Want to read Slashdot from your mobile device? Point it at m.slashdot.org and keep reading!

 



Forgot your password?
typodupeerror
×
Role Playing (Games) Education

Academic Games Are No Fun 159

Ponca City, We Love You writes "Academics have been flocking to use virtual worlds and multiplayer games as ways to research everything from economics to epidemiology and turn these environments into educational tools. A game called Arden, the World of Shakespeare, funded with a $250,000 MacArthur Foundation grant and developed at Indiana University was supposed to test economic theories by manipulating the rules of the game. There's only one problem. "It's no fun, " says Edward Castronova, Arden's creator and an associate professor of telecommunications at the university. "You need puzzles and monsters," he says, "or people won't want to play ... Since what I really need is a world with lots of players in it for me to run experiments on, I decided I needed a completely different approach." Part of the problem is it costs a lot to build a new multiplayer game. While his grant was large for the field of humanities, it was a drop in the bucket compared with the roughly $75 million that goes into developing something on the scale of World of Warcraft. Castronova is releasing Arden to the public as is and says his experience should serve as a warning for other academics. "What we've really learned is, you've got to start with a game first," Castronova says. "You just have to." The new version is titled Arden II: London Burning."
This discussion has been archived. No new comments can be posted.

Academic Games Are No Fun

Comments Filter:
  • Oh yea... Fun! (Score:5, Interesting)

    by FredDC ( 1048502 ) on Wednesday December 05, 2007 @09:56AM (#21584231)

    to test economic theories by manipulating the rules of the game

    Have you thought this through? Whenever a regular MMO changes it's rules, an almost instant flamewar commences and many people leave the game.

    If you want people to play your game, and keep playing your game, you will not be able to simply change the rules to test some theory of yours concerning economics... No, you'll have to be busy keeping people interested, and not randomly changing the rules is one aspect of that!

    It's a great idea, I give you that, but it's simply not feasible for real...
  • by archen ( 447353 ) on Wednesday December 05, 2007 @09:59AM (#21584257)
    Acedemic games no fun? That's because the focus is WRONG. Games are meant to be fun or entertaining: that must always come first. Same thing with Christian metal bands. If you focus on the message first and not the music, people aren't going to bother even listening because the music is sub par. There are more examples I could go on and on about, but simply put most educational games are misguided because that's the nature of acedemic games. I mean who is going to fund an educational game where only 5-10% vaguely seems educational? But that's what is required.

    Actually I don't even think it's that hard to come up with educational games. For instance I can identify every kind of ship in the Star Wars universe and I don't even LIKE Star Wars. Why? Because when playing Tie Fighter it's just secondary knowledge that you picked up. I took a class in college where the class worked on an academic game, and it had potential. It took place in the old west and kids were meant to do various things. Now you aren't going to be able to quiz kids every 30 seconds, but you can easily drop in things that are somewhat educational like what people used to buy, what sort of horse does what task, etc. No one would be rabidly pleased at how educational your game is, but it's not that hard to get people to pick up small bits of real knowledge.
  • Re:Don't hurt me. (Score:3, Interesting)

    by jackbird ( 721605 ) on Wednesday December 05, 2007 @11:46AM (#21585411)
    Hogwash.

    What are all those student games (produced in a semester or two in the extra time between bouts of drinking), IGDA festival entries, highly-polished flash games, Dwarf Fortress and other Roguelikes, IFF entries, Defcon/Darwinia/Uplink, Gish, Gate 88, and damn near everything Greg Costikian blogs about, if not things people either made in their garage for fun, or made with a small team for a low budget?

    Garage Developers dead? Many people's Game of the Year, Portal, was a student project that got snapped up and polished by a major studio (sort of like the way Robert Rodriguez made his way to Hollywood with his $6000 El Mariachi, except that in this case the game got better rather than worse) Expensive dev tools? I forget which, but either Wii or 360 dev kits are 3 grand. Want a quality 3D engine? Shockwave 3D for a few hundred bucks. Or how about Torque for $100? Or make a Quake n/Half-Life n/NWN mod for free. Or use one of the ___ Game Creator packages out there, which all have had some high-quality content made with them (right now I'm enjoying Trilby:The Art of Theft immensely). And all the tools have huge amounts of free technical support available in the form of web forums.

    Need a userbase? Easy to find through the web if your game's any good. If your game is good enough, you can even sell it on the web or through XBLA without publisher backing.

    This is the best time EVER to be a garage game developer, whether or not you ever intend to make a profit.

  • by siriuskase ( 679431 ) on Wednesday December 05, 2007 @02:13PM (#21587647) Homepage Journal
    They need a Magic School Bus game based on that episode where they drive around in someone's bod, and another whether they drive out to Pluto.

The moon is made of green cheese. -- John Heywood

Working...