Janine Olah ENG 336
Wednesday, December 9, 2015
Sunday, December 6, 2015
ARG MATEY!
My epic fail with the Alternate Reality Game "Chore Wars"
Since my
family was preparing for a visit of 14 additional people for the Thanksgiving
holiday, there was much work to be done.
I tried to get my family to play “Chore Wars” with me. I set up the account and gave the sign up
info to both my older son, Darren, and my husband so they could set up an account.
My husband’s first reaction was “I’M NOT DOING
THAT”. He said I would have to set up
the account for him. I did that and tried to get him involved in choosing his avatar, but again he refused to participate.
My son was more
receptive and he set up his own account and created an avatar.
I made up a list with various chores that needed to be done along with the XP that could be earned for completing, and I set about doing some of them. I thought that maybe once I started pointing out XP for different chores that maybe the other two would start to come around and actually play along. So I'd be feeding the dogs and call out, I'm getting 5 XP for this! It was truly a bit ridiculous!
It didn’t quite
work that way. My husband did a lot of
chores, but he refused to enter his XP. So I did it for him. I thought maybe he’d be encouraged to play along once he saw his score go up,
but it never happened. My son on the
other hand, was willing to enter his XP, however, he was not motivated to do
chores. In the end, we “played” only for
one day and my husband had the most points. He didn't care about the points, he was doing the chores because they needed to be done. Darren had the least points, he also didn't care, he was just not participating much because XP didn't mean anything to him and he hates chores. The screen shots below are of mine and my husband's results.
I think this game could be maybe used with smaller children, however, there is a lot of prep that goes into it and a lot of work for the participants to keep up with the scoring system. I also think it would have the tendency to encourage kids to adopt a "sticker and star" attitude wherein they only would want to do chores in order to gain points. A sort of "what's in it for me" attitude, instead of doing the chores simply because they want to contribute to the family. It further reinforced my belief that fixing a "broken reality" cannot necessarily be done through a game.
As for me and my family, this game was an epic fail and waste of time for me to set it up!
I
DON’T BUY IT!
An
academic Response to the TED talk by Jane McGonigal, “Gaming can make a better world”
Janine
Olah
In
the TED talk video by Jane McGonigal entitled “Gaming Can Make a Better World”
in our class on October 23rd , Jane McGonigal presents herself as a
game designer who wants to make it as easy to save the world in real life as it
is to save the world in games. She feels that in order to do this people need
to be convinced to play bigger and better games. McGonigal
points out that we spend about 3 billion hours per week playing online games. She calculates that we actually need to play over 21
billion hours per week to solve problems like hunger, global conflict, poverty,
climate change, obesity, and the like. My first thoughts on this were: I don’t buy it! I
do think we need to spend more time solving those problems, but I do not see
how gaming can do it. I do agree that
gaming can help people learn some of the skills to solve problem and can help
with collaboration, concentration and optimism, but I don’t think games
themselves are the answer to the big picture problems.
McGonigal’s
point is that the intense concentration and optimism of a gamer on the verge of
an epic win is what is needed in order for us to have the kind of deep focus
that we need to solve big world problems.
An “epic win” is a win that is almost beyond what you think is capable. So she feels that if we seek out to have epic
wins against some of humanity's problems, we can relate our gaming skills to
real world problem-solving skills. With this point I agree, but I don't think increasing hours online is the way to do it.
The
problem is, McGonigal points out, that a lot of gamers feel they are not as good
in reality as they are in a game world. They are not as inspired to
cooperate, not as motivated to do something that matters. IN GAME WORLD, they
become the best version of themselves, get up after failure, stick with a
problem as long as it takes, but in real life they feel overwhelmed,
frustrated, cynical and even depressed. Still, McGonigal believes that if we can translate some of the skills gamers have into
skills to use in the real world, we can solve big problems. The main skills she claims gamers have are
these 4 “superpowers of gaming virtuosos:
1. 1. Urgent optimism – Gaming
fosters extreme self motivation and hope
of success
2. 2. Social Fabric – Gaming
builds up bonds, trust and collaboration with others
3. 3. Blissful Productivity-People
are happier working hard and gaming gives them hard work to perform
4. 4. Epic meaning- Gamers love
to be attached to awe expiring missions
Towards the
end of her talk, Jane McGonigal talks about up some of the games that have been
created in order to help solve real world problems. “World Without Oil” is a game where people
try to survive an oils shortage; “Superstruct”, is a game with a premise that
we only have 23 years left on the planet and teams were formed to invent the
future of energy, food, health, etc; and “Evoke”, a game where social
innovation skills were learned. Here’s
where I really don’t buy her premise. Yes, during those sample games, people
were motivated to come up with ideas and solutions to problems, but I think
that the majority of people when given the choice to play a socially-conscious
game, or a fantasy game, would certainly choose the fantasy game. They are just
more fun! Even McGonigal admits that we
use games to escape reality. So if
reality truly is broken, what would it take for people to want to stay rooted
in reality, rather than fantasy?
I disagree
with McGonigal’s notion that we need to spend 21 billion hours per week playing
games. I enjoy playing games and I think
that there is a place for gaming in solving world problems. I do think that skills that are learned in
the games can be translated to the real world, but I don’t think the GAME
ITSELF is the method to save the world’s problems. In order to solve the real
problems, gamers actually need to budget their time in these fantasy worlds and
take what they’ve learned within them into real life. Instead of increasing the
time we spend playing games, we should increase the amount of time we do real-world
epic winning in such spaces such as education and volunteerism. Only then can the time we spend in-game
translate to epic-wins outside game spaces.
Sage Analyst Refection #2
Here is the link to my second Analyst Reflection for my Sage pathway, It is for the class held December 2, 2015
Reflection #2
Reflection #2
Saturday, November 21, 2015
Required Response: CH. 2 & # Play Between Worlds
While
reading the chapters in Taylor’s “Play Between Worlds” which mainly discusses
the game “EverQuest”, I was surprised at how similar her description of how
EverQuest works is to how Final Fantasy XIV works. Both games seem to have very similar ways of
operating. My observations of how the FFXIV world operates come from my
limited, yet intense experience in the game over the past three weeks. As in Taylor’s observation of EverQuest,
FFXIV seems to have two different types of players, the casual players and the
power gamers. The casual players are
content to focus on exploring the worlds in a slower pace and taking part in
more of the social aspects, not being as focused on achievements, whereas the
power players are much more focused on achieving goals and XP. I first noticed this during my very first
days when I was trying to work my way around, but was having trouble figuring out
certain aspects of the game. I noticed that
even though I’d come across a lot of different players in the game, they rarely
stopped to do anything but talk to the next NPC who would give them the next quest. Hanging out at an Atherite, I saw many people
pop in and out very quickly without so much as a “hello”.
I
learned a lot about myself as a player while playing FFXIV. First of all, as I mentioned in my game logs, I found playing with others much more enjoyable than playing my indy game by myself. Another thing that stood out to me was how my
attitude towards the game changed once I found out that I had to complete up to
a certain level by last Wednesday in order to compete in the dungeons. Prior to that point, I was blissfully doing
sidequests, trying to learn how not to walk into walls, etc. Once I found out I still had like 18 quests to do
in 2 days, I went into hyper power-gamer-like mode. I ignored everything that wasn’t a main story
quest. No longer did I do any fates,
sidequests or random exploring. I also
hardly read any of the dialog in the cutscenes, Instead, I clicked through them quickly and
didn’t pay much attention to what was happening with the story. I was focused only on getting to the levels I
needed to get to. I had fun doing the
quests, but I did notice a huge change in how much I enjoyed it when I became
the other kind of player. I am looking
forward to now having a more relaxed experience in the game.
The
parameters of the game make it so you do not need to have the company of others
to play and to challenge yourself. I
enjoyed doing the quests and reading the story levels, even when no one I knew
was online. Roaming around alone, I felt
less pressure to perform, and it was fun just to experiment with different
facets of the game. There were times,
however, that I would have liked the company of others. I like the fact that you could play at any
time, without having to be part of a team, which is different from some
real-life games.
Specifically
in my case, my success REALLY relied on interplay and exchanges with
others. The mechanics of the game were
very hard for me to master and I found myself often on the receiving end of
deadly blows. Having classmates around that
could help me “revive” was very helpful!
I also benefitted from the experiences of others and frequently was able
to ask questions of them. Later, when I
was very much concentrating on getting to the levels I need to get to in order
to play with the class online for the dungeons, I took to randomly asking
strangers to help me. I was pleasantly surprised at how many were willing to
cover me while I fought and therefore helped me be successful. I feel that part of this willingness was the
fact that I was “marked” as a newbie with a little sprout icon by my avatar. I am wondering how this will play out in the
future, now that I am part of the “rank and file”.
In
“A Play Between Worlds”, Taylor talks about some changes in the game of
EverQuest that caused some of the interpersonal aspects of the game to be
eliminated, such as the systems of “porting”.
With porting, it used to be that Wizards and Druids would be the only
ones who could port other characters, but the game was changed to allow
self-porting and the creation of a centralized transportation hub with NPC
porters. This took away the need for
characters to interact with Druids and Wizards in order to get ported. In Final Fantasy XIV, one can use Atherites
to transport, so I imagine it is a similar system to that of EverQuest. You don’t need to rely on others to get
around. Still, when a classmate offered to
“teleport” me within the game, I happily accepted this.
Taylor writes, "In a
game like Everquest where the social aspects of the game drive its success and
some of the pleasure derived from playing it, the relationship between design
and culture, and the importance of understanding the ways those intersections
feed into the game, cannot be understated" (65). I interpret this to mean that you cannot
simply be a solo player in this game.
Sure you can travel independently for the most part, but there are many
aspects of the game that require interaction with other players. The game is designed to make you interact for
some quests that involve dungeons , guildhests, or to defeat the more powerful
monsters.. Also, once you fully buy in
to the social aspects of the game such as joining guilds, etc., then the game
becomes more and more addictive. It is addictive not only because it is fun,
but also because you begin to feel a certain level of loyalty to your guild and
you play so as not to let them down.
Subscribe to:
Posts (Atom)

