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Game manufacturer
create scenarios and define all behavior
Example: Sim city
Advantages
Carefully
directed.
Sophisticated
programming possibilities
prescribed
paths mean “uniform experiences”
time-efficient
able to play
alone
Disadvantages
Players don’t
have control
Knowledge is
usually lost
Only use
information available through game
inability to
change rules or modify
game doesn’t
adapt easily to player behavior
Usually
Proprietary
Learning Possibilities
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Players can add to
the gameboard by creating rooms, objects and non-player characters
NPC’s
Example: MOO’s
(noninteractive)
Advantages
always on and
available
players can
create as well as participate
players can
explore areas
Can accumulate
knowledge as the game is played by more people
Synchronous or
asynchronous
Disadvantages
Sometimes quite
dull and undirected
Although
programming is not involved for going through rooms or creating
things, it is a little tricky for novices
dependent on
“critical mass” of people
Learning Possibilities
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Players play in a
game environment. Usually they are role-playing. They create
personas.
Technology, action,
geography is not so important as interactions between live people
Example: Everquest
Advantages
Team building
is emphasized
Allows people
to argue, suggest, criticize, exchange jokes
The more
people, the better
Personal
interactions are maximized
Disadvantages
Nothing is
permanent except the gameboard
Knowledge is
lost
Success depends
almost entirely on the talents of the particular players
The only
possible action is dialogue. It’s hard for players to
integrate a player’s actions with chat.
Synchronous
only
Learning Possibilities
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