Difference between revisions of "Learning"

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It is important that the player will only play in parts between learning segments.
It is important that the player will only play in parts between learning segments. Therefore, learning segments will take much longer to complete, with gameplay phases happening occasionally inbetween by using the resources the player earned from completing exercises and such. They should only be permitted to play for about 3 minutes inbetween learning sessions.


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.
As such, it is important to make the gameplay short and sweet. Our goal is to cram a maximum amount of enjoyment into a small amount of time. As a cnsequence, the tactical part of the game shall never be too heavy, and the gamification and "juice" needs to be high, but alas, those matters are to be considered at the Post-MVP.


Players should only be permittes to play for about 3 minutes, inbetween Learning session.
Additionally, keep in mind that players will presumably be 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.


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.
== In-Game Educative Content ==
 
The Game will have a small amount of 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.
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 14:15, 2 November 2021

It is important that the player will only play in parts between learning segments. Therefore, learning segments will take much longer to complete, with gameplay phases happening occasionally inbetween by using the resources the player earned from completing exercises and such. They should only be permitted to play for about 3 minutes inbetween learning sessions.

As such, it is important to make the gameplay short and sweet. Our goal is to cram a maximum amount of enjoyment into a small amount of time. As a cnsequence, the tactical part of the game shall never be too heavy, and the gamification and "juice" needs to be high, but alas, those matters are to be considered at the Post-MVP.

Additionally, keep in mind that players will presumably be 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.

In-Game Educative Content

The Game will have a small amount of 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.