Monday, October 20, 2008

Pointless Obstacles are Bad

I just read Jeff tunnel's post, Design Crutch: Artificial Obstruction In Games, over at Make It Big In Games. Rather than thinking about game design it got me thinking about education. Then it struck me that this is another place where education and games can both benefit.

Specifically, the part about having to start all over again to continue is what caught my attention. In games this is having to go back and replay a part of the game many times to go farther, rather than just retrying the fight or puzzle that stumped you. In education this is like having to retake a class, instead of pushing through the problems at hand and moving forward. Such obstacles int interrupt the learning process and enjoyment of the process. That's not good for gameplay or education.

It's frustrating to know you almost had it, only to find out you have to redo a lot of the set-up work again to make another try. It makes the effort up till that point seem worthless in comparison. You've done it before and know what is coming. It no longer earns the attention or thought it had, and the results suffer because of those effects.

With learning things it makes sense that repetition is used to help retain the information. However, that doesn't excuse the pore implementation it has historically had. In video games it is called grinding, and in education, well, I don't know of a particular term. The grinding is there, and not in good ways.

Yes, there are good ways to require grind, and that is when there is a purpose behind it. For instance in the 3D Zelda games there are commonly shooting galleries where you get prizes for doing better with certain ranged weapons. You choose to grind there, repeatedly challenge the test, till you can achieve the goal, and get the prize, but it isn't required. You are actually trying to get the prize, while improving your skills. The results of improved skill are gaining a useful item for the skill, like a larger quiver for your bow, and having an easier time with future challenges.

Yet in both schools and games the common usage is basically, "go do this X number of times, to earn Y number of that, to get a reward you need to be able to do what you really intend to do.". In a level requirement, it is earning EXP, but that is done through defeating enough enemies. In school it is earning a grade through class work to earn points. In both cases, you do a task, or set of tasks, that is mostly useful for earning proof you did it. While doing the highly repetitive tasks you might learn something else, such as a faster way to achieve results. Yet that doesn't usually make it worth the time.

Since not everybody learns at the same speed, setting a certain number of repetitions doesn't make sense. Saying that you have to have a skill level to proceed does. Unfortunately some things don't currently come with those options, so let's make those options.

Another problem is the time to accomplish the tasks. In games and school it is the time lost to repeatedly doing actions that don't cause you the need to improve, or help you go forward. I don't care whether it is a game of school, I get irritated when other people cause me to waste my time because of their failures.

In both cases there are responsibilities to be fulfilled. The aid the player, or student, need should be available as needed. Game guides and faqs on the internet usually provide this service better than the equivalent efforts for learning. Besides those and asking somebody you know, most of the solutions costs more than pocket change.

Right now I'm playing Dawn of Mana and am thoroughly enjoying the experience. There is depth to the world/content interaction and several ways to interact. When I have a problem there are several obvious helpful features, and I suspect there are some others I'm not noticing. Though, I've seen some clues that they exist. Humor is injected now and then, along with reasons to care about what is happening. On top of it all there are several ways to do most tasks.

It's a successful game with me, because I am having fun. That's the goal, but not all there is to it. I'm having fun learning and interacting with systems. The game is teaching me about the gameplay without wasting my time. Sometimes I "waste" my own time, but that is because of me, not the game or people who made the game, so far.

Have fun, spread the word and tell me what you think,
Igen Oukan
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