Original Post
Hi my name is FadedPhoenix and this will be my first big topic post. I am currently the lead designer/assistant producer for a college in a new department for creating educational games. I want to see how the general game design public thinks of the idea of games and education. Now there are a few things I want to make known about dealing in such an environment. Teachers are the law. If you can not please the teacher with your design or make it clear to them in the beginning they will not let anything fly. Teachers are scared. They do not want change and or they think that it is a job threatening thing to try to take there classes in recreate them in a game fashion. They tend to use the excuse "O that wont work in my class" The term game redefined. You must think beyond just any other entertainment game. This is a different medium of learning. It must be entertaining but the player must ultimately learn from the experience and will be tested on it. Everyone thinks they are a designer. So dealing people who do not understand all the little things that matter in design and the design process, will try to force there ways on you. With this set here are some of my ideas. First thing is that we have to take the normal context of a game and mold it slightly. First, it is now a medium of information passing and how that information separation happens. Educational games in the past that have tried to go more in depth than "Math munchers" have failed. The reason can be found in how boring the usually are. Even to a non gamer. Why is that and how can we change it. My personal theory: Take the modern used graph of difficulty. For those of you who don't know what this is. It is what many companies are using when creating difficulty levels in games. How long should it take player A to get to point X. The current one is designed to appeal to casual and hard core players. Essentially the difficulty of the game should be easy enough for a casual player to make it through 50-60% of the game before they must exhibit a high proficiency in whatever tasks they must complete or skills that must be used in order to complete. In order to move on. Now taking this same idea in context. You could create an educational game where 50-60% of it is concentrated on fun and entertaining product. Where learning would be secondary. Still there but not considered a prime objective. Once the player reaches the 50%-60% mark. The player is gradually moved into where learning becomes the key aspect. Now the aspects of play become spaced out significantly all the way up to the "final test" so to speak. Using the fun play as rewards as they become more spaced out with the concentration on learning material. This would be the ultimate goal of course. But it is going to take baby steps to get to where that much freedom is given. Alright well thats my idea lets hear some comments.