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Re: Enhancing Player Welfare with Good Design

Posted: Thu Oct 15, 2020 20:33
by ShadMOrdre
Remember, the idea is to ENHANCE player welfare, not experiment, frighten, scar, or traumatize.

By enhancing player welfare, I take this to mean helping people in positive ways, (educational, personal growth, skills training, general knowledge).

Using MT as a basic educational tool, teaching the classic sciences through proper naming of nodes, with background scientific information available in the help screen, like many games already do. Teaching history through the use of themed worlds. Teaching literature by creating a virtual world representation in which the player participates as the protagonist of the story. Using the mesecons mod to teach logic, electronics, computer theory. Using advanced_trains modpack to help teach scheduling and routing. In all of these various scenarios, resource management, critical thinking, spatial awareness, and some degree of social skills are all obtained simply by playing.

The only missing part in all this, from the perspective of any game, is the depth of content. A FOSS game, like MT, could easily tap into the shear wealth of data available from wikidata. Project Gutenberg is an astounding collection of public domain free literature.

While there are plenty of resources for free source code, textures and 3D models, these are items that are still part of the real world economy, and while I'm sure the artist painted the picture for the shear joy of it, he's still gotta pay the bills. So finding quality free content remains an issue for FOSS based games.

Design is a seperate branch of discipline, that requires a well rounded understanding of all that is involved in creating the "product" at hand. While an artist, writer or coder can work independently to create a singular product, a game should be considered more a production than a product. There are a multitude of experiences and knowledge that come in handy when trying to produce anything. The phrase, "more than the sum of it's parts" is an apt description of a game. No single texture, plot element, 3D model, or code wizardry makes or breaks a game, it is the entirety of those things that truly decide. Quality of writing can be brought down by horrible graphics. Great graphics require code wizardry. A sculptor is not a 3D modeler, even though many of the required skill sets are shared.

Therefore, to enhance player welfare with good design, one must consider intention, motive, talent, ability, benefit, effort, and fortitude.

The rest is in the details of any given product / production.

Shad

Re: Enhancing Player Welfare with Good Design

Posted: Fri Oct 16, 2020 05:29
by Hume2
cuthbertdoublebarrel wrote:
Thu Oct 15, 2020 19:04
As I pointed out to you .horrors often originate from real life scenarios and real life characters .
that last true story is not an islolated case . there are many more cases involving those that use a uniform, the power of authority and the postion of trust to prey on children.
how can we warn kids of this danger .? is it possible to make them aware through gameplay ?
Horrors may originate from real scenarios but not vice-versa. In the horror films and games, it is usually overdramatised to make it scary. In the reality, the happening might be similar but it just happens with only a little scare compared to the film. It is dangerous and I agree that the children should be somehow warned that this can happen but horrifying the kids that much. Also keep in mind that one has to explain them how likely is any of that going to happen to them.

Re: Enhancing Player Welfare with Good Design

Posted: Sat Oct 17, 2020 01:48
by Jackknife
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