Thursday, January 31, 2013

Fix 1-2


1.      Goal: The goal of the Settlers is building a city/empire and keeping the chain of food production/consumption and tool production/ consumption while exploring the new lands to expand our city and keeping a strong economy and satisfied settlers in order to defeat our enemies

2.      Rules: As for rules of the Settlers, they are that we cannot build as much as we want because we need tools and lands in order to establish buildings.  Rate of production and consumption is the crucial. For example, we need to product wood cutter building as much as forester building.  Likewise, we need to product some foods as much as buffer the buildings.

3.      Feedback: To pass to next level all the time some quests appear. When we click on them there are some details about these quests and some direction about how to accomplish them. In this quest system, we can see our development step by step. In each step, we receive some feedback by getting mail, gems, tools, stones, stars, and some foods. If we complete all quests in the level we have, we pass next level. In a couple level later, we get some extra motivation feedbacks, too. For instance, if we pass a couple levels, we get a mail. Some of says “You are learning very fast. I know, I expect a lot from you. Settling is not easy. If you need help go to “forum” which is under your avatar to get help from help window archive”. Except instant feedback, these kinds of mails motivate me, too.

4.      Voluntary participation: One of the motivations in the game is sound. When I send a geologist to find some resources like stone, he speaks to me if he finds or not. If he cannot find them, I say “You are awkward, men. Get out of the here” These kinds of voices makes me engaged. During whole game, hearing tweeting motivates me, too. I feel like I am in nature or there. This game is a pleasurable and safe way to manage time and economy. Another satisfying thing is spending just a couple minutes to build lots of buildings. It sounds impossible, but it is true. In real world, it takes at least a month just for one building. In the book named Reality is Broken, McGonigal mentions about the same satisfying thing by talking about the game named World of Warcraft. She (2011) states “Playing World of Warcraft is such a satisfying job; gamers have collectively spent 5.93 million years doing it.” (McGonigal, 2011, pg. 52, para. 1). In reality being satisfied in terms of all kinds of happiness seems impossible. The writer of the book (2011) verifies me by saying that “The truth is this: in today’s society, computer and video games are fulfilling genuine human needs that the real world is currently unable to satisfy.” (McGonigal, 2011, pg. 4, para. 5).

5.      Flow: Sometimes we can get some tools we need form Mayor house if we have. However, if we do not have them, we might remove some buildings to get back some tools. If we cannot ruin our buildings because of needing them, we can buy some tools from store, if we have gems enough. There are more obstacles to keep our flow in the game. For instance, sometimes we need to keep production time less. Otherwise, we cannot pass the next level. To do that, we can keep the buildings close each other in order to avoid wasting more time. For example, if we keep store (warehouse) and some production or mining building close each other; we can gain some time to product more.

6.      Intrinsic rewards: I can say that passing next level and getting mail makes me motivated. After that, I feel I am achieving in managing economy and time. I will see how much I will be successful in discovering new lands and claiming these lands in next levels. Another intrinsic reward of this game is that the game makes me feel hopeful in being successful, even though sometimes I face some obstacles and failures. In the book named Reality is Broken, author says "Compared with games, reality is depressing" (McGonigal, 2011, pg. 38, para. 6). I believe that is why I cannot stand too much failure in real life. In the same book, McGonigal (2011) says “When we’re playing a well-designed game, failure doesn’t disappoint us. It makes us happy in a very way: exited, interested, and most of all optimistic.” These quotations make sense about why I do not disappoint, while I am failing in the game. (McGonigal, 2011, pg. 64, para. 4). Another its intrinsic reward might be stronger social connectivity. The Settlers allow adding our friends and getting help from them in terms of everything like getting buffer. Dr. Lambert buffered one of my buildings. Thank you Dr. Lambert again! There are also an instant messaging platform and forum in the game to get help or help to other gamers. Therefore, we are among other people, while playing. I believe if we play the Settlers with the members of our family, we might have more things to share with them. McGonical says “…, for many, the primary reason they play Lexulous is to have an excuse to talk to their mom every day.” (McGonigal, 2011, pg. 78, para. 1). The last thing as intrinsic reward the game might be feeling like a part of something. Actually, this game’s goal has been a real life experience throughout the history: settling. Many empires ruined because of others. Then the new ones settled. There was a chain on that. This chain has still been kept by people in some different ways. However, the goal is same. Keeping a strong economy and satisfied citizens in order to defeat their enemies are still all countries’ goal. Even exploring the new lands to expand our countries is still same goal like before.  Keeping the chain of food production/consumption and tool production/ consumption is also goal of all countries like the game. If countries cannot keep the rate production/ consumption, they can be down in economy. They sometimes need to find underground sources to keep this rate. That is why they importing, exporting, and mining. In real life, I cannot have an opportunity to settle a city/ empire. However, this game makes me feel a part of meaningful something by being in a same big goal with other people. In her book, McGonigal states “To experience real meaning, we don’t have to contribute something of real value. We just have to be given the opportunity contributing at all. We need a way to connect with others who care about the same massively scaled goal we do, no matter how arbitrary the goal.” (McGonigal, 2011, pg. 97, para. 7).

7.      Consequences: I have no idea about that. Maybe addiction to this game later?

 

References

 

McGonigal, J. (2011). Reality is broken. New York, NY: The Penguin Press.

 

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