Sunday 12 January 2014

Stage 2: Game dynamics

The combination of game mechanics, dynamics and aesthetics constitutes a satisfying player experience. Having identified the motivations that drive our target audience (our gamer type is attracted to the collaboration and competition elements in social gaming), we aimed to create an enticing set of gaming dynamics that ensure sustained engagement in the Pigeon Watch.

Game mechanics, such as points and achievements are used to motivate behaviors. Game dynamics are patterns over time, they constitute how and precisely when these are unlocked over time, thus setting a specific reward schedule. This schedule makes up a set of motivations that are tailored to a specific player type. New game dynamics can be created by combining various game mechanics over time. According to Amy Jo Kim, if the reinforcement patterns have variability in them, these are much more addictive than very straight forward do-this-get-that in a deterministic sense. These dynamics develop an addiction and surprise that is very good at building habits. We followed these guidelines to create the dynamics of our game. 

Game structure overview: each location will have three levels that are focused on a particular issue/sustainable tourism practice. The levels will differ in difficulty. After the completion of three levels, the player will be able to see the impact she made in an area map. The outcomes will vary and depend on the points received/ player’s ability to guide the pigeon to complete the tasks. Thus this will be a visual representation of the improvement that was made by a player and constitute a reward. In addition, if the game detects that the gamer is physically in the location that the level is about, a special (4th) level becomes available to her.  This element will serve as an incentive not only to play the game, but will remind those currently in the area about the appropriate practices specific to that location.





Engagement loop found in Amy Jo Kim's blog was instrumental in creating our game levels. Our social call to action is represented in a fun idea of the pigeon trying to save its' city from 'bad' tourist behavior. Player re-engagement part is represented in the three levels within each location (with a possibility of an extra level that is exclusive to those in that area). The area map that shows your progress after the completion of location levels will demonstrate the visible progress. The motivating emotion we aim to trigger is the pride that the player will experience if he manages to improve the condition of a historical location. In addition to the reward, the player should experience fun whilst playing due to the game mechanics and the enjoyable aesthetics. 

Example: 'Menace in Venice'

Venice is said to be one of those places that are ‘too popular for their own good’. Its staggering popularity as a tourist destination has brought not only economic benefits to local economy, but unfortunately, has presented some threats to this historical location. Visitor figures have increased by a 400% within the past five years, and during the peak season, an average of 20,000 tourists descend on the city’s historic streets and squares. Around 50% of locals have moved out within the past decade.The constant stream of tourists that flock to the city leaves behind a trail of litter. The website for sustainable tourism warns visitors to respect the city by helping to keep it clean: tourists should restrain from throwing litter on the ground or in the water. The contribution to the separate waste collection is also important:  visitors should separate the litter by putting it in the specific containers and choose products without packaging. They also remind the tourists: ‘remember that Saint Mark’s Square and the surrounding areas are an open air museum: people eating packed lunches or leaving litter will be subject to penalties.’Furthermore, cruise tourism has become one of the most significant threats to Venice. This is most dramatically seen when massive cruise ships plow the city, not just disrupting waterways, but the whole character of the city. 
In order to respond to these threats, the three levels of the Venice location will focus on littering, transport (keeping excessive number of cruise ships from coming to the city) and legal trading activities (making sure tourists buy certified goods rather than counterfeit).

The issues this cultural heritage site experiences will be conveyed through a set of game mechanics (these are discussed more in-depth in Michele's blog). Therefore, Level 1 of the Venice location will aim to solve the issue of tourist littering. The pigeon will have to destroy negative attitudes by popping the mind-bubbles that contain a banana peel (which represents litter) and enforce the positive attitudes by not destroying the mind-bubbles that have the symbol of a rubbish bin. The additional hurdle that will add to the complexity of the level will the fact that if left undestroyed, the negative attitude mind bubbles will unite and form a contagious cloud of the general bad attitude, which will have to be avoided by the pigeon. The cloud will help create sustained engagement, by delivering an increasing challenge to the game. 










No comments:

Post a Comment