I grew up in Saskatoon but completed my university studies and began my career in Vancouver. BA BEd MA
I taught for 11 years in BC with the same independent school, serving as English Department Head.
In 2013, my family and I moved to Saskatoon, where I began with E.D. Feehan Catholic High School. I am the Christian Ethics Department Head and the English Language Arts Extension teacher.
Whether they are serious, virtual, paper, business, frivilous, or whatever, games are heavily invested in time, expertise and development to the end that the player keeps playing. The techniques of gamification are effective because they engage and activate behaviours. Just as engaged, active players keep playing...
Much of what I learned about gamification is rooted in a free online course available through coursera.com taught by Kevin Werbach of the University of Pennsylvania.
Professor Werbach has also authored a book about gamification called For The Win.
Dynamics are the big picture, sometimes called the grammer of the game.
Establishing the dynamics in game design means making decisions about the nature and purpose of the game that will define all your decisions afterwards about which elements you will use and how.
If you cobble together different game mechanics and components, without clear and purposeful decisions about dynamics, you're going to get a disjointed, confusing and ultimately ineffective game experience.
Mario has one narrative: Princess Peach has been kidnapped and he, the humble plumber, must rescue her from the fearsome Bowser. The narrative dynamic opens into the emotive dynamic of heroism.
Components are the smallest viable and identifiable elements of games.
Some might be simple and basic, and some might be very tailored and specific to the game context, but they will always serve the mechanics to sustain the dynamics of the game.
They will send a message about the type of experience the game is, whether they are well-considered or not.
In Mario, as a player moves through levels successfully, gold coins appear for Mario to collect.
The number of gold coins does not determine whether the level is completed or not, but rather, accumulating gold coins is an indicator of the proficiency with which a player beat a level.
If you had the time and luxury of finding and collecting every coin, you have evidence of how skillfully you overcame the challenge.
Monopoly - each player represented by different avatar
achievements, avatars, badges, boss fight, collections, combat, content unlocking, gifting, leaderboards, levels, points, quests, social graph, teams, virtual goals
Here we see what was an innovative idea at the time, which was so successful that now we take it for granted.
A simple matching game like Candy Crush Saga offers a few advantages - you can make near infinite levels in the basic gameplay by slightly altering one variable in the algorithm.
But here's the problem - you're not actually changing the game that much, so playing the same kind of game over and over again does not engage and retain players -you feel like you're stuck in a loop.
What Candy Crush Saga did was simply arrange the levels as stages on a journey through a graphic map interface. Now, the player is not looping through the SAME game, but moving down a path - looking down "where it bent in the undergrowth" beckoning the player to take just one more step, or to return to the game after a break to see 'what's new'.