Saturday, February 2, 2013

Double Entry Journal 2

Once again the assigned article has opened my eyes to new ways of thinking about gaming.  I had never considered many of the principles.  After reading the article it was much easier to relate the principles to Gardens of Time and other games I have played.  This is a different way to compare video games and their content. 

I would have to say Gardens of Time is an interactive game.  If the player isn’t actively completing the quests and searching for the hidden items then they will not get anywhere on the game.  The point is to find the hidden objects.  This leads to completion of the quests along with some minor decorating.  Gardens of Time also requires interaction with other people who play the game.  This is important for completing some of the quests such as visiting neighbors and building the Wonders.

The principle of risk taking is loosely found in Gardens of Times.  The player has the ability to replay scenes as long as they have energy.  This allows them to take risks by using the clues.  Then the next time they play the scene they don’t need the clues because they already know where the hidden objects are.

Gardens of Time also demonstrated well-order problems.  Each new quest builds off of a previous one.  For example one of the first quests is to visit Lulu.  She is the neighbor all players have in common.  This character was created by the inventors in order to demonstrate the helpfulness of having neighbors in the game.  The neighbors can be used for several things including collecting gifts, sending energy, and helping build Wonders.  The next quest in the series could be visiting five neighbors and collecting rewards.

Challenge and consolidation is also one of the principles this game incorporates.  Chapter 1 starts with less difficult searches.  The number of items you must find and the difficulty of finding the items increase with every story and chapter.  The player must master one story in order to reach the next and continue to the next chapter.  Each search is a little more difficult and must be played several times in order to receive the stars required to help the player move on and complete more quests. 

The “Just in Time” and “On Demand” principles are also found in Gardens of Time.  Each time a new quest, chapter, or story is unlocked the player is given a little more information they will need.  For example in Gardens of Time as the first few stories are unlocked a different in-game character is revealed.  This allows the player to slowly learn about the game and its characters.  These characters help throughout the quests and stories.  They are intended to help the player become more familiar with the background story the game presents. 

The principle of “explore, think laterally, rethink goals” defiantly applies to Gardens of Time.  In order to get higher scores and unlock new chapters the player must master the chapters that are available.  This is done by playing the chapter over and over.  The more you repeat a chapter the better you become at finding the hidden clues which leads to higher scores.  Higher scores lead to completing and unlocking new quests.  The entire process allows the player to explore and think before heading to a new chapter. 

4 comments:

  1. I hadn't considered risk taking as a principle that applies to Gardens of Time until I read your post, but I agree with what you said. Replaying a scence, and depleting ten points of your energy, can be a risk. You are hoping to do better and earn more points, but there is always the chance that you won't. And, by depleting your energy, you might not have enough to complete another level, and you'll have to wait until you aquire more energy, which can take awhile.

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  2. Your understanding of the game and as it relates to these principle is quite evident. Like Abigail, I had not considered risk taking as a principle that applies to Gardens of Time, but after reading your post, I agree that it definitely is a principle.

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  3. I hadn't thought about the energy in Gardens of Time being considered a risk taking factor until your post. However, I agree. It took me about five times running a scene before I felt that I could do it with any speed and by then, I was out of energy. Once, I revisited the scene later, I'd forgotten where half of the stuff was.

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  4. I agree with your statement on the principle of “explore, think laterally, rethink goals”. After every stage and level of the game, the player must rethink their goals towards completing objectives.

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