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 1: Game Mechanics

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file time: 2008-08-07

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Help - Help for Webmasters « back to results for "" Below is a cache of http://www.cs.vu.nl/~eliens/projects/local/climate/clima-futura-bible.pdf. It's a snapshot of the page taken as our search engine crawled the Web.
The web site itself may have changed. You can check the current page or check for previous versions at the Internet Archive. Yahoo! is not affiliated with the authors of this page or responsible for its content. 1: Game Mechanics 1 1: Game Mechanics -Turn-based
-25 turns / 4 years per turn (100 years total) Before the game starts:
-Generic intro movie
-Choose an area (=scenario)
-Choose climate sensitivity (moeilijkheidsgraad), to be chosen before you start
the game
-Specific intro movie for the scenario + narrative
-Tutorial (possibility to skip), told by advisors Game started: Specification of a turn:
-You see your local environment
-Specific intro movie for the scenario + narrative at key game moments.
-Event-phase
-Decision-phase Onscreen parameters:
-People
-Planet -Climber 2.0 model -Profit -Alex Halsemas model Decisions on the shortlist directly influence values of underlying models. 2. Game events 2.1 Description of game events: Game event: Narrative element Cause trigger: End turn, parameter change
Information: Storyline, additional info on how the player is functioning Player Options: Sit back und watchen das blinkenlight.
Visuals: Video, newspaper, news-item Game event: Global event
Cause trigger: End turn
Information: State of the world Player Options: Clicking the globe to go to world map
Visuals: Flashing globe 2
Game event: Handle global disasters
Cause trigger: Clicking on the globe
Information: Shows location of disasters and extent of disasters Player Options: - Clicking on disasters to handle them - After handling disasters, possibility to click on an icon of the
local map to go back to it Visuals: - Global map visible
- Animated disasters moving over map
- When chosen pop up screen with information on type, effect
and cause of disasters. Game event: Disaster mini-game Cause trigger: Clicking on a disaster to handle it
Information: Give description of disaster, the mini-game and how to play it Player Options: Play mini-game Skip mini-game
Additional information request Visuals: Intro screen for disaster game
The mini-game visuals Game event: Disaster video Cause trigger: Clicking on a disaster to handle it
Information: Give description of disaster and show video Player options: Additional information request
Visuals: Video of specific disaster
Pop up information screen. Game event: Additional information request Cause trigger: Clicking on the information request
Information: Give description of disaster, extent and effects Player options: Close screen with additional information
Visuals: Text, image Game event: Go to local area 3 Cause trigger: After handling global disasters you return to the local area
Information: World status (Globe)
Local Status
Advisors
Parameters
Toolkit
Shortlist Player options: Possibility to click world map (globe) Possibility to click on events to react (obligatory)
Use toolkit
Edit shortlist
Consult Advisors
Take knowledge test Visuals: Local map of your chosen area/country
Shows location of events, Effects of events on local level
Backdrop for the game
Advisors
Toolkit Game event: Use toolkit Cause trigger: When toolkit is used
Information: Based on the 6 climate star topics the player can choose an
area to make a decision Player options: First choose a topic: -Climate strategies
-Feedbacks
-Energy
-Regional developments
-Adaptation
-Governance After you choose a topic, you choose a decision from the specific topic. Visuals: Star-shaped toolkit
Representation for decisions (icons, videos) Game event: Short list Cause trigger: A decision is chosen
Information: A list of chosen decisions, with a maximum length of 3 Player options: Remove decision from list
Visuals: Note in the corner of your screen Game event: Meet world leaders Cause trigger: Recurring item on time basis 4 Information: State of the world
CO2 emission rights
Players status in the world Player options: Talk to world leaders Leave meeting Visuals: Interactive video of world leaders in circular line up Players avatar(?) Game event: End game
Cause trigger: -100 yrs have passed -Threshold in the models in reached triggering an end event. Information: Video selection of the players actions
Player Score (Decision making score & Mini-game score) Player options: Go to post-game evaluation
Visuals: Video
Screen with player score Game event: Post-game evaluation Cause trigger: End game event
Information: Statistics (People, planet, profit, graphs & miscellaneous other
stats)
Hall of fame (high score list)
Link to Clima Futura website Player options: Play again End game
Go to website of Clima Futura Visuals: -hall of fame
-evaluation report
-people
-profit
-planet
-Ending screen
-Rewind movie of player actions when play again 3. Key Game Events What is a key game event: a video and editorial, coupled with for instance a
minigame. 3.1 Types of game events 3.2. Game event Turn Name: Turn Contents: 5 o Score o Feedback Individual Global Local Game Options: o Minigame o Video o Editorial/ Testing Visuals: o Video/Text/Game Follow up: Dependent on the turn. 3.3. Warning game event Name: Warning Contents: o Info from Climber model leading to threshold breach o Pre-emptive measure Game options: Accept or ignore warning Visuals: o Pop up screen o Video Follow up: Continuation of the game, followed by event when player
chose to ignore warning. 3.4. Reflection game event Name: Reflection moment o At fixed points in the game Contents: o Cause effect relation in comparison with timeline o Feedback Individual Global Local Game Options: o Clicking world to see the condition of the world o Links to read on cause effect relations between disciplines. o Editorial/ Testing Visuals: o Video/Text/Game 6 o Globe plus extent of changes o Timeline, showing cause effect relation o Links Follow up: Dependent on the turn 3.5. Minigames Name: Token Hunt Contents: Collect knowledge on CO2 in all areas of the climate star. Game Criteria: Collect six knowledge elements Testing: Via six quizzes. Reward: Compensation for CO2 emission Follow-up: o Name: BreakThrough! o Contents: Save the land from the charging water. Make sure the men keep sticking their finger in the dike. o Game Criteria: 1- 2min game time, point and click game. o Testing: Keeping the water out = success. o Reward: Gained score, gained knowledge o Follow-up: Editorial on real water control mechanisms Name: Polar bear Special Ops! Contents: Polar bear jumping ice sheets whilst collecting tokens. Game Criteria: Polar bear has to jump from ice sheet to ice sheet,
meanwhile collecting tokens to represent CO2 reduction. The better
the player does, the more the ice sheets grow, thus recovering the
icecaps.
Platform game, player controls the polar bear moves. Testing: Upon completion of restoration icecaps the players succeeds. Reward: Compensation for CO2 emission Follow-up: 7 4. Storyboard A short story along the lines of the IPCC report, where the player is told that the
climate is changing, and that this will have impact on our luxurious lives. The
player is told that he can change this for his country. o Choose area The general statistics of the country
chose can be specified. Meaning: industry
load/technology level, population en the
condition/sensitive parts of the country
chosen. The player must be able to
discern between difficult and easy
countries to play (in terms of level of
difficulty) o Starting film. In this game moment the introduction is
made.
This can be done by several ways, such
as the climate challenge game of the
BBC. If an introductory film is made for
this game, this can also be a good way
for PR possibilities. Figure 1: http://www.youtube.com/watch?v=_H3Jgp5Byoo 8 o Explanation Phase In this phase the player should be allowed to learn the controls of the game, this
can be achieved by letting the game option to pass by while different advisors tell
what the function and influence is of this specific feature. The reason the
advisors are included in this part of the game is to familiarize the player with
these characters. The player should be able to skip this phase. o Game phase Name: Local Area
Show the main screen for the players. This
visual has the players country, and its
progression, state and condition. Visuals: For example, if the country is subject
to a flooding, this image should
visualize this event. Furthermore the image should have
an image of the players cities, the
amount of cropland still present (i.e.
visualization of the land-sea mask of
climber model). The screen should show a miniature spinning globe which acts as an
optional key to go to the world map. The screen should show a miniature model of the VU climate star, which
is the players navigational tool. The player should see miniaturized visuals of his or her advisors. Key features: Acquiring and devoting of the players resources. For the game play in this
phase the key features are focused on the. This is subject of the VU
climate star. Access world map Advisors Vu Climate start toolkit Gain bonuses o Game Phase

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