Education Arcade Brings Learning Experience, Will Wright To E3
Thanks to Water Cooler Games for its in-depth report on Day 1 and on Day 2 of the Education Arcade, an E3-related conference which discusses "the development, the use, and the marketing potential of games in education." Among the highlights: the contention by the Leapfrog CEO that "Video games are a trojan horse -- a way to get better educational content into the home", and Maxis' Will Wright discussing how his titles educate, pointing out: "As game designers, we're trying to build a model in people's head. And that probably has a lot to do with education."
Interesting stuff. Given how much time people will spend mastering the intricate systems of various MMOGs, what if we change those systems so they're really simulations of the actual world? For example, a game where you can use your knowledge of real chemistry to advance. Something to think about.
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I've learned quite some things from playing games, mostly different methods of solving problems, strategic insight and patience.
I think the mistake most developers of edu-tainment make is that they concentrate too much on the educational aspect of the game and don't make it fun enough.
Some edu-games I've tried were about as much fun as reading a dictionary and blowing a whistle.
In my games, I want a good story and good gameplay (for me a good example is Knights of the old Republic, the story was great, the gameplay was great and the way of playing was open enough to encourage you to try different solutions to problems and the game doesn't really punish you if you fail, you just get on with it)
This is the sig that says NI (again)
I think the various top designers that attended here are now really engaged in the process of developing ideas of what games are capable of(rather than being fixated on the past) and it shows through in this. The general feeling seems to be that "yes, we can make a game educational" but the approaches vary; nobody has a definitive answer on how to get There.
What's most fascinating is that I don't think there was hardly as much thought devoted to the topic even five years ago. It shows a sort of maturing within the industry.
The MUD Trade Wars 2002 has taught me lessons about wealth, greed, and loyalty that I could never have learned anywhere else.
Put people in an open-ended environment and they'll express more of themselves. The world is run by people so it's really good to learn as much as you can about how they behave.