Wednesday, October 15, 2014

Gamification

Google search, "Extra Credits: Gamification" for the original videos that started this train of thought and to learn more about this topic.

I find that one of the best ways games teach us is through trial and error. I think we should be allowed to take everything in a classroom setting and still be rewarded with points, homework assignment, quizzes, test, projects.etc I really learn a lot from being tested and getting questions wrong. A lot a people do. It's actually sort of exciting to get a test back and see what you got wrong, and after the experience of getting a question wrong, I then know exactly how to do it right; but this never gets reflected in my grade or anyone's grade which makes the grading system a horrible and inaccurate system.

The best format for learning, in my opinion, would be to lecture, have guided practice, independent practice then be tested and retest until everyone understands. It might be a good idea to throw out the ability to fail altogether. Make it so that a person simply completes the class or he/she doesn't complete a class. Make it so that a person must pass all the tests to get any credit for it, but they can attempt the tests as many times as needed. Just like how boss fights can be attempted over and over until the proper method of defeating him is used. If there were no grades, yes, total points wouldn't matter but that's a good thing.

Points should not determine your final grade just as the level of your character in a game doesn't determine if you have beaten the final boss. Points show that you are more likely to succeed when it comes to passing a test, but they don't guarantee it. Making this change is the best change to the structure of a class that could be made.

Currently we have a system similar to Super Mario Land 2: The six golden coins except worse. The school as it stand now, in particular to college, is that a person has to go for 8-16 weeks, respectively, without serious failures otherwise they have to retake the entire class for it to count for anything, and most likely, it wasn't every aspect of the class that tripped them up, but specific parts of it. Super Mario Land could be completed in a much shorter time than a college class, and it could be completed at a person's own pace unlike a college class. In it death, losing all lives, meant all the bosses had to be beaten again which is sort of like having to take a class over again. It's not necessary to make a person beat the first boss that super easy every time they can't beat the super hard levels.

This would also motivate people to study and do research. I've spent tons of time researching how to beat or complete certain aspects of games. If I was allowed to retake a test and I keep failing it, I'd spend a bunch of time studying what I got wrong.

This is exactly what many good games do. Super Mario RPG for example. First it starts with what you know Mario saving Peach from Bowser, then it sets the stage for the new adventure. It tells the objective of the whole game from the beginning, defeat the giant sword and get the seven stars. After that it has toad give you some instructions on how to play. Directly after giving instructions the game helps you apply them with a guided practice. So we have been told what to do and to make sure we understood, we have been hand guided through the process, and they make this part of the game optional for those who already knew, which is the beauty of it. After this the player has a chance to practice their new battle skills on enemies without any assistance from the game. So, the player gets to battle some enemies earn experience which compares to class/homework and points. Then the boss fight comes, tests, and it's more difficult as it requires the player to have LEARNED how to play the game good enough to beat it, but doesn't it just seem silly if a game forced you to continue even if you didn't beat the boss, and if you failed to beat enough bosses at the end you didn't beat the game? What the point of having boss fights if regardless of your performance you progress? It seems silly to me, but this is actually how classes operate.

If you managed to read all of this you are awesome and I thank you for hearing me out."

Saturday, October 4, 2014

Sonic World is More like Super Mario Sunshine than Galaxy

Despite the obviousness of it's similarities to galaxy. This game is a lot like Sunshine perhaps even more than it is like galaxy. This game has the most moves and ways for Sonic to interact with in environment in the series, the levels are very open so there's a lot of exploration, both involve the player visiting a isolated new place, the biggest gimmick of the games is an addition to the characters permanent moveset (FLUDD/parkour) for the game; The list goes on. Although, this game could use more of Sunshine's spacious level design since

Sonic is finally properly geared up to make exploration and scaling structures styled platforming fun. These levels feel too small with too little scaleable objects and other interact pieces, for all the crazy things Sonic can do. Large non tubular, with more scaling, and less death pits, levels would be much appreciated here.