Learning Games by Scott J. Warren & Greg Jones
Author:Scott J. Warren & Greg Jones
Language: eng
Format: epub
Publisher: Springer International Publishing, Cham
Local businesses were set in the strips of commercial buildings that lined the streets across from the central building as you can see in Fig. 9.3, which was one of the original notebook drawings for Anytown before Richard started laying out the 3-D version. This would happen a lot, with Scott drawing the whole structure of place, and then Richard would build the models, followed by scripting of interactions.
Fig. 9.3Original layout for the Dark Lakes mystery
The regularly repeated, generic town layout that Richard proposed became the practical model layout for Anytown’s central space, but with creative twists introduced to provide learners with a sense of place. We wanted it to be one they could easily connect to, rather than what was found in the rest of QA, which was often alien or science fiction in feeling and laid out in a creative, but unintuitive fashion.
Through informal interviews and observations, we discovered that this state of QA left many students lost. This was because there was a lack of navigational cues to tie their own experience of a world filled with random barns, small towns, windmills used for pumping water like the one in Fig. 9.4. The one in that image was recreated digitally by Richard and used as a location for game activities in Anytown.
Fig. 9.4The original version of an unassuming windmill that would become the home of a very bored Anytown reporter that the kids had to help out in the game. Figure 9.5 shows what it became in-game
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