Sunday, February 3, 2013

Journal #2

Interaction - There is a strong interaction in Garden of Time.  The nature of the finding hidden items requires a communication between the game and the player.

Production - I am disappointed in the production component of GOT.  There is a minimal requirement of thought and effort into building a Garden.  While it is necessary to accomplish quests it is actually an insignificent portion.  I find the amount of production to be less than stimulating.  However, in Farmville2 and other Zynga games they have built the level of production to the opposite extreme.  Almost making it impossible to accomplish the objectives in the allotted time with reasonable play time. 

Customization - I would have to put this in the same level of satisfaction with Production for GOT.  While there is some variety in setting up a personalized garden, it is still limiting.  Perhaps the ability to define some skills levels in the games would make it more intriguing.  All players face the same level of difficulty in finding objects. 

Well-order problems - I feel like I'm being critical of the game, but here again there was no work around.  The items the player needs to find are given and those are the items to find, no exception.  A way to accomodate this would be to allow a change in items to find, perhaps through a spinner, when an item is unable to be located.  The special tools are nice, but limiting.

"Just In Time" and "On Demand" components of GOT are the tool helps.  With the option of the infinite availability of finds, but only every 60 seconds the player is never without a lifeboat.  Additional helps can be earned or be given.  Having used 3 of the four tools the only one I found helpful was the infinite find tool and then it was frustrating to use, I wanted help, not a give away.  Although there were instances such as the finding the onion in Carnaby Street or the scissors in London Nightclub would have happened for me without the find.

Pleasantly Frustrating - The last time I played GOT I felt a certain amount of frustration.  I hate to be dependent upon the gifts of friends, and needing to depend upon their largesse makes the game difficult to play.  This is the case in many social media games, one is continually asked to "share" "ask" and "tell."  This goes above and beyond interactivity between different characters and players, but often requires you to go outside the confines of the game to bring in new players for energy, water, or some other requirement of the game.  Previously when I played GOT I had not made it beyond Carnaby Street and now I remember why.  It is more frustrating that fun. 

In GOT (and even in Farmville2) there are a variety of technical programming issues that take some of the enjoyment out of the game.  I have played both games on different computers and encounter similar issues so I know that there are hiccups beyond my computer.  I do like the way GOT uses different vocabulary for the same items in the same scene, there is active learning going on in the game, but the frustration with technical issues makes it a game I'm not keen on continuing to play.

5 comments:

  1. I like how you shortened the name of our game to GOT. :-) Also, I agree with your views on the "production" component of the game. It was disheartening. When I was doing this assignment, I found it hard to corellate some of the aspects of a good game with Gardens of Time. I found only seven of them to fit. I do like the active learning of games. It makes it challenging and fun.

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  2. You should be a Game designer Jane.

    I agree that GOT is not the most well designed game. It does demonstrate many of the principles but they are not always implemented well. Part of the problem is it too commercial. All the sharing and forcing you to rely on other people is part of they way they company makes money.

    I hated that once you become someone neighbor you could never "Unneighbor" them. I've got too many neighbors who don't play!

    I do think it is a good game to analyze through with the principles of good games and learning.

    I've considered having everyone play WOW but I'm too intimidated by it.

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    1. I've not played WOW and I too am intimidated by it. I find the Google interface for games is choppy and not really user friendly. Now Farmville2, that's a game - - -lol.

      I'm looking at PBWorks for Wiki. Have you used this one?

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  3. I really enjoyed your critique of GOT - you are right on all the points you make. I don't think I got far enough into the game to have to rely on neighbors to get me farther - but mostly because I had technical difficulties too that prevented me from moving forward in the game. I don't like games that force me into that social commitment - mostly because I like my privacy and don't think its necessary to let everyone know what games I am playing (nor how often!!) Thanks for posting!

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  4. I hadn't looked at GOT from a Production standpoint, but I agree with your post. Production within the game was dependent on the player getting more resources or trading with others. Otherwise it was automated within the game without room for growth.

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