Friday, January 27, 2012

Planning your game part 2

* '''WHO''' are you designing your game for? (Include the player's age, abilities, and prior knowledge of your topic.) Students, teens, around my age(13-14) who like music and are curious about how music and emotions work.
* '''WHAT''' will your game teach the player about your topic? (Be specific!) Our game will teach about depression and how it can be healed with music.

* '''WHERE''' does your game happen? It's happening everyday, in any place all over the world.
** Describe the world you will design for your game.  I'd like for there to be lots of interactive graphics, since a better part of our game is about matching.
** How will this setting add to the learning experience?  I think the fact teens like music and games will get them to be willing to play, and the learning ties in so it's not boring.

* '''HOW''' does your game world teach the player about your topic? Music can change your emotions immediately. And our game's going to show how different types give different emotions.
** What happens in the world that helps the player learn? It let's the player jump right into trying different music and letting them experience the emotions that go along with it.
** How does the player use what they learned to make something happen in the game? I'm not really sure about that right now.

* '''WHY''' is a game a better way of understanding your topic than a quiz? Because hands on gives you a better understanding, and when you can be intrigued you retain more information.

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