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Portals, Please: Reflecting on the design process

    Throughout this course, I have learned that my final game design will rarely look like the original and this has proven to be true once again. 

In my original idea, players would complete Social Emotional Learning related activities in order to "unlock" each portal. However, I then faced the challenge of figuring out a success/fail state for each activity. I think with more time to fully plan out each activity, SEL would be a great learning goal, but with limited time I decided to change directions. 

I have pivoted so that instead of SEL related challenges, they will be general problem solving puzzles and the social aspect will come from the players needing to work together as a team to advance on the board. If the players cannot solve the puzzle or do not solve it in time (there will be a timer) the "enemy" advances on the group. 

I received some awesome feedback that helped guide me towards re-envisioning the game. 
I appreciated suggestions of similar games to check out such as Betrayal at House on the Hill, Shadows Over Camelot, and the work of Sutton-Smith. The suggestion for Betrayal at House on the Hill helped me shape my enemy. 
The feedback I received led me to shift my original SEL learning goals in favor of better success and failure states and a stronger objective. I did not want to completely abandon the SEL idea and I received feedback that will definitely help me develop these ideas further at a later date. 

Mentor Game 1: 

  • Game title- Portal 
  • Subject area & learning domain- Procedural knowledge 
  • Learning goal/objective- problem solving and critical thinking 
  • Game goal- Escape the room through the portals 
  • Core dynamic- Solution, escape 
  • Some of the main mechanics- creating portals, jumping through the portals 

 

Mentor Game 2: 

  • Game title- Papers, Please 
  • Subject area & learning domain- Players must check passports and make the decision whether or not to let people cross the border. I believe this falls into the rules-based domain because players are given a list of rules they need to follow throughout the game and there are consequences if not followed. 
  • Learning goal/objective- Empathy, morality, and decision making 
  • Game goal- Make decisions 
  • Core dynamic- Rescue, escape, forbidden act 
  • Some of the main mechanics- checking passports, making arrests, letting people in or denying entry

    Re-Envisioned Game Details: 
  • New game title: Portals, Please 
  • Subject area & learning domain- This game requires players to use critical thinking and teamwork. This is in the rules-based learning domain.
  • Learning objective: Players will analyze and evaluate puzzles using critical thinking skills. 
  • Game goal : Players must reach the end of the game by working together to escape through portals before time runs out. 
  • Core dynamic- Solution, escape, outwit 
  • Mechanics- drawing puzzle cards, "jumping" through portals, rolling dice, moving game pieces, working together. 
  • Summary- Players work together to outwit and outrun the enemy by opening portals. Each portal is opened through solving a puzzle. Solve the puzzle, you're one step closer to freedom. Fail and the enemy advances on you. Will you come together as a team?
  • Materials required- Game board, player markers, challenge cards, timer, pair of dice 
  • Core loop- solving puzzles 


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