Game Design 4 - Moon Base One example

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Game Design 4 - Moon Base One example - Presentation Transcript

  1. Project Update – MoonBaseOne Jay A. Crossler
  2. Agenda
    • Overview of Serious Games
    • MoonBaseOne
      • Summary of MoonBaseOne progress
      • Current MBO plans for this year
    • Demo
    • Next Steps
      • Overview of Massively Multiplayer Games
      • Vision for MoonBaseOne Phase 2 and 3
      • Development Requirements
    • Summary
  3. Games = Negative social stigma with adults
    • 48 research papers on Games & learning last year - 46 positively biased - 2 negative
    • Most indicate games (when done right) have a measurable significant benefit to learning in children, young adults, and soldiers
    • Increases retention and morale
  4. MoonBaseOne Progress
    • Phase 1 almost complete (1 June delivery – 80% complete)
      • Expenses to date - $300
      • 1200+ volunteer hours
      • Requires very high skill levels (programming, graphics, design)
      • Requires high creative additional input (sound, art, writing)
    • Current game is “First Person Adventure” genre
      • Developed within the $100 Torque Gaming Engine (donated)
      • Stresses: Non-violent, adventurous, development, creation
      • Built to later take advantage of multiplayer
      • Uses vehicles, robots, AI “non player characters”
      • Please see additional Game Design Document
  5. Demo – free from the Blog
    • Blog (Web Log) http://moonbaseone.blogspot.com/
    • All posts online
    • Game posted bi-weekly
    • Great conversations
    • All archived for posterity
    • Low management cost!
  6. Next Steps – plans for Phases 2
    • Phase 2 – Targeted for Jun 2008
    • Option 1: 20-person Multiplayer games
      • Buggy Races across lunar terrain (craters, 1/6 gravity)
      • Mining races (variation of “capture the flag”, use robots to mine)
      • Lunar Olympics (marathons, skiing, hoverjumps, jet-pack races)
    • Option 2: Incorporate advertising, add science classes
      • Can support 40 advertisements/ object or product placements
        • Ads on Satellites, Vehicles, Mining Gear, Posters, Buildings, Space Suits, etc.
      • Add in additional science missions:
        • Economy, Food/O2/Life support control
  7. Next Steps – plans for Phases 3
    • Phase 3 – Targeted for Jun 2009
    • 500-person Massively Multiplayer Online game
      • Accessible at any time from any country
    • Requires online servers and databases to host system
      • MITRE hosted servers enough for development/testing
    • Merged with FOGE Mission Teams
      • Give out “Badges” for accomplishing events to give you new vehicles or equipment within the game
      • Gamer Points for attending Star Parties, meeting astronauts, mentoring younger kids, or building things to submit to the game
      • Hundreds of missions, online events, stories, podcasts
    • This will not be cheap or easy!
  8. Next Steps – Requirements to move forward
    • We need more programmers and more tools. Options:
    • Unreal 3 engine - $250k for engine
      • Minimizes development time, maximizes portability
      • Professionalism of $10Mil game!
      • Requires very skilled head programmer
    • Virtual Heroes
      • $40k - Requires Good amount of reprogramming
      • They have a Moon, Mars, Beyond system
    • Whyville - Web-based kids platform
      • Complete reprogramming, all Java via browser
    • Torque Game Engine
      • Keep current tools, hire programmers
      • 2 full- or half-time programmers
      • Or hire contractors for heavy lifting
      • Best reuse of code, soon will move to Xbox 360

+ Jay CrosslerJay Crossler, 3 years ago

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