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Interactive Fiction:
Game Design Across the
Curriculum
Matthew Farber
Steve Isaacs
mattfarber1@gmail.com
stevei2071@gmail.com
@MatthewFarber
@mr_isaacs
Links:
http://tinyurl.com/GIE-IF
What Are Games?
Games Are INTERCONNECTED
SYSTEMS
1. A goal
2. Challenge
3. Rules
4. Components
5. Space (The Magic Circle)
6. Core Mechanics
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A Games Core Mechanics Set
the System of Play in Motion
Examples:
Arguing
Trading
Voting
Exploring
Jumping
Guessing
Role-Playing
Resource management (time is a resource)
Press your luck
Game Design Grammar
Games are designed with action verbs.
Similarly, Blooms Taxonomy of Higher
Order Thinking is built around verbs.
Good games align core mechanics and
learning goals.
Oregon Trail
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Would you have students
make the Globe Theater out of
Popsicle sticks to teach about
MacBeth?
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A Brief History of
Text-Based Gaming
Choose Your Own Adventure
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Bartles Player Types
Interactive Fiction Today
Device 6
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Mass Effect
Choices MUST
Appear to Matter
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The Walking Dead
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Mission U.S.
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Syrian Journey: Choose your
own escape route
http://www.bbc.com/news/world-middle-east-32057601
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A Dark Room
A Dark Room
The Stanley Parable
The Stanley Parable
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The Novelist
Explorable Explanations
Parable of the Polygons
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Spent
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80 Days
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Frankenstein
Authoring Tools
Inform 7
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Twine
InkleWriter
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Student ExampleGrade 6
Fail/Lose State
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Reward Reader When Chivalry
Choices are Chosen
Authentic Assessment
From: https://oakridgelmc.wikispaces.com/Choose+Your+Own+Adventure
Create a player experience thats
fun first. If you remove the fun,
[players] will feel like theyre being
preached to and its not a game
any more, theres no agency.
-Mary Flanagan, Tiltfactor
Questions?
Interactive fiction
mattfarber1@gmail.com
stevei2071@gmail.com
@MatthewFarber
@mr_isaacs
Links:
http://tinyurl.com/GIE-IF

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