E.g. Newspapers are in a different language. This is the trigger for a specific scenario action.The player then learns of a past event or sequence of events in history that somehow happened differently and changed history. This event or sequence of events can be explained by a short narrative and is the basis for a game scenario. Each trigger event leads to a different scenario. The player chooses what scenario he wants to play in the beginning of the game. The structure of the game must allow adding new scenarios to the game framework. The current time will function as a scenario on its own, with threads and scenes. One scene will include a plot point that allows travelling to the past. WW II Industrial Revolution Maritime History Other… Trigger events Current time Fig.1 - Current time trigger events start scenario action Trigger events can take the form of: 3.1.1 Newspapers articles Television commercials European maps with different borders Different politicians in charge Different spoken languages Etc. Scenarios, threads and scenes WP3 Specification – Final Version 1.0 15.09.10 87 503900-LLP-1-2009-1-PT-COMENIUS-CMP Each scenario consists of a number of story threads that are each to be implemented in the game4. Each story thread will have a number of different goals to be achieved in order to progress and ‘put history back to how it used to be’. Players may be starting and ending at different points (scenes/events) depending on what thread they are completing. Players can meet in the game, regardless of what thread they are playing through, at common locations in order to collaborate and swap information/objects relevant to them to complete aspects of the scenario they are in. Each thread will take the player to a limited set of scenes (corresponding to “physical” contexts). There will be one main goal per scene. Each SELEAG thread will have four scenes, for simplicity. Figure 2 illustrates how different threads can contain both different and common scenes. Fig.2 - Common and unique scenes/events in a thread 4 For this project, each scenario will have a single thread. WP3 Specification – Final Version 1.0 15.09.10 88 503900-LLP-1-2009-1-PT-COMENIUS-CMP It may be difficult to find a large number of commonly occurring scenes for two different scenarios. To help make this easier ‘generic wartime’ scenes can be used. These are scenes that may have occurred often but across a number of different contexts. This generalization can help interlink scenarios to allow inter player collaboration while still preserving the storyline of each individual thread. One example of a generic wartime scene may be ‘travelling on a ship’. Figure 3 shows how this structure would allow for player playing through different threads to meet each other and help each other progress through their own individual threads. Fig.3 - How players meet when playing through their threads Note however that players can still meet while playing in the same thread. They can communicate and share information to achieve faster their goals. WP3 Specification – Final Version 1.0 15.09.10 89 503900-LLP-1-2009-1-PT-COMENIUS-CMP Fig.4 - Example of how three different threads can interact 3.1.2 Scene description Fig. 5 - Scene description WP3 Specification – Final Version 1.0 15.09.10 90 503900-LLP-1-2009-1-PT-COMENIUS-CMP Fig.6 - A Partially Complete Example Scenario Fig.7 - Three layers to scenario definition and design 3.1.3 Scenes and plot points WP3 Specification – Final Version 1.0 15.09.10 91 503900-LLP-1-2009-1-PT-COMENIUS-CMP In each scene the user will be required to do a certain number of actions. Each action corresponds to a plot point. These actions can be: - - Interacting with NPC o Dialogue o Fight o Receiving object o Giving object o ... Interacting with objects o Using o Opening o Reading o ... The set of actions is defined by a graph that establishes precedence between plot points or alternative paths. For instance, to open a door the player is required to previously find a key. But the information he finds behind the door can also be obtained talking with a NPC. Some plot points can also lead to the side quests. These side quests can provide information, health points and fuel points. Final Plot Point PP15 PP16 PP9 PP7 PP10 PP6 PP11 PP14 PP5 PP4 PP8 PP13 PP2 PP3 PP12 Starting plot point Fig.8 - Plot points: Required (dark blue), optional (light blue) and side quests (orange) The previous scheme is quite open. It is probable better to have a “skeleton” of required PPs and add optional and side quests to that central spine. WP3 Specification – Final Version 1.0 15.09.10 92 503900-LLP-1-2009-1-PT-COMENIUS-CMP 3.2 World War II Scenario 3.2.1 Scene 0: Intro The main character is currently on a school trip to a history museum. The museum guide is giving a lecture. Right now they're in front of a showcase with an enigma machine inside. Guide - "And here we can see an encryption device called "Enigma Machine" that was recovered from World War II. First invented by Arthur Scherbius, a German engineer, at the end of World War I, it was most notably used by Nazi Germany before and during World War II. But the reason it became famous, is because through the combined efforts of allied code breakers, a vast number of enciphered messages were decrypted, which provided valuable information that helped decide the outcome of the war." Suddenly the surroundings start becoming distorted, and everything around the main character changes. A world map showing on the wall starts having different country frontiers. He's the only one who seems to notice it. Guide - "-and it proved to be unbreakable throughout the course of the war. It was greatly because of the security provided by the Enigma Machine, that the German operations managed to be so efficient, which ultimately lead to the defeat of the allies forces." Main Character - "Huh? What is happening? "This sounds different from what she was saying earlier... And why has everything changed?" A shady figure is seen leaving a room on the upper floor. Main Character - "Who was that? I'll go check it out..." The main character enters the room and finds a strange machine with some controls and a screen. The screen reads "France, June 1940". Main Character - "Whoa, what is this?" Machine - "This is prototype number one of the time travelling device. Select the time and place where you would like to act, and press the "Travel" button. Warning: Any changes to history that you make through this device WILL affect the world as you know it. Please use with utmost caution." Main Character - "It talked! Oh I get it... Whoever left this room must have messed with history, and made everything change. Maybe I should try to set it back straight. Let's see... "Travel" button." The main character presses the Travel button and starts playing in France, June 1940. Triggering event: When looking at a Europe map (newspaper), the player realizes that borders are different. Germany won the Second World War and there are much less countries. WP3 Specification – Final Version 1.0 15.09.10 93 503900-LLP-1-2009-1-PT-COMENIUS-CMP Major difference: In September, 1940, Hitler was preparing England's invasion which finally aborted. He postponed it till next Spring and it never happen. In our story he was successful because his plans were never intercepted - the German code was never broken because the enigma machine was not available - England was successfully invaded and our UCLAN colleagues now speak German. The player must go back and make sure that the enigma machine codes (discovered by Polish) were delivered as historically factual. The player knows that this was the fundamental event because the cleverness of the German code engineers and the unbreakability of their cryptographic system is pointed out in the newspaper. History Facts: July 25, 1939 - A secret meeting took place in the Kabackie Woods (Lasy Kabackie) near the town of Pyry, (South of Warsaw), where the Poles handed over to the French and British representatives of the Intelligence Service, their complete solution to the German codes, along with two replicas of the Enigma Machine, built by the Warsaw company AVA. Both machines were taken by Gen. Bertrande to France. One month later, Poland is invaded. Learning Outcomes: 3.2.2 Knowledge about the second world war in general. Focus on events at the start of the war. Focus on religious and other persecutions. Focus on main characters (Hitler, Churchill, etc.) Understand what a war really means in terms of lost of lives and impact on a "normal", everyday life. Understand basic cryptographic mechanisms (we can create several puzzles and embed them in the game) Realize that people can behave strangely under pressure (betrayal by a close friend) Understand co-operation between the different countries (passing information etc), movement between countries, life in wartime, and the importance of technology advancements to the war effort. Scene 1: France, June 1940 Location Paris, Eiffel Tower Surroundings Objective WP3 Specification – Final Version 1.0 15.09.10 94 503900-LLP-1-2009-1-PT-COMENIUS-CMP Find a French spy called Rex and learn about the Enigma machine and the codebooks Places 1) Eiffel Tower Square (ETS) a. Top of Eiffel Tower (access from “Eiffel Tower Square”) b. Right Perpendicular Street (access from “Eiffel Tower Square”) (for example) c. Left Perpendicular Street (access from “Eiffel Tower Square”) (for example) d. Café / Café Basement (access from “Eiffel Tower Square”) Here’s a rough sketch of how these places might be spatially organized (green dots stand for items and red dots stand for possible character locations): Themes a) b) c) d) e) Life of the German army in France French resistance French supply problems/lack of food (existence of food tickets) Charles de Gaulle speech to the French's people Spies (distrust and riddle code system to pass information) Characters Gruber and Geering, 2 German soldiers talk about life in the army Michelle, french woman accused of being member of the resistance Colonel Strohm, greedy german colonel that will give the order to execute Michelle René, owner of café “C’est la vie” Monsieur Alfonse, starving ex-banker roams in the square asking for food WP3 Specification – Final Version 1.0 15.09.10 95 503900-LLP-1-2009-1-PT-COMENIUS-CMP Monsieur LeClerc, french man that says he has a dog named Rex (red herring) Rex, a French spy who is taking information from a German informant. Walkthrough 1) In ETS: There are two soldiers (near a BMW motorcycle sidecar) talking about the good life they are having in Paris since they frequent the best restaurants, the tourist sites, the concert halls, etc, all paid by France (armistice terms imposed on France). 2) There is a woman named Michelle in the right perpendicular street chained to the wall. She is going to be executed for suspicion of being a member of the resistance. She will ask you to save her. In the same street talk to colonel Strohm and try to convince him that you know the woman and she isn’t a member of the resistance. The colonel is very greedy so he asks you a golden watch for Michelle’s life. 3) Talk to Alfonse in ETS. He’s hungry (French stores lacked most items and government answered by creating food charts and tickets) so he trades his watch for food. 4) Go talk with René in “C’est la vie”. If you already talked to Alfonse you’ll ask for food. René will propose a little job in return for the food. He heard that soon his beloved leader Charles de Gaulle will make a speech for the French people (from London via the BBC Radio service) but the problem is that the Germans stole his radio. He wants you to get it back. 5) The radio is inside the BMW motorcycle sidecar in ETS. To take the radio inside the BMW you have to convince Gruber and Geering. They purpose a race in the square. IF you win you can get the radio. 6) Deliver the radio (option to play the real de Gaulle speech?? with subtitles??) and René will give you food. 7) With the possession of the food talk to Alfonse so he can give you the watch. The watch isn’t made of gold. In the left perpendicular street there is a building that is being painted with golden paint. There are painting materials in the floor. Use the watch with the golden paint. 8) Deliver the “golden” watch to colonel Strohm and he’ll free Michelle. Talk to Michelle about the enigma machine. She asks for another favor and tells you to go to the top of the Eiffel tower. WP3 Specification – Final Version 1.0 15.09.10 96 503900-LLP-1-2009-1-PT-COMENIUS-CMP 9) On top of Eiffel tower, talk to the people there. A man identifies himself as Monsieur LeClerc. To know he can trust you he gives you a riddle. The Riddle is a mini-game (see below). To solve is needed information from the other team. Solve it and LeClerc will give you an iron “Croix de Lorraine” (cross of Lorraine, symbol of resistance) and tells you to show it to René. Note:“The French resistance during World War II often resorted to codes in the form of riddles to pass on information to the Allied Forces on Nazi troop movements.” (http://www.2020site.org/riddles/Short-Riddles.html) 10) Go to café “C’est la vie” and show the cross to René. He will let you go to the basement where you find Rex, a French spy. He reveals that he has a German informant called Schmidt, from whom he got most of his information, and teaches you what you need to know about the German Enigma machine and their methods of cryptography. a. He talks about the location of the codebooks which are being kept at the main German Intelligence HQ, but the problem is that their security has been reinforced since the war started in 1939, making it virtually impossible to infiltrate. (Because of this, the character has to use his time machine to reach the German Intelligence HQ before the burst of the war). b. He also mentions a rumor about the remains of an old Enigma machine having been spotted in the Warsaw Ghetto in Poland, wishing they could somehow get their hands on it. Mini-Games Riddle 1 Example “In these dark times. The French people won't bend. For our freedom we'll fight. For our old motto we'll live!What is that motto?” Solution: Liberté, Égalité, Fraternité There is a list of words but those words are for the solution of mini-game 2to persuade cooperation. Riddle 2 Example “In these dark times. The French people won't bend. For our freedom we'll fight. For our new motto we won't live!What is that motto?” Solution: Travail, Famille, Patrie WP3 Specification – Final Version 1.0 15.09.10 97 503900-LLP-1-2009-1-PT-COMENIUS-CMP There is a list of words but those words are for the solution of mini-game 1to persuade cooperation. Note:“Travail, Famille, Patrie” (English: "work, family, homeland") was the motto of the French State (usually known as Vichy France) during World War II. It replaced the republican motto, “Liberté, Égalité, Fraternité”. (http://en.wikipedia.org/wiki/Travail,_famille,_patrie) 3.2.3 Scene 2: Germany, June 1939 Location Main German Intelligence headquarters (inside the building), before the war started Objective Find a codebook Characters Albert, soldier guarding the entrance of the building Evert, soldier guarding the entrance of the safe room Dieter, officer in the meeting room Claus, officer in the meeting room Eckart, officer in the meeting room WP3 Specification – Final Version 1.0 15.09.10 98 503900-LLP-1-2009-1-PT-COMENIUS-CMP Walkthrough 1. The main character arrives just outside the Main German Intelligence HQ in his time machine. Trying to get in the building but Albert doesn’t allow it. Pick a Newspaper from the floor, read it, find the name of a German officer, talk with the Albert, pretend you are the son of the officer 2. Taken to aMeeting room where there are German officials (Dieter, Claus and Eckart) in a meeting. He overhears the discussion which provides information on the enigma machine. He must leave the room before the “father” arrives. He hears about the codebook and its location. 3. Corridor. Has to pick up and read theBook lying on the table. The book contains the clues for the next mini-game. 4. Normal Room which he has to enter through the window. To get to the window he must push the Table. Inside the room he plays a mini-game (fill crosswords puzzle with information from Book. They must collaborate to get all the necessary information. The book explains that it is required the other book to finish the mini-game). The mini-game gives a code to a closet. Grab Paperweight from desk too. 5. Door to the Safe Room is guarded. You must find a way to distract the Evert. Throw the Paperweight to the glass window to get the guard to enter the left room in order to investigate it. The player automatically locks the door with the Evert inside. Now enter the Safe Room, use the code you got earlier on the safe to find the Codebook. 3.2.4 Scene 3: Poland, January 1941 Location Warsaw Ghetto Objective Gather the pieces of an Enigma Machine Places 1) Small (richer) Ghetto (connects to "Large Ghetto" through a single step bridge) 2) Large (poor) Ghetto (connects to "Small Ghetto" through a single step bridge) a. Metal Shop (access from "Large Ghetto") b. Soup Shop / Secret School (access from "Large Ghetto") WP3 Specification – Final Version 1.0 15.09.10 99 503900-LLP-1-2009-1-PT-COMENIUS-CMP Here’s a rough sketch of how these places might be spatially organized (green dots stand for machine pieces and red dots stand for possible character locations): Themes a) Forced Labor b) Forbidden Education c) Starvation, Child Smuggling, Betrayal Characters a) Factory Workers (2-3), Factory Chief (Metal Shop) b) Soup Shop Owner, Teacher, Students (2-3) (Soup Shop / Secret School) c) Rich Brother (Small Ghetto) , Poor Brother (Large Ghetto) Walkthrough The character arrives inside the Warsaw Ghetto in his time machine. There will be three different pieces of the enigma machine to be found. Getting each piece is independent of the others, so the player can tackle them in any order. This scene can then be considered as being composed of three independent mini-scenes: a) Enigma Machine's Rotors Mixed with other machinery parts in the "Metal Shop" 1. Inside the “Metal Shop”, talk to the workers and learn how they're being forced to work under terrible conditions just to be able to get a miserable amount of food. While talking, one of the workers throws a conspicuously looking piece of machinery into the scrap pile. WP3 Specification – Final Version 1.0 15.09.10 100 503900-LLP-1-2009-1-PT-COMENIUS-CMP 2. It turns out that the piece he scrapped is exactly what you’re looking for, but as you try to pick it up, the factory’s chief yells at you claiming that you’re disturbing his work. You must find a way to make him leave first. 3. Talk to the chief and offer to help in the factory. He lets you do as you wish as long as you don’t expect anything in return. 4. Mini-game: Pick out the damaged pieces from the assembly line. Must remove at least 80% of the damaged items to succeed. May become progressively faster. 5. If you succeed you can grab your “Rotors” from the metal scrap. b) Enigma Machine's Keyboard Mistaken for an old broken typewriter in the "Soup Shop / Secret School" 1. Talk to the owner of the “Soup Shop” and tell him that you’re hungry. Being a child he won’t charge you for the soup, and begin preparing it. 2. The chef moves and you can see a “Book” as he prepares your soup. Taking notice of your interest, the chief will ask you if you enjoy reading. 3. If you answer affirmatively he takes you to a secret passage on the back of the store that leads to an underground “Secret School” where other children are having classes. You can now access it freely whenever you like. The chef also lends you the “Book” he had. 4. Talk to the teacher at the school. She explains that education is currently banned and punishable in Poland, so it has to be conducted in secrecy. You can also talk to the other students. 5. Seating in one of the vacant spots will let you attend the lesson. The lesson should be composed of three or four important historical facts that will be necessary when taking the test mini-game. 6. Examine what looks like a “Broken Typewriter” in the back of the class room. It’s actually a part of the enigma machine that you need to gather. Ask the teacher if you can have it. She answers that since it’s broken you can have it, but first you’ll have to prove that you deserve it by taking an exam. 7. Mini-game: Take a quiz focusing on the matters discussed on class. One of the questions should also be based on the contents of the “Book” that the chief lent you. If you manage to achieve a passing grade, the teacher will hand you over the “Enigma Machine’s Keyboard”. Note: For the team-based cooperation in this scene, team A and team B could get different class and book contents, needing to consult the forums to get the remaining information required for the exam. c) Enigma Machine's Case Buried in the "Small Ghetto" area (near a destroyed Chopin's statue) WP3 Specification – Final Version 1.0 15.09.10 101 503900-LLP-1-2009-1-PT-COMENIUS-CMP 1. Find a man in the "Small Ghetto" area that boasts about his fortune being safely hidden. He also mentions having a brother who foolishly opposed the Germans and is now in misery. 2. Find a man in the "Large Ghetto" who is spiteful of his brother for abandoning his family and giving in to the Germans to save himself. Ask him about his brother's fortune. Despite his resentment, he will not sell out his brother. 3. He will ask you to deliver a photo to his brother in the "Small Ghetto". 4. Deliver the photo. The “rich” brother will ask how is his brother and you tell him that he has hungry. Then he reveals that he had managed to bury his fortune in a box under a tree right next to what is now left of Chopin's statue, in the "Small Ghetto" area. 5. Grab the "Shovel" from inside the “Metal Shop”. 6. Use the "Shovel" and dig under the tree, revealing the "Enigma Machine's Case" d) Finally, after getting your hands on all three pieces, go back to your time machine to leave the area. 3.2.5 Scene 4: England, *Month 1943 Location Bletchley Park Objective Deliver the Enigma Machineand find the Bombe computer blueprints Places 1. 2. 3. 4. 5. Outside the park. In front of the gate. The park. Hut 8 Library Canteen Characters: a) b) c) d) e) General Bertrand Gate Soldier (John) Alan Turing Library girl (Rachel) Canteen girl (Sue) Walkthrough WP3 Specification – Final Version 1.0 15.09.10 102 503900-LLP-1-2009-1-PT-COMENIUS-CMP 1. Talk to the gate soldier. He can’t let you enter because you don’t have an access code. Convince him by using the enigma machine to encrypt a message that the soldier has (and already has the solution to compare.) 2. Once inside the park go to hut 8. There talk with Alan Turing. He says that the enigma machine is useless without the Bombe computer blueprints, which are missing. You volunteer to find the blueprints. 3. Go to the library and talk with Rachel. She tells you that Sue archived the blueprints somewhere in the library but she doesn’t reminds where. The library has a big file cabinet organized by subjects. 4. In the canteen talk with Sue but she only remembers that the blueprints are in the “subject ” row/column. 5. Ask for another clue from the other team. With both clues go to the library to retrieve the blueprints. Deliver it to Alan Turing in hut 8. References http://www.bletchleypark.org.uk/content/hist/wartime.rhtm http://www.bletchleypark.org.uk/content/hist/history/polish.rhtm http://www.bletchleypark.org.uk/content/hist/history/Veterans.rhtm http://en.wikipedia.org/wiki/Category:Cryptographers_by_nationality http://en.wikipedia.org/wiki/Cryptonym http://en.wikipedia.org/wiki/Effects_of_World_War_II http://en.wikipedia.org/wiki/Participants_in_World_War_II http://en.wikipedia.org/wiki/Technology_during_World_War_II http://thedropzone.org/oss/excerpts.asp#ciphers http://frode.home.cern.ch/frode/ulfving/node8.html#SECTION00044000000000000000 http://enigma.wikispaces.com/Hans-Thilo+Schmidt http://en.wikipedia.org/wiki/Hans-Thilo_Schmidt http://en.wikipedia.org/wiki/German_occupation_of_France_during_World_War_II http://en.wikipedia.org/wiki/Armistice_with_France_(Second_Compiègne) http://en.wikipedia.org/wiki/Charles_de_Gaulle http://en.wikipedia.org/wiki/Liberté,_égalité,_fraternité http://en.wikipedia.org/wiki/Travail,_famille,_patrie http://en.wikipedia.org/wiki/French_Resistance http://www.2020site.org/riddles/Short-Riddles.html WP3 Specification – Final Version 1.0 15.09.10 103 503900-LLP-1-2009-1-PT-COMENIUS-CMP 3.3 Maritime Discoveries Scenario 3.3.1 Scene 0: Intro The sailors enter into the throne room and tell the history of the Discovery of Madeira. (Porto Santo was accidentally used as shelter during a storm). He also describes the pirate assault and how one of the pirates was caught during the fight. The king decides to execute the prisoner as example for others. Visual description: The avatar is already in the scene as observer from the crowd. We use the same long background as in the next scene. And the player has the option to avoid the situation and its dialogues. (Making more complicated to solve the game). Use mini intro Outside view of map of Lisbon, animated boat arriving to the port (looks like an ink painting), transition into outside of the castle and transition to the sailor and prisoner walking into the court (in american clipping, with background blurred) Flash Animation: Outside view of map of Lisbon, an animated boat arriving to the port (looks like an ink painting), transition into outside of the castle and transition to the sailor and prisoner walking into the court (in american clipping, with background blurred). Animation using the engine: A group of sailors who seem really exhausted enter into the throne room leaded by the royal butler. Juan I, King of Portugal listens intently as the boatswain recounts the history of the discovery of Madeira . (Porto Santo was accidentally used as shelter during a storm). The weather-beaten face of the boatswain gets distorted with rage as he describes a pirate assault on the return trip to Lisbon and how one of the pirates was caught during the fight. Unfortunately, the pirates have stolen the map with the location of the island and both the pilot and the captain died during the fight. The king, upset by the news, decides to execute the prisoner to serve as example for others. WP3 Specification – Final Version 1.0 15.09.10 104 503900-LLP-1-2009-1-PT-COMENIUS-CMP Additional details: The avatar is already in the scene as observer from the crowd. We use the same long backgroundas in the next scene. The player has the option to avoid the situation and its dialogues. (Making more complicated to solve the game). 3.3.2 Scene 1: Portuguese King’s Court Backgrounds: Throne room o (long, three screens wide, with access to bedroom) o (there is a door to jail where we can talk with the prisoner) o Queen Philipa is dead (3 years ago). Her throne is empty King’s bedroom (With a King’s size bed obviously) Characters: The butler of the court, stiff like a stick. Jack “Flotsam”, the pirate prisoner. John I, King of Portugal. Age 63. Duarte, Heir to the throne. Age:28 Prince Juan Manuel , son of Duarte. Age: 3 Prince, Henry the Navigator, Duke of Viseu. Brother to Duarte age:25 Arquitect (Master of Guild) waiting for Henry to give him audience. Guard of the jail; bored, leaning on his poleaxe. Walkthrough We are in 1419, in the court of Juan I, in Lisbon. 1. We start by talking with the pirate through the barred window of his jail. In the colorful pirate way of talking he tell us that his name is Jack “Flotsam”. Asked about his nickname (seems not a lucky one for a sailor), he tell us that when he was a baby he was found by the spouse of a pirate in a beach with the remains of a shipwreck; raised by pirates he became a WP3 Specification – Final Version 1.0 15.09.10 105 503900-LLP-1-2009-1-PT-COMENIUS-CMP pirate himself. Finally we asked him about the location of his comrades and he answered that he will not betray his fellows and he is sentenced to death anyway so there is nothing to win. 2. We decided to talk with the butler. He tells us who’s who in the court. If we tried to enter the king’s bedroom before, we can ask him about that door. He will tell us that it is the private chamber of the king and obviously, as the presence of a guard seems to suggest, not anyone is allowed in there. 3. If we try to talk with the guard we will discover that he is not the kind of a talkative person and all that we get is some grunted answers (negative if we ask for access to the bedroom). Otherwise he seems to be whistling all the time. 4. If we insist to the butler that we want to take a look inside (out of curiosity of course) he will tell us that he knows how to convince the guard. However he wants something in return for the information and he would also like to be sure that we are a well educated person in the manners of the court, otherwise he could not let us be in the King’s chamber causing any misdemeanor. He tells you that there is way to solve both issues by helping him with a problem which is a headache for him: Henry wants to enlarge his Castle at Segres and he wants to expropriate some lands which are property of the butler. If we can use our diplomatic skills to his advantage he will tell us how to enter the room. 5. If you talk to Henry, he tells you that he does not remember exactly about the expropriation but if it is included in the blueprints of the castle there is nothing to do. His word is law and he will not change his mind. 6. Thus, we decide to talk with the architect and convince him that Henry wants us to get the building blueprints. Obviously the architect likes to keep his head over his shoulders and out of pure self preservation instinct he will not hand the blueprints in to a stranger. 7. If you talk about Henry to the butler he will tell you that he is looking for a secretary and he (the butler) is in charge of finding one. He will test you. YOU NEED TWO MINIGAMES TO WP3 Specification – Final Version 1.0 15.09.10 106 503900-LLP-1-2009-1-PT-COMENIUS-CMP SOLVE IT (see MINIGAMES). Once it is solved, you get the official medal which identifies you as the secretary of Henry the Navigant and the architect accepts to give you the blueprints. 8. You need a pen from a table to modify the landmarks in the blueprints. 9. Once you give the modified blueprints to the butler, he tells you that the guard loves music (he was a bard in his youth) so you might bribe him with a musical instrument. 10. It turns out that the young enfant Juan Manuel is learning to play an exotic oriental flute from Las Indias and his father Duarte seems pretty tired of his son playing that awful sound. We ask him for his son’s flute (any excuse will do) and he happily gives it to us. 11. We give the flute to the guard who in return gives us access to the royal bedroom with a smile in his face. 12. In the bedroom we grab a cameo from a dressing table with a portrait which is pretty similar to the prisoner’s face. Who is this guy? 13. We show the cameo to the butler getting the full history of a noble, cousin to the king, who have lost his only son, kidnapped by the pirates thirty years ago and he has no further descendants. Mmm, we talked to the prisoner before and he has told a similar history of being raised as an orphan … 14. We use cameo on the kingafter talking with the butler and we convince him that this pirate is the lost son and only heir to his cousin. Whether this is true or no,t it is left into the Fate’s hands, but the result is the same, the pirate is reprieved and welcomed to the court. 15. When Jack the Pirate hears this history he immediately thanks us for helping him and gives us the location of the pirate hideout, after all he said -“the pirates kidnapped me and lied about my past”. And we have a cue! So we set sail to the next scene! WP3 Specification – Final Version 1.0 15.09.10 107 503900-LLP-1-2009-1-PT-COMENIUS-CMP MINIGAMES Note: Each TEAM gets to do one of the minigames and then the buttler tells them that the other team has to answer a question (the other minigame) so you are stuck there but you can help them (through chat) to walkthrough until they reach the minigame and even help them in solving it. MINIGAME 1You want to become secretary of Henry to convince the architect. The butler asks you to show knowledge regarding the court. Why is the left throne empty? You answer that the queen died (after asking around maybe). And he asks: When? You have to look it up in Wikipedia or whatever and introduce the date. (a dialog box is opened) MINIGAME 2Same as minigame 1. He shows a painting of a child and asks: This was son of the king and died when he was 10 years old. What was his name? Solved using information from Internet. OBJECTS This list includes all the necessary objects. In order to create atmosphere, additional objects might be added by the scripter from the artist’s depiction of the scene (if it is available). If for some reason the art is not available at this point the scripter might add them by his own initiative. In that case, the artist will take the scripter’s final version of the scene into account to include them. Throne room o Jail o Barred window (in the door of the jail) o Bedroom door o Empty throne o Table o Blueprints o Modified Blueprints o Pen o Flute (exotic) King’s bedroom o Bed (it could be tiny to add humor to the scene) o Dressing table WP3 Specification – Final Version 1.0 15.09.10 108 503900-LLP-1-2009-1-PT-COMENIUS-CMP o Cameo 3.3.3 Scene 2: Pirate ship DRAFT IDEA: To recover the map you have to get into Captain’s cabin. There is a scroll minigame which consists of avoiding the drunken pirates (slept due to rum overdose) and in the Captain’s cabin we have to talk with his parrot until it stops repeating what we say and gives away the place where the map is hidden. In the end of the chapter a misfortune happens: the map somehow (a stroke of wind, a seagull, etc) loses a piece of vital information. We have to rebuild it at the school of navigation. Intro Flash Animation: (Night view over the sea - row boat appears in view. Our character is rowing the boat) Animation using the engine: View on the pirate ship's deck. Pirates are asleep, some of them snoring. The camera pans over the ship from the middle to the front side of the ship. A line with a hook is thrown on board and a little later our character climbs on board. Additional details: We use the same long cavalier perspective background as in the next scene. Flash Animation: (Night view Description:night version of scenario 4’s ship. Also it is mirrored in cavalier perspective. We can move the frontal layer of the hull up and down to simulate movement of the ship. Maybe add sprinkles of water from waves too. Characters: Sick captain puking over the veranda. Annoying parrot WP3 Specification – Final Version 1.0 15.09.10 109 503900-LLP-1-2009-1-PT-COMENIUS-CMP Drunken pirates: Animation of sleeping pirates, some with bottles of booze, some snoring, ... Walkthrough Get into captain's cabin talk with the parrot and get the map. We lose the part referring to the island's location. Find a key Cargo area with a cooker (shabby place) Minigames Avoiding drunken sailors in scroll mode. Naming parts of the ship (drag and drop names from a list to the parts of a depiction of the ship) 3.3.4 Scene 3: School of navigation DRAFT IDEA: As the coordinates seem missed in the map the two teams have to reconstruct the position by means of techniques available in XVth century. MINIGAME: NAVIGATION TEAM 1 How to use a Ballista (device used by Spaniard and Portuguese pilots) to set up Latitude in a map MINIGAME :NAVIGATION TEAM 2 Use knots/hour and time travelling to set up longitude We can use this scene to give a view on academia in that time. To become a student you need a recommendation, money. A weird professor or different kind of "typical" teachers. One of the teachers can give information on how to use the ballista and how to calculate knots and distances. http://en.wikipedia.org/wiki/Jo%C3%A3o_Gon%C3%A7alves_Zarco http://en.wikipedia.org/wiki/Sagres_Point WP3 Specification – Final Version 1.0 15.09.10 110 503900-LLP-1-2009-1-PT-COMENIUS-CMP In 1419 Henry the Navigator, the second son of King John I of Portugal, established a naval observatory at Sagres and summoned a Mestre Jacome de Malhorca to be its coordinator navigational instruments: http://en.wikipedia.org/wiki/Astrolabe Intro Provide some information on the importance of science and technology and cartography. Introduce the school of navigation (School of Sagres) Intro Flash Animation: Fading images of maps and tools for marine navigation as a trigger for discoveries. Make kids conscious that scientific research was important then already. Animation using the engine: / game starts immediately after the image slideshow Characters Master Jacome de Malhorca (coordinator of school of navigation - famous cartographer) João Gonçalves Zarco (adventurer, is there to exchange information with Master Jacome) Scenes Entrance with a garden or so in which you can overhear the introductary conversation.There are renovation works going on. Simple classroom stone/wood with view on the sea through the windows. inspiration: http://en.wikipedia.org/wiki/File:Laurentius_de_Voltolina_001.jpg Laboratory filled with devices, maps and prototypes. Walkthrough You overhear a conversation between Master Jacome and Joao Goncalves about the lost map story. Goncalves is desperate. After the conversation the Master says "now i have to go teach" and dissapears into a door. You can follow and you come into a classroom. Most students are sleeping or looking WP3 Specification – Final Version 1.0 15.09.10 111 503900-LLP-1-2009-1-PT-COMENIUS-CMP extremely bored. The teacher talks and throws pieces of chalk to some of the students which aren't paying attention. During the class you learn how to calculate knots. You can have a conversation with a fellow student so you get some extra information and the teacher throws a piece of chalk at you (which you need in a later phase of the game). From conversation with student you learn this class takes a long time ("how long does this class take?" "last night he forgot to take dinner and we were stuck here all day"). Student can also give you his study book which has a drawing of the ballista. You have to make the teacher stop class to get into the drawer. He only stops when the school bell rings. The school bell is at the entrance, overseen by the reception clerk (who also is in charge of ringing the bell). You have to convince the clark to ring it by manipulating a sundial hanging or sitting in the hall. (you have to change it to 9pm - multiple options possible - you need to have overheard the student complaining about the length of the classes). After class ends you get the chance to look into the teacher's drawer. You find chalk, a ruler and a bottle of red Port. You can find some tools and wood leftovers at the renovation site outside to build the ballistina, using the ruler also.. Back in the lab you have to use the ballistina on some other simulation instrument (need some more research on navigational instruments here (star maps? sky maps? astrolabe) ...) to get the lattitude. You go into the lab with you ballestina and talk to Joao. You ask him if there are any clues on the position of the island. "the only thing i have is this astrolabe with unchanged position, go ask the master if he can calculate the star position". You go to the master and he explains everything. "If you have some chalk I can draw you the position of the star". Ballestina Minigame pops up. WP3 Specification – Final Version 1.0 15.09.10 112 503900-LLP-1-2009-1-PT-COMENIUS-CMP In the lab there is also a compass - if you use the compass on the map you got from the pirate ship the compass game triggers (draw a circle, combined with lattitude you find the position of Madeira). Outro animation See Intro of next scene Minigames Minigame 1: using the ballista Minigame 2: drawing circle depending on caluclated distance (knots/kms/speed/etc...) 3.3.5 Scene 4: Ship back DRAFT IDEA: MINIGAME DISCOVERIES compete with passenger which is a sheer (Marisa la Pitonisa) predicting the future in crystal ball (you have to say if it’s right or wrong) Getting the ideas of why to move to Madeira (getting some land), the dangers of sailing, preservation of food for long journeys Historical information: http://en.wikipedia.org/wiki/Madeira right/left: port/starboard http://en.wikipedia.org/wiki/Scurvy http://upload.wikimedia.org/wikipedia/commons/2/21/Spain_and_Portugal.png Intro Intro Flash Animation: Drawing of the map WP3 Specification – Final Version 1.0 15.09.10 113 503900-LLP-1-2009-1-PT-COMENIUS-CMP Animation using the engine: King puts you in charge of coordinating the settlement because you brought back the map Characters Pilot (we can help him with navigation) A few first settlers Boatswain Duarte (manager of sailors) Sailors A prisoners Gipsy sheer Scenes 1. Getting into the ship (introduction) 2. In the ship 3. Island: start a first settlement. Description: beach with changeable background so you can see the settlement grow. Walkthrough GOALS: reach the island Madeira and start a settlement Storm is going on in the background. You ask about it to the pilot. "This storm is really dangerous, we'd better avoid it". You need to get the boatswain to sail starboard. Moreover, one of the best sailors got ill from scurvy and you need to help him by giving him vitamin C fruit. Find a barrel of oranges and lemons in the cargo area. The cargo is packed with barrels. One of the poor people says she's a sheer and that she can help you if you help her first. She had three visions of a possible future on Madeira and wants you to say which one is correct. Possible topics: importance of sugar cane, who and when discovery of america, tratado de tordesillas 1512, British occupation beginning 19th century, autonomy in 1976. WP3 Specification – Final Version 1.0 15.09.10 114 503900-LLP-1-2009-1-PT-COMENIUS-CMP The sailor can't eat the fruit because his teeth are really week from the scurvy symptoms. You have to make a fruit juice in a jar (which can be found in the kitchen area). A quarrel is going on between prisoners and noblemen. You have to talk to both parties and discover what they need and have to find the solution. The poor and prisoners want rights once they are there. You talk to some stiff rich lady who says bad thing sabout the prisoners, you have to convince her why it is important to get them to cooperate (win-win situation). - try to convince her they need them: "There's only a few of you so you really need people to grow crops and animals for food. Bringing food by ship takes a loooong time and is very expensive". "They are with more, they are stronger, if they start a mutiny you mind end up gatting killed". "If you can keep them happy they will be eager to work and produce whatever this new settlement needs". - try to convince the prisoners to cooperate: "You can kill them but then the king will send troups and get you killed!". "You will need the nobles to trade with other nobles". "If you kill the engineers and the doctors there will be no one left to help and organise it here" (importance of knowledge and guilds) Once you get all parties to cooperate, the boat arrives at the island. ISLAND You are in charge. In your directory you have e.g. a team of woodworkers, a team of prisoners, etc... You see the city develop in the background as you use the right tools on the right elements.. fishermen> fish WP3 Specification – Final Version 1.0 15.09.10 115 503900-LLP-1-2009-1-PT-COMENIUS-CMP woodcutters on forests > beams > channels channels> fields prisoners on fields > food and weeds we have settled. Outro animation Island is being developed. The age of discoveries has begun. Colonisation.America on the map. Minigames Minigame (used twice): helping the sheer getting a clear vision of the future (look up info on internet). WP3 Specification – Final Version 1.0 15.09.10 116 503900-LLP-1-2009-1-PT-COMENIUS-CMP 3.4 Industrial Revolution Scenario Master plan - description of the scenes - layers of the background Walk trough - step by step (what is happening in that scene). Number of characters, number of objects. Scenes: 1. Home – showing the conditions, teaching a skill 2. Cotton Factory - industrial revolution, business models, cost reducing method 3. Mine – organizing a workers’ union, a strike 4. Parliament - lobbing the lords to publish the law (Mine Act). 3.4.1 Scene 1:Home Not a very beautiful place. Small apartment, dark, miserable, cold, dirty, no furniture. Mother is at home working with a mop in her hand. 7 kids and father are coming home from the factory. Father is very tired and falls asleep immediately. Communication will be between mother, kids and the player. Comment: Maybe for reducing the work of designers lets lover the amount of kids - one is very small and thats the reason why mother is at home. The other one is bigger and working. She will be the main target for communication - convincing here not to go to work. I think there must be more than just one or two kids (let say at least three) in order to show the fact of growing population (the demographic boom was also one of the causes for industrial revolution). Characters: - Mother - Father (goes to sleep) - Kids - Player WP3 Specification – Final Version 1.0 15.09.10 117 503900-LLP-1-2009-1-PT-COMENIUS-CMP - kids: do not want to go to work, want to go to school or play - mother: ignoring the kids and is doing housework - player: asks from mother why kids have to work - mother: explains that school or playing is a waste of time, money is needed in order to feed the kids, describes lousy living conditions in a certain manner specific to that era. Comment: this may not fit with the overall strategy of the game. Usually the characters in Graphical adventure game are passive and wait for player interaction - players: offer kids options how to make their life easier: - play – different side-games - steal – show how it should not be done. - homeworks – help mother - ... - teach some skill *- have to provide a correct answer (the correct answer is not provided with the first selection). Comment: only one sidegame per scene is enough. *When players are selecting an incorrect answer, mother starts to explain why they can't do that: - kids must have rest - God will punish them - mother is doing the work - ... Comment: In graphical adventure the interaction will take place only with player and one character. Others do not interrupt. E.g. while talking with kids, mother does not start shouting or father don't wake up. When the player selects the wrong answer several times, father will wake up and there is a risk of getting beaten (randomly). - random kid: asks instructions about some specific skill - this question can be random from game to game. - player: has to teach a skill - by solving the mini-game [a puzzle or a quiz (e.g. reordering activities, filling in the blanks, making connections, ... but before that they have to google to collect information)]. When teaching fails - father wakes up and there is a risk of being WP3 Specification – Final Version 1.0 15.09.10 118 503900-LLP-1-2009-1-PT-COMENIUS-CMP beaten. If the teaching is successful - player is led to the other scene (in the morning together with the kids). Comment: How the minigame will be activated? Is this one choice in the communication list? Probably not. Is this some hotspot in the game. E.g stuff on the table or on the floor? Yes? this can be spot for interaction with other teams. E.g. for proceeding minigame should be solved by 2 teams. Some additional mini-games - going outside, getting a goal, and making fire at home. Solution for multiplayer - 2 skills are needed - one taught by 1 group and second by another. – good idea. 3.4.2 Scene 2:Cotton Factory Indoor picture. Loud noise. Lots of dust, machinery, ... Kids have to weave, they are controlled by the owner. The rest of the kids are working in the background. Characters: - Owner of the factory - Kids (1 kid?) - Player One of the kids: tries to communicate with the owner Comment: skip this interaction Owner: ignores Player: asks from the owner why kids are working Owner: explains his business model in an arrogant way. Player: offers technical innovations - sidegames - puzzles or quizzes about engines and equipment – how to put the machines together, how to make textile, how to place the yarn, ..., or making working conditions better. Instead of lime-wash you have to offer something more decent Innovation leads to the smaller need of working hands. WP3 Specification – Final Version 1.0 15.09.10 119 503900-LLP-1-2009-1-PT-COMENIUS-CMP Kids are sent home – the player is suddenly going through the dust and finds himself in another scene. 3.4.3 Scene 3: Mine Because the kid vas not longer needed in the cotton mill, she was sent to the mine. Very bad working conditions, mine is full of coal dust, dark, narrow, ... Characters: - Owner of the factory - Kids (2 diffetent kids?) - Workers (one or more?) - Player Introduction: Player gets hurt from falling when pulling the trolly. Owner: ignores the player Worker: helps the player to go and breathe some fresh air, cleans the wound, gives cloth to tie it up Player: ask workers to: - ruin the machines - steal from the factory - ... - start a union * Wrong answer: - player is put in to prison - waiting time. I think it's the best solution. - player is sent to Australia - game fails? - there is a risk to get beaten, or given even more difficult job - ... Player: asks the union to: - make speeches - write a letter to government - make a strike * - negotiate with the owner WP3 Specification – Final Version 1.0 15.09.10 120 503900-LLP-1-2009-1-PT-COMENIUS-CMP 3.4.4 Scene 4: Parliament A big room full of light. Lots of people talking, going around. Lots of air. Player with a broken arm goes around the house and looks at all the space. He finds a Member of Parliament who has an armed guard next to him. Caracters: - Member(s) of Parliament - Armed guard - Kids (one kid?) - Union members - Player The kids and the player are trying to get the attention of the MP, because the player has broken his arm and wants to present his views on child labour to the MP. Kids are driven away by the armed guard, but the player and union members are accepted. The conversation is going on in the form of a mini-game, where there are questions and possible answers (each union member suggests an answer) – if the player chooses the wrong answer then he is also kicked out. It is in the form of a dialogue. MP: asks what is the problem Union members: each of them suggests an answer (coming as a bubble from their mouths, e.g. children are mistreated, we are hungry, it is dirty in the mines, etc. there are lots of deseases, children cannot read…) Player: selects the correct answer, then the next round of questions-answers appear. If the player selects continuously a wrong answer, the crowd is “kicked out“ (this happens randomly) of the building and no law change is considered.* If the player selects correct answers in a row then the MP starts considering taking the proposals for the law into consideration. WP3 Specification – Final Version 1.0 15.09.10 121 503900-LLP-1-2009-1-PT-COMENIUS-CMP *In the case of kicking out from the building side-games could be considered in order to let them back in again (facts about British Parliament, important addresses, etc.). If the player gets the answers correct, then the way to the Parliament is open again. If not, he has to try again. The game ends where the player is back at home in the nice, clean environment. He or she is happy and thinks it was all a bad dream when suddenly notices the broken arm... Comment: This is not an minigame. This is typical framework for graphical adventure came. Kicking out usually don't take place. The side game can be formulating the Mine Act. This can be sorting out of correct sentences or phrases from the longer list of text. Interaction with other team is needed. (I think it's a good idea, maybe just a bit too difficult?) WP3 Specification – Final Version 1.0 15.09.10 122 503900-LLP-1-2009-1-PT-COMENIUS-CMP 4 Evaluation Methodology The serious game “Time Mesh” is a funded quasi experimental educational software project which is being developed under the frame of a quality evaluation environment, Quantitative Evaluation Framework (QEF) (Escudeiro, 2006), that measures system quality throughout its development life cycle. A simple question for any educational software should be,” can this product actually teach what it is supposed to?” It is a simple question to ask, but often difficult to answer because the product may have so many beguiling features. It requires the evaluator to recognize his/her own view of the way in which students learn, to relate that view to the learning objectives and to determine how and whether those objectives are carried out in the software. The application of QEF throughout the development life cycle of “Time Mesh” highlights the flaws that are present in the current version at the time of evaluation allowing the development team to focus on those flaws guiding the product to achieve the desirable requirements. 4.1 QEF - Quantitative Evaluation Framework QEF is a generic quality evaluation framework that evaluates the educational software quality (ISO 9126 is the standard of reference) (Scalet et al, 2000) in a three dimensional space. A dimension aggregates a set of factors. A factor is a component that represents the system performance from a particular point of view. a f e Fig 1: Cartesian quality space The quality q, of a given system is defined in this tri-dimensional Cartesian quality space, Q, and measured, in percentage, relatively to a hypothetically ideal system, I, represented by the coordinates (1, 1, 1). For each system being developed we will have to identify the WP3 Specification – Final Version 1.0 15.09.10 123 503900-LLP-1-2009-1-PT-COMENIUS-CMP importance of each factor to the dimension, pn. The dimension coordinate is them computed as the weighted mean of these factors: Dimension i= p n factorn , n p 1 and n pn 0,1 n Where n is the number of relevant factors for the dimension. Each factor is evaluated by: Factor n = 1 prm pc m prm m m Where: M is the number of valid requirements for the factor. prm is the weight of the requirement m pcm is the fulfillment percentage of the requirement m. The dissimilarity between the system under evaluation and the ideal system is given by: Dim j 1 100 j D= 2 Finally the quality of the system is computed as: Q = 1 D , Q 0,1 n or q = 1 D *100 , q 0,100 n The quality of a system is measured from the distance between the ideal system (projected system) and the real system (final system). WP3 Specification – Final Version 1.0 15.09.10 124 503900-LLP-1-2009-1-PT-COMENIUS-CMP The system quality is in the inverse a proportion of the distance between the Ideal IS System (IS) and the Real System (RS). D RS f If D=0 Then Q=1 e If D=maxim, Dmax = n Then Q=0 The measure of the system quality is obtained through a six steps process: 1st – Requirement classification; 2nd – Factor classification; 3rd – Result evaluation; 4th – Dimension performance; 5th – Global deviation;6th – System quality 4.1.1 Requirement Classification The ideal system has a set of requirements that indicates what the system must do. We start by associating weights to requirements based on its relevance for that particular factor, according to the following scale: 10 – Fundamental; 8 – Very Important; 6 – Important; 4 – Necessary; 2 – Optional; 0 – Irrelevant Dimension Factors Requirements Pcm Pcm Pcm Pcm Pcm Pcm Fig 1: matrix of the factors 4.1.2 Factor Classification Each factor contributes to the dimension value. This contribution is represented by a real number, Pn , between 0 and 1, indicating the relevance of the factor to the dimension. The dimension value is a weighted mean of its factors: Dimension = p n factor , p 1 and n WP3 Specification – Final Version 1.0 15.09.10 n pn 0,1 n 125 503900-LLP-1-2009-1-PT-COMENIUS-CMP 4.1.3 Result Evaluation It is very important to validate the requirements, so that system performance can be accurately evaluated. The matrix in fig 2 shall be fulfilled for every stage of the evaluation process. Once it is completed thequality that the system exhibits at the evaluation instant is automatically computed. 4.1.4 Dimension performance The performance of a given factor is obtained from the requirements contributing to it, according to: Factor n = 1 prm pc m prm m m The performance of a dimension is obtained from its factors according to: Dimension = p n factor , p 1 and n 4.1.5 n pn 0,1 n Global deviation The global deviation is obtained as the Euclidean distance between our system coordinates and the ideal system, whose coordinates are (1,1,1) Dimj j 1 100 D= 4.1.6 2 System Quality The system quality is finally computed by: Q=1- q = 1 D , Q 0,1 n D * 100 q 0,100 n WP3 Specification – Final Version 1.0 15.09.10 126 503900-LLP-1-2009-1-PT-COMENIUS-CMP We say that system quality is q% which means that the system is able to perform q% of its initial specifications. 4.2 Alpha testing The objective of an Alpha Testing procedure is to simulate an actual operational testing and is performed by members of the development team that have not been involved in the development of the particular features to be tested. Alpha Testing allows anticipating internally problems that would only be detected by external testers in the Beta Testing phase. This stage is more rewarding if qualitative data collection is used because it provides richer information. 4.2.1 Protocol 1. For each scenario: a. Identify participants (staff from partners) which have not been involved in the development (at least 4 elements) b. Have participants playing the scenario and trying to finish it c. Participants should i. Measure how much time it took to finish each scene ii. Identify learning outcomes addressed. Check if they match watch was proposed iii. Identify other learning outcomes that should be addressed iv. Assess if the game is motivating. Identify problems v. Assess if the graphical environment / usability is adequate. If not, identify the issues vi. Report on the project forum 4.3 Beta testing Beta testing comes after alpha testing and it is planned to release the game to a limited audience outside of the consortium. The target group is composed of teachers familiar with the subject and with the technology that can assess pedagogically and technically the prototype so that further testing can ensure the game has no faults or bugs. In this stage a mix of qualitative and quantitative information will be collected, because there is still interest in receiving rich comments but there is already a relatively important number of people evaluating the game that can provide statistically valid results. WP3 Specification – Final Version 1.0 15.09.10 127 503900-LLP-1-2009-1-PT-COMENIUS-CMP 4.3.1 Protocol 2. For each scenario, each partner has to: a. Identify participants (teachers from associated partners: at least 2 per partner) b. Have participants playing the game and trying to finish it c. Participants should i. Measure how much time it took to finish each scene ii. Answer the questionnaire d. Interview the participants using the semi-structured interview guide e. Report the results to the coordinator 4.3.2 Questionnaire The questionnaire is meant to provide a quick data filling tool for the beta testers. This way they are able to report immediately their impressions, just after finishing the scenario. It is based on a mixture of adapting heuristics for evaluating playability of games (Desurvire, Caplan and Toth, 2004), heuristics for usability evaluation for history educational games (Yue & Zin, 2009) and questions based on the factors identified by (Garzotto, 2007) in the paper “Investigating the Educational Effectiveness of Multiplayer Online Games for Children”. Learning itself is not investigated in this questionnaire because it is aimed at evaluating with adults. These adults may already have knowledge of the subject matter contained within the game. The Questionnaire was split into three Dimensions: Gameplay, Story, Mechanics and Usability and is a 5 point Likert scale asking users to rate statements on a scale of 1 to 5 depending on how much they agree with a given statement. See Below. Strongly Disagree Neutral 1 3 2 Strongly Agree 4 5 Method of Use: To be handed to teachers who have played through the game or seen someone play through the game. Teachers may have the game running in front of them if desired to allow them to refer back to the game when answering questions. It is desired teachers play through the game in order to be able to effectively answer questions in the game play and story sections with a full overview of the game. Game Play 1) The game was enjoyable to play 2) Activities that players carried out within the game were varied WP3 Specification – Final Version 1.0 15.09.10 128 503900-LLP-1-2009-1-PT-COMENIUS-CMP 3) The player tasks and activities were relevant to the narrative and story being told throughout the game 4) The overall goal of the game was presented early in the game 5) The Short term goals and player tasks were clear throughout the game 6) There was an informative introduction/tutorial that instructed players how to play the game 7) The game is enjoyable to replay 8) There are multiple ways to win the game 9) Players learn more about the story as gameplay progresses 10) Players can divert from their main tasks/goals to complete other less important tasks 11) The game is ‘fun’ to play 12) I found it difficult to progress at a single point in the game (i got ‘stuck’). 13) The effects of the players actions can clearly be seen in the game environment (examples) 14) At the start of the game (insert first action here) This was obvious and it was clear when i had done it 15) There were rewards in the game that allowed me to customise my character 16) The pace of the game was satisfactory 17) I found parts of the game to be a good challenge Game Story 18) The overall storyline is linear and clear 19) The storyline is interesting 20) The storyline is relevant to the school’s curriculum 21) The player can relate to the main character 22) The storyline is unpredictable and the player is able to envisage different outcomes 23) The Player feels as though the world is going on whether their character is there or not 24) The Player has a sense of control over their character and is able to use tactics and strategies 25) The player feels the outcomes of their efforts/actions are fair 26) The sound in the game helps immerse the player in the environment WP3 Specification – Final Version 1.0 15.09.10 129 503900-LLP-1-2009-1-PT-COMENIUS-CMP 27) The graphics in the game helps immerse the player in the environment 28) The game offers some kind of reward for successful players actions 29) Players can relate to the main character (e.g. they are just like them, or they are interesting to them) Mechanics and Usability 30) Audio and visual feedback is provided with each of the players actions 31) Characters in the game behave as the player expects 32) The player is aware of their progress throughout the game 33) The controls of the game were easy to use and intuitive 34) The game uses a familiar control system to control the main character 35) The player was able to use shortcuts once they had learned the controls 36) The player can easily start, load and quit their game 37) The controls for the game were the same throughout the game 38) The colours used in the game were consistent throughout the game 39) Fonts and main character dialogue was consistent throughout the game 40) The game menu was easily accessed in the game and was easy to understand 41) Upon initially turning the game on the Player has enough information to get started to play 42) The help system (insert help system name here e.g. object highlighting or hints) was satisfactory to help players when they got stuck 43) The sounds in the game were relevant to the environment/action being performed 44) The player could use the game without reading a manual 45) The game control interface was non-intrusive to the player 46) The graphics were recognizable to the players and it was clear what items did by looking at them. 47) There were elements in the game where players were able to gain a score (e.g. in minigames) 48) Any other comments on the game 4.3.3 Semi-structured interview A semi-structured interview is a flexible method of research, allowing new questions to be brought up during the interview as a result of what the interviewee says. The interviewer should use the guide that is presented next to organize the conversation: WP3 Specification – Final Version 1.0 15.09.10 130 503900-LLP-1-2009-1-PT-COMENIUS-CMP Questions: Does it work? Is the content accurate and appropriate for target audience? Is it easy to use and easy to learn to use? Is it compelling / engaging for the target audience? What are the learning goals? How well do the learners achieve those goals? What else are they learning? Suggestions: Prepare a tape recorder in advance Conduct the interview in a quiet location Ask for permission to use the recorder Take auxiliary notes if necessary 4.4 Final Evaluation For the final evaluation, the quality space, Q, aggregates, in the dimensions – Functionality; Efficiency and Adaptability – a set of factors that measure the relevant characteristics of the object being evaluated. The Functionality dimension reflects the characteristics of the educational software related to its operational aspects. It aggregates two factors: easy of use and content’s quality The Efficiency dimension aggregates, in the case of educational software, four factors: audiovisual quality, technical and static elements, navigation and interaction, originality and use of advanced technology. Through this dimension we measure the system’s ability for presenting different views on its content with minimum effort. The Adaptability dimension is the aggregation of five factors: versatility, pedagogical aspects, didactical resources, stimulates the initiative and self learning and cognitive effort of the activities. Through them we can measure to what extend the scenario and system content are effective – whether they are focused and able to present different instructional design theories and different learning environment in a common platform. The coordinates of a given system in our quality space, may be obtained through the application of one of several aggregation forms. We will compute these coordinates as the WP3 Specification – Final Version 1.0 15.09.10 131 503900-LLP-1-2009-1-PT-COMENIUS-CMP average of the factors that contribute to it. The average is simple and gives the same relevance to all factors. Quality dimensions are based on the following factors: Dimension Functionality Factors Requirements Easy of use R1: Does the student use the educational software without having to read the manuals exhaustively? R2: An on-line system exists to help the user overcome the difficulties? Content’s quality R8: Is the information well structured and does it adequately distinguish the objectives, context, results, multimedia resources... R9: Is the content validated? Has it no orthographic errors? R10: Has the alert message been checked? Are there no pervasive or negative messages and no racial or religion discrimination? R11: Is the content related with situations and problems of student’s interest? Dimension Efficiency Factors Requirements Audiovisual quality R6. Is there no excess of information? Technical and static elements R7: Has it a rigorous scenario design which includes? Navigation and interaction R13: Does the game has a good structure that allows easy access to activities? R14-: Is the speed of communication between the program and the user adequate? R15: Is the game execution efficient and with no operational errors? R16: Is the navigation system transparent, allowing the user to control actions? Originality and use of Has the system been developed with originality? advanced technology Dimension Adaptability Factors Versatility Requirements R3: The game is easily integrated with other educational environments? R4: Does it allow for configuration? (level, number of users on line, language…) WP3 Specification – Final Version 1.0 15.09.10 132 503900-LLP-1-2009-1-PT-COMENIUS-CMP R18: Does it allow for new techniques and better learning? Pedagogical aspects R19: Does it allow for activities that keep the curiosity and the interest of the students in the content, without provoking anxiety? Didactical resources R20: Does it provide different activity types, concerning the knowledge acquisition, that allow for different forms of using the system? R21: Does it provide help for students as tutoring actions, guiding activities and reinforcements? Stimulates the R22: Does it allow for students’ decisions concerning the tasks to initiative and self carry through, the choice of study module and the study of learning subject matter? A questionnaire addressing these requirements will be delivered to students using the game. 4.5 References Desurvire, H., Caplan, M., and Toth, J. A. 2004. Using heuristics to evaluate the playability of games. In CHI '04 Extended Abstracts on Human Factors in Computing Systems (Vienna, Austria, April 24 - 29, 2004). CHI '04. ACM, New York, NY, 1509-1512. DOI= http://doi.acm.org/10.1145/985921.986102 Garzotto, F. 2007. Investigating the educational effectiveness of multiplayer online games for children. In Proceedings of the 6th international Conference on interaction Design and Children (Aalborg, Denmark, June 06 - 08, 2007). IDC '07. ACM, New York, NY, 29-36. DOI= http://doi.acm.org/10.1145/1297277.1297284 Yue, W. S. and Zin, N. A. 2009. Usability evaluation for history educational games. In Proceedings of the 2nd international Conference on interaction Sciences: information Technology, Culture and Human (Seoul, Korea, November 24 - 26, 2009). ICIS '09, vol. 403. ACM, New York, NY, 1019-1025. DOI= http://doi.acm.org/10.1145/1655925.1656110 WP3 Specification – Final Version 1.0 15.09.10 133