Quest systems in Role Playing Games
Quests increase the immersion in the game world and the fun of playing as well as forming the basis of the theme and acting as the core of the gameplay. […]
Quests increase the immersion in the game world and the fun of playing as well as forming the basis of the theme and acting as the core of the gameplay. […]
Playing games is almost always an enjoyable activity. However, designing educational games with the audience (players) in mind can be incredibly challenging. […]
Player experience can be as simple as mechanics in gamification; or a complex serious game. That experience dictates how our game, is received by our users. […]
Well-designed games are great for creating learning, but maybe we should rather be thinking that well-designed learning is a great way to make compelling games. […]
At any time, items of game information are either known or hidden. A premise of many games is that this aspect is not the same for all players at the same time. […]
Most games are designed as zero-sum. Where one side wins and the other inevitably loses. But we all know that life, and learning, is far from zero-sum. […]
For some, it is about winning, yet for others, it is the zeal to learn the process and ponder over the experience and mistakes and the takeaways from it. […]
In other words, learners have to feel secure and brave enough to lose. What’s the best way to create flexible, emotional resilience to making mistakes? […]
When Song Ha-na says “I PLAY TO WIN!” in Overwatch, this Korean character, could be talking about not only Overwatch but all FPS (First-person Shooter) games. […]
Fiero is highly addictive and highly engaging. Often that feeling comes after we’re completely engrossed in the game. That’s called being a state of “flow.” […]
What does Gamer Grind mean? How do players experience it? How can designers and educators of games-based learning address the grind in designs? […]
In boardgames, there isn’t a formal term to cover the set of playtesting techniques that are about observations of play rather than post game feedback […]
I learnt things the hard way and this article is an attempt to reflect on the mistakes I made while collecting feedback for online game-based learning courses […]
At the end of a training serial, tank commanders will conduct a ‘hot-debrief’, discussing what went well, what went badly and how they can improve next time. […]
How do you really become a rockstar? Practice. Lots of practice. But for most people practising the same songs and notes over and over can get pretty tedious. […]
Ludogogy 2022