Monday, September 29, 2008

An actual update~

Wow, we, uh... sorta fell down on the updating, didn't we?

Now that we've gotten back into the rhythm of classes, there should be more consistent updating here.

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"Serious games" are games with a primary purpose other than pure entertainment. They can be used for training, persuasion, education, and advertisement. A quick sampling of online serious games showed that they often lose sight of the entertainment value of the game. Users are not likely to play a game if it isn't entertaining, and thus the message of serious games is lost. However, games can go too far the other way - great gameplay can overshadow or dilute the points that are trying to make.

We understand that, as we develop our game, we need to go through a sort of spiral model of development. After each stage of implementation, we'll need to review the game to ensure that the educational value of our game is still present, AND that the game is still moderately entertaining to play.

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We also brainstormed what sort of platforms we could use for the game. Here's a short list, with some of the pros and cons for each.
  1. The Microsoft Surface, a touch table
    • Mechanism: An internal near-infrared light source reflects off of occluded spots on the table's surface to indicate where input is being made. The Surface runs Windows Vista.
    • Pros: Easy to use by all ages, intuitive, able to accept multiple users' input
    • Cons: Runs Windows Vista, may be high-maintenence, difficult to prototype without the hardware, very expensive (order of $5000-$10000.

  2. Overhead projector
    • Mechanism: A video projector displays an image on the ground or a table; a detector on the ceiling detects when and where a person interacts with different parts of the image.
    • Pros: Potentially easy and inexpensive to prototype hardware (a projector and a webcam)
    • Cons: Potentially difficult to prototype software (large area of occlusion by hands)

  3. Macromedia Flash
    • Mechanism: A standard desktop computer running a Macromedia Flash program
    • Pros: Flash is widely known and easy to learn, easy to prototype hardware and software, uses standard input devices (mouse and/or keyboard), can run on non-Windows operating systems
    • Cons: Standard input devices often more difficult to use for targetted age group, not very innovative, theft-related security issues

  4. Game Maker
    • Mechanism: A standard desktop computer running an executable made in Game Maker
    • Pros: Very easy to use and learn (drag-and-drop creation interface), no code knowledge required for game creation, easy to prototype hardware and software, uses standard input devices
    • Cons: Requires a Windows environment, standard input devices often more difficult to use for targetted age group, theft-related security issues

  5. Nintendo Wii Remote
    • Mechanism: A standard desktop computer using a Wii Remote as a Bluetooth input device
    • Pros: An open-source C library exists for Wii Remote integration, possible to integrate with OpenGL and many other graphics libraries, inexpensive to prototype hardware (desktop computer, plus about $45 for a Wii Remote and $25 for a sensor bar), can run on non-Windows operating systems, Wii Remote touted as easier to use than "standard" methods of input
    • Cons: May be difficult to prototype software (requires use of C, more difficult to develop visuals), Bluetooth-related security issues, theft-related security issues



Personally, I lean towards the Wii Remote, just because I think it'll be fun to learn how to program its use.

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