Difference between revisions of "Learning"

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This is a dummy site.
It is important that the player will only play in parts between learning segments.
 
Learning segments will take a much longer time to complete, and gameplay phases will happen occasionally inbetween using the resources the player earned by completing exercises and such.
 
Players should only be permittes to play for about 3 minutes, inbetween Learning session.
 
As such it is important to make the gameplay short abut sweet. Our goal is to cram maximum amount of enjoyment into a small amount of time. This means the tactical part of the game may under no circumstance be to heavy, and the gamification and "juice" needs to be high, but alas thoose are matters that are to be considered at the Post-MVP.
 
Additionally keep in mind that players are presumably slightly tuckered out after completing their exercises. This is a grand advantage to us, as recent studies have shown the highest amount of engagement and excitemennt a player feels is actuallly shortly at the moment they begin playing.
 
We may be able to use that to our advantage.
 
 
Additionally our Game will have slight educative content in the form of the buildings and the roles of the workers, which should be freely interchangeable later on in development depending on what the subject oof the class is.


[[Category:Game Design]]
[[Category:Game Design]]

Revision as of 09:06, 2 November 2021

It is important that the player will only play in parts between learning segments.

Learning segments will take a much longer time to complete, and gameplay phases will happen occasionally inbetween using the resources the player earned by completing exercises and such.

Players should only be permittes to play for about 3 minutes, inbetween Learning session.

As such it is important to make the gameplay short abut sweet. Our goal is to cram maximum amount of enjoyment into a small amount of time. This means the tactical part of the game may under no circumstance be to heavy, and the gamification and "juice" needs to be high, but alas thoose are matters that are to be considered at the Post-MVP.

Additionally keep in mind that players are presumably slightly tuckered out after completing their exercises. This is a grand advantage to us, as recent studies have shown the highest amount of engagement and excitemennt a player feels is actuallly shortly at the moment they begin playing.

We may be able to use that to our advantage.


Additionally our Game will have slight educative content in the form of the buildings and the roles of the workers, which should be freely interchangeable later on in development depending on what the subject oof the class is.