Board game designer and #gamification consultant. Owner of a board game publisher and a gamification engine. Creator of the BEM gamification framework.
In a Roguelike, you start a "run" through a random set of obstacles, you keep going until you die, and then you start over, trying to make it further. Failing is the default, so is de-emphasized in memory. What can behavior change apps take away from that? https://t.co/ZaPzWe3cff
What if a course, instead of bringing all students along one linear path, was set up for exploration, with some curated paths predesigned? This thread is building on another fantastic thread https://t.co/7yxpPGlhpr
@RobertHaisfield I love the design for failure states idea. Rogue-likes might teach a lot, but they are still a niche genre, because these games still feel punishing (permadeath is hard to accomplish). We should take the main principle, but requires serious thoughts for proper extrapolation.
@RobertHaisfield This is the main caveat. Restarting might feel punishing if the content isn't fresh. Autogenerated levels is a way to solve this in game design or random mobs. Runners play by the same strategy but are endless so fatigue comes into play, so it might work better for closed-ended.
@RobertHaisfield Trivia-like mechanics could be interesting, but not quizzing. I would design challenges for learning, not for assessment. I'm sure we could do even better than trivias. Other stuff like merchants could be fun.
@RobertHaisfield@RoamResearch@GuidedTrack Developing a metroidvania type of system for delivering text-based content would be quite easy from scratch. We could use items instead of passwords, and even include baddies (challenges to solve before being able to access a room). Backtracking could bring different challenges.
@RobertHaisfield Don't think about curation, think of it as mapping. This would mean that the thrill is in the discovery of a room, not in the prospect of ending the game. Cartographic elements would be required for navigation to avoid the feeling of being lost.
@RobertHaisfield Skill trees would create more CYOA games, rather than Metroidvania-like courses. In your roam you have the idea of backtracking... that is a better approach. Think of rooms and maps rather than links and trees.
Red PaPaz y el Instituto Colombiano de Bienestar Familiar ICBF lo invitan este viernes 15 de noviembre a las 9:00am a la Conferencia virtual: "Desarrollo Cerebral y Pantallas" con Jorge Mario Tamayo. Inscríbase en: https://t.co/YPILtU70ew