Friday, January 29, 2010

Epic Evening.

During my last play, I felt frustrated because it was not clearly stated what my job at hand was. I was forced to adventure around the little communities. With using the controller you are able to look at different angles/shits of the surrounding area. I feel like I would have a better grip on the game if there were a bird’ eye view of the entire little community that Sly (I) was in.

The game relies heavily on listening and following the instructions of Bentley and crew. They are giving instructions on how to complete the next job. It is really hard to listen to what they say because if you don’t catch it the first time that they give directions you have to hope that they will repeat them. Sometimes the clues are presented as subtitles, but when they are not my frustration begins to stir up again.

I was able to stay motivated during the game because I really wanted to feel as sense of accomplishment and progress with sly. I completed three jobs at this time. I was also driven to continue playing because I wanted to figure out what it was that I was doing. The music as I had mentioned in one of my last posts, definitely was a big factor in keeping my attention on the game. It was constantly changing with every move I made. It would become more upbeat when I was running or would slow down when I would stay still. This is seen as a form of intrinsic motivation. Intrinsic motivation comes from rewards inherent to a task or activity itself - the enjoyment of a puzzle or the love of playing.

Also in the game I notice that they have been testing Sly (me) periodically throughout the jobs. They would test me to see if I would remember how to demonstrate certain skills. Some of the skills include jumping, double jumping, walking on wires, cutting/punching objects and shuffling on a ledge.

Within the first few moments of the game, I was first taught the basic skills of jumping and walking on wires. I have had to keep in mind the different buttons that need to be pressed either together or on their own to do a skill.

In the Gee Book, he mentions the transfer principle. This is when learners are given ample opportunity to practice, and support for, transferring what they have learned earlier to later problems, including problems that require adapting and transforming that earlier learning. I found that this is relating to what I am doing in the game. There were many different canals in the little community that I had to cross by walking on wires. I had to make sure that I jumped by pressing the x button and then hold down the circle in order to walk across the wire successfully.

1 comment:

  1. FANTASTIC POST LINDSEY!!

    I really enjoyed your examples and description of how the game kept you motivated vs. frustrated and the application of Gee's transfer principle.

    I wonder if you could think, based on your gameplay thus far, if there's a better way the designers could give you information about the different jobs. In particular, if most of the game is incumbent about "listening" to the instructions, how would someone who is deaf play this game? Is there an option for subtitles? Could the game instead relay the information via another mode? How?

    Why do you think the music draws you in so much in this particular game? Is it just the fast/slow nature that is tied to your movements? Is it part of the larger immersive environment? How important is music in other games that you have played? What's the difference here?

    I really enjoyed reading your post -- I look forward to next week's installment!

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