Title: Bow Street Runner
General Information
The setting of Bow Street Runner is in London’s Covent Garden in the 1750s, depicting life on the streets of Covent Garden before there were organized police forces. The Bow Street Runners were created by local magistrates to conduct law and order in an area of high crime. Game players simulate the lives led by the inhabitants of London at this time and are exposed to many scenes that may not be suitable for certain age groups.
Game play begins with background knowledge of how the Bow Street Runners were established. Then, there is the first murder. Players are given on scene information and information prior to the murder, but the players are expected to snoop around to find evidence that will help present a case to the magistrate for judgement.
As players advance through the game, they are collecting evidence to keep in a journal, solving puzzles, and conducting interviews all to help prove who committed the crimes. As players solve and collect evidence, their esteem level increases which raise their ranking as a runner. When all evidence has been collected, runners report to the magistrate for some tough questions about the crimes. Players interactively present evidence. Chances are given to reconsider evidence if the wrong source is provided. If the evidence is correct, further questions will be asked of the runner. If all questions are answered correctly, a warrant will be issued for the arrest of the murder.
Analysis Based on Flow Theory
• Task that the learners can complete- The task is to collect evidence that will provide answers to who conducted the crime. During each scene, players explore the crime area. Players explore as they would in real life to find clues to help solve the mystery. After they collect enough evidence, a folder appears to show the players they are ready to move on to the next task moving the player closer to solving the murder mystery.
• Ability to concentrate on task- The simulation of this game is very interesting; it almost makes you feel as though you are actually there. The people are life-like and the conversations that are had by the virtual characters are based on what questions you ask or evidence you present. The game is conducted in a way that makes you feel as though you are a part of it. Players continue to want to concentrate on the task, as there are game changing elements in each scene. Players are conducting the investigation and it is exciting to locate key parts of the evidence.
• Task has clear goals- The game task is very clear throughout game play. Runners are to collect and provide evidence to the magistrate to convict the killer. Challenges arise that runners have to face changing the course of game play, but ultimately directing the runner toward the same goal of solving the crimes.
• Task provides immediate feedback- During each scene players communicate through interaction with the characters by choosing preselected questions. Players explore the scenes at their own pace, by clicking on the evidence providing players with immediate information about the object or clue found. The scene doesn’t end until all major clues have been found and the “move on” folder appears. There are no hints, so players must explore every inch of the screen with the mouse.
Some scenes provide interactive tasks to be completed, but there are no directions just visuals of a dot following a line indicating to players to move the mouse in that direction. In one scene, there was a wooden board with nails; a hand appeared that allowed a player to pull the nails up, but not out of the board. In this scene there were no directions, I just kept pulling the nails, but nothing was happening. I became a little frustrated and could never figure out what pattern the computer wanted me to take. Eventually I completed the task after continuous pulling of the nails, but still the process was never explained.
• Deep but effortless involvement- Movement through the game is for the most part effortless, as players explore by moving the mouse around the screen looking for a magnifying glass, communication bubble, or information symbol to help them find clues. The comprehension of knowledge that the player gains by understanding and remembering important facts helps the game to develop deeper. The game advances as an interactive story, and keeps a journal of each point of importance for the player to refer back to. Scenarios are not far from real world experiences that detectives or forensic scientists would experience
• Exercising a sense of control over their actions- Players are able to move through scenes at their own pace looking for evidence and choosing clues as they find them. The game does not advance unless all the clues are found. The players can click on a set of predetermined questions in any order as they interview characters. Finding clues and interviewing characters sets the tone for the path of play, but mostly is determined when players meet the magistrate. He decides whether or not a player will continue on in the game, based on the evidence that the player provides to solve the crime.
During a couple of different scenes, there are ways to help endangered witnesses. In one scenario, players help a woman needing stitches during timed play. In the second scenario, players are listening to conversations through a door. Players are provided opportunities to break down a door saving a man from a dangerous struggle.
In both scenarios, directions are not clear, but the feeling of needing to complete the task is crucial. As a player, I worked quickly to save the woman, but did not succeed. In the case of the struggling man, I listened to the conversation, but could never figure out how to bust down the door. I felt in control of my actions because the sense of panic was high.
• Concern for self disappears during flow-This game does not provide direct action contact with other characters, only in the sense of conversations, or “after the fact” scenarios. The flow of the game is constant as the players look for evidence. I never felt in fear that I would be harmed in the game world. I only became concerned when I had to see the magistrate. I was almost like the feeling of going to the principal’s office. I wanted to make sure that I had my facts in order.
• Sense of duration of time is altered- The sense of time, to me was a feeling of elapsed time. The storyline advances the runners to areas of crime or areas with possible clues very quickly using a map and providing more background information as the players move from one scene to another. Moving from scene to scene is like the narration of a play. Players could definitely play for hours, pausing game play as needed. The excitement of finding clues and advancing to the next level allows players to get lost in the game and lose track of time.
Sunday, August 8, 2010
Sunday, August 1, 2010
Analysis of Monopoly Board Games
*Monopoly, the classic non-digital version by Hasbo, and the digital version Monopoly Here and Now: The World Edition (http://board-games.pogo.com/games/monopoly) were both analyized for this assignment.
General Information
Monopoly non-digital version- Game play begins with two, or up to six, players rolling the dice to determine who goes first. As players roll, they advance clockwise around the board as indicated by the number on the dice. Players begin with $1,500 and game pieces on the Go square. If the player passes go during their roll, they will be paid $200.
Players land on property, Chance, or Community Chest squares, if the player lands on an unowned property, he can buy the property for the listed price. If the player declines purchase, the property is auctioned off by the bank to the highest bidder. If property is already owned, the player must pay the landowner a given rent, the price is determined by how much of the set properties are owned and how many buildings are on the property. Buildings can only be constructed if the landowner owns all properties in the color group. All purchases are made to the bank and construction of buildings cannot all be built on one property at a time, properties must be uniform. Developments on properties must be sold before any property of that color can be mortgaged or traded. If properties are mortgaged, the player receives money from the bank and repays with interest, homes are then returned for half their purchase price. All transactions are completed and calculated by the players or determined banker.
Landing on Chance or Community Chest squares allows the player to draw from the respective pile. The player then must complete the task on the card. If a player rolls doubles on the dice, he rolls again after completing the turn. Rolling doubles three times in a row will land the player in jail. If in jail, the player can roll the dice trying for doubles. If the player gets doubles, they are out of jail, if not, the player stays in jail for three turns each time rolling for doubles or the player pays a fee to get out of jail.
The end of the game can sometimes be unreachable, as game play can last a long time. However, game play can be determined at the beginning of the game by the players. If players go bankrupt, other players can go to auction for the properties of the bankrupt owner. This can change the course of the game and allow the game time to run longer. The final goal is to be the player with the most properties owned and the most wealth.
Monopoly digital version- Game play begins with a roll of the dice to determine which player goes first. Players then choose a game piece. With one click of the roll button, the computer quickly advances players around the board according to the number on the dice.
As players land on properties, they are able to purchase the property or go to auction if they do not wish to purchase. If players land on the Chance or Community Chest space, the computer shows the card drawn and takes money owed or advances the player to the space indicated on the card. Passing go pays the players 2 million dollars. All monies are calculated by the computer and a running total is shown by each player’s game piece. Players are able to trade properties with each other, build houses, or mortgage properties during their turn. All money for trades is exchanged between the players.
If the player lands in jail, they can roll for doubles on the dice or pay a fee to get out of jail. If the player rolls doubles 3 times, they are in jail automatically.
The game play is limited to 35 turns, and trading transactions and auctions are also timed at 2 minutes and 30 seconds or under. Each player has 45 seconds to complete play during their roll, and are allowed to pause the game play only during their own turn.
The goal is to obtain the most property, amount of buildings, and largest sum of money by the end of the game without going bankrupt. At the end of the game, there is a graph to show how players ended in net worth totals.
Comparison of two formats: non-digital vs. digital
I have condensed my version of the game definition, it now states:
A game is a single or multiple player activity governed by an organized fixed set of rules, based on conflict/resolution, prior knowledge, interesting storylines, simulation, and virtual environments used to complete a challenging goal in a safe, amusing, interactive way; providing participants opportunities to apply new and prior synthesized knowledge to skilled simulations.
Game Components
1. Rules
2. Organization-clear goal of becoming the person with the most wealth.
3. Players
4. Game pieces
5. Board game/Computer
6. Chance
7. Amusement
8. Safety
9. Time
Monopoly, non-digital version, is a game that has consistent rules with a clear goal of becoming the person with the most wealth and monopolies. The amount of players can range from 2-6, using game pieces, a board, game cards, dice, and play money. The chance is high in each game based on the roll of the dice, game spaces landed on, and cards drawn from the Chance and Community Chest piles. Game play is also varied by the amount of buildings built on purchased properties, and how many properties in the monopoly that each player has purchased. This determines how much rent a player must pay as they land on spaces. The amusement level is high, as players interact with each other and strategize to oust other players by trying to bankrupt them. The game play is somewhat safe, depending on the competiveness of the players involved. The time limit can be determined by the players or left untimed.
Monopoly, digital version and played in guest mode, is a game that has consistent rules with a clear goal of becoming the person with the most wealth and monopolies. The amount of players are 4 consisting of you and 3 other computer players, using digital game pieces, digital game board, virtual game cards, dice, and virtual money. The chance is high in each game based on the roll of the dice, game spaces landed on, and cards drawn from the Chance and Community Chest piles. Game play is also varied by the amount of buildings build on purchased properties, and how many properties in the monopoly that each player has purchased. Properties owned determine how much rent a player must pas as they land on spaces giving the chance to earn money a less/greater percentage. The video component allows for high amusement and interaction level, as the players can bid, auction, and trade properties while trying to bankrupt the other players. The game play in guest mode is a safe playing environment while players only interact with the computer. The time limit is monitored by the computer during each round and limited to 35 turns per game.
Both game play situations are interactive and use knowledge of money management, simulating building net worth. Multiple or single participants work toward becoming the wealthiest player with the highest net worth, competing with a fixed set of rules. Both games are set in safe environments, the non-digital version played among friends or family, and the digital version in guest mode played with only computer opponents. Game play is amusing and interactive in both settings. In the non-digital version, interaction is based on human players and the digital version is highly virtually interactive. Using prior knowledge of money management, or little knowledge for that matter, players are able to learn how to manage money as they purchase, sell, and manage properties. This game provides opportunities to apply new skills learned and can synthesize the information they have learned to strategize for the next game.
Depending on what type of learner the player is would determine which setting would be more enjoyable to the player. According to Prensky’s List, the digital version would appeal to the Graphics vs. Text First and Play vs. Work learners. The digital version is much like a video game and provides much of the calculations for the players. The non-digital game lends itself to follow Kolb’s Converging (doing and thinking) style of learning. The players experience the actual hands-on interaction of calculating the money and simulating trading of properties. They use practical applications to complete the game play.
Interaction
Communication- In the non-digital version, communication between players is a valuable component. Players can strategize with each other bidding and trading of properties to obtain their goal. In this version, personal feelings and persuasion can become a factor extending the time of the game. In the digital version, communication is a click of the mouse. There are no personal feelings and decisions are made very quickly. Repeated interactions can be made by the players, but again are very quick and to the point. Communication does influence both game formats, however, it seems to influence the non-digital version more.
Cooperation between/among players-In the non-digital version, cooperation is a major component. As players become more competitive, and feelings are involved, tension between players could become hazardous to the game play. Many times as players become too involved in the idea of winning the game, it can get too competitive. It is important for players in the non-digital format to cooperate and play for fun. In the digital format, the cooperation level is low. The game in guest mode is the player vs. the computer and at any time if the player feels frustrated they can quit.
Engagement to the games-Both game formats are high in engagement. The only difference is one is human and one is virtual. The non-digital format offers more time for conversation, taunting, and strategizing among players. The engagement between the player and computer in the digital version is just that, virtual. The interaction level is high because it is a quick moving game and players must pay attention to what is going on to know what players are purchasing and the trades offered by other opponents. Players also need to keep track of finances to know what and when they can purchase properties.
Motivation- Both games are highly motivating in that the players ultimately want to become the winner with the highest net worth. In the non-digital format, motivation also comes from the friends or family members that are playing. Everyone wants to own the bragging rights to being the winner. In the digital version, well, no one wants to be beaten by the computer, highest score and tokens are at stake.
General Information
Monopoly non-digital version- Game play begins with two, or up to six, players rolling the dice to determine who goes first. As players roll, they advance clockwise around the board as indicated by the number on the dice. Players begin with $1,500 and game pieces on the Go square. If the player passes go during their roll, they will be paid $200.
Players land on property, Chance, or Community Chest squares, if the player lands on an unowned property, he can buy the property for the listed price. If the player declines purchase, the property is auctioned off by the bank to the highest bidder. If property is already owned, the player must pay the landowner a given rent, the price is determined by how much of the set properties are owned and how many buildings are on the property. Buildings can only be constructed if the landowner owns all properties in the color group. All purchases are made to the bank and construction of buildings cannot all be built on one property at a time, properties must be uniform. Developments on properties must be sold before any property of that color can be mortgaged or traded. If properties are mortgaged, the player receives money from the bank and repays with interest, homes are then returned for half their purchase price. All transactions are completed and calculated by the players or determined banker.
Landing on Chance or Community Chest squares allows the player to draw from the respective pile. The player then must complete the task on the card. If a player rolls doubles on the dice, he rolls again after completing the turn. Rolling doubles three times in a row will land the player in jail. If in jail, the player can roll the dice trying for doubles. If the player gets doubles, they are out of jail, if not, the player stays in jail for three turns each time rolling for doubles or the player pays a fee to get out of jail.
The end of the game can sometimes be unreachable, as game play can last a long time. However, game play can be determined at the beginning of the game by the players. If players go bankrupt, other players can go to auction for the properties of the bankrupt owner. This can change the course of the game and allow the game time to run longer. The final goal is to be the player with the most properties owned and the most wealth.
Monopoly digital version- Game play begins with a roll of the dice to determine which player goes first. Players then choose a game piece. With one click of the roll button, the computer quickly advances players around the board according to the number on the dice.
As players land on properties, they are able to purchase the property or go to auction if they do not wish to purchase. If players land on the Chance or Community Chest space, the computer shows the card drawn and takes money owed or advances the player to the space indicated on the card. Passing go pays the players 2 million dollars. All monies are calculated by the computer and a running total is shown by each player’s game piece. Players are able to trade properties with each other, build houses, or mortgage properties during their turn. All money for trades is exchanged between the players.
If the player lands in jail, they can roll for doubles on the dice or pay a fee to get out of jail. If the player rolls doubles 3 times, they are in jail automatically.
The game play is limited to 35 turns, and trading transactions and auctions are also timed at 2 minutes and 30 seconds or under. Each player has 45 seconds to complete play during their roll, and are allowed to pause the game play only during their own turn.
The goal is to obtain the most property, amount of buildings, and largest sum of money by the end of the game without going bankrupt. At the end of the game, there is a graph to show how players ended in net worth totals.
Comparison of two formats: non-digital vs. digital
I have condensed my version of the game definition, it now states:
A game is a single or multiple player activity governed by an organized fixed set of rules, based on conflict/resolution, prior knowledge, interesting storylines, simulation, and virtual environments used to complete a challenging goal in a safe, amusing, interactive way; providing participants opportunities to apply new and prior synthesized knowledge to skilled simulations.
Game Components
1. Rules
2. Organization-clear goal of becoming the person with the most wealth.
3. Players
4. Game pieces
5. Board game/Computer
6. Chance
7. Amusement
8. Safety
9. Time
Monopoly, non-digital version, is a game that has consistent rules with a clear goal of becoming the person with the most wealth and monopolies. The amount of players can range from 2-6, using game pieces, a board, game cards, dice, and play money. The chance is high in each game based on the roll of the dice, game spaces landed on, and cards drawn from the Chance and Community Chest piles. Game play is also varied by the amount of buildings built on purchased properties, and how many properties in the monopoly that each player has purchased. This determines how much rent a player must pay as they land on spaces. The amusement level is high, as players interact with each other and strategize to oust other players by trying to bankrupt them. The game play is somewhat safe, depending on the competiveness of the players involved. The time limit can be determined by the players or left untimed.
Monopoly, digital version and played in guest mode, is a game that has consistent rules with a clear goal of becoming the person with the most wealth and monopolies. The amount of players are 4 consisting of you and 3 other computer players, using digital game pieces, digital game board, virtual game cards, dice, and virtual money. The chance is high in each game based on the roll of the dice, game spaces landed on, and cards drawn from the Chance and Community Chest piles. Game play is also varied by the amount of buildings build on purchased properties, and how many properties in the monopoly that each player has purchased. Properties owned determine how much rent a player must pas as they land on spaces giving the chance to earn money a less/greater percentage. The video component allows for high amusement and interaction level, as the players can bid, auction, and trade properties while trying to bankrupt the other players. The game play in guest mode is a safe playing environment while players only interact with the computer. The time limit is monitored by the computer during each round and limited to 35 turns per game.
Both game play situations are interactive and use knowledge of money management, simulating building net worth. Multiple or single participants work toward becoming the wealthiest player with the highest net worth, competing with a fixed set of rules. Both games are set in safe environments, the non-digital version played among friends or family, and the digital version in guest mode played with only computer opponents. Game play is amusing and interactive in both settings. In the non-digital version, interaction is based on human players and the digital version is highly virtually interactive. Using prior knowledge of money management, or little knowledge for that matter, players are able to learn how to manage money as they purchase, sell, and manage properties. This game provides opportunities to apply new skills learned and can synthesize the information they have learned to strategize for the next game.
Depending on what type of learner the player is would determine which setting would be more enjoyable to the player. According to Prensky’s List, the digital version would appeal to the Graphics vs. Text First and Play vs. Work learners. The digital version is much like a video game and provides much of the calculations for the players. The non-digital game lends itself to follow Kolb’s Converging (doing and thinking) style of learning. The players experience the actual hands-on interaction of calculating the money and simulating trading of properties. They use practical applications to complete the game play.
Interaction
Communication- In the non-digital version, communication between players is a valuable component. Players can strategize with each other bidding and trading of properties to obtain their goal. In this version, personal feelings and persuasion can become a factor extending the time of the game. In the digital version, communication is a click of the mouse. There are no personal feelings and decisions are made very quickly. Repeated interactions can be made by the players, but again are very quick and to the point. Communication does influence both game formats, however, it seems to influence the non-digital version more.
Cooperation between/among players-In the non-digital version, cooperation is a major component. As players become more competitive, and feelings are involved, tension between players could become hazardous to the game play. Many times as players become too involved in the idea of winning the game, it can get too competitive. It is important for players in the non-digital format to cooperate and play for fun. In the digital format, the cooperation level is low. The game in guest mode is the player vs. the computer and at any time if the player feels frustrated they can quit.
Engagement to the games-Both game formats are high in engagement. The only difference is one is human and one is virtual. The non-digital format offers more time for conversation, taunting, and strategizing among players. The engagement between the player and computer in the digital version is just that, virtual. The interaction level is high because it is a quick moving game and players must pay attention to what is going on to know what players are purchasing and the trades offered by other opponents. Players also need to keep track of finances to know what and when they can purchase properties.
Motivation- Both games are highly motivating in that the players ultimately want to become the winner with the highest net worth. In the non-digital format, motivation also comes from the friends or family members that are playing. Everyone wants to own the bragging rights to being the winner. In the digital version, well, no one wants to be beaten by the computer, highest score and tokens are at stake.
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