Lewis Chessmen |
The array of artefacts gave a great perspective to the length and breadth of games throughout the eras, the ways of playing games and the reasons behind them. However, that aside; That is not what this blog is about, and neither (surprisingly) the main point of interest, or learning of our trip... For me, anyway.
Readers may be a little disheartened; but never fear - In the world of Sean Edwick, You just end up seeing things completely differently to everyone, resulting in slight deviations in outcomes.
The first of any deviations on the trip to London was Architecture.
Now let me explain; I was born in Felixstowe, and have lived in it ever since - It typically consists of 99.5% square, pointy-roof, red-brick houses. For somebody who likes pretty and interesting architecture (though specific reason cannot be found) going to London was very interesting and eye-opening - Despite having a rubbish camera and taking photos at jogging pace.
Perrrty!
I got told I looked like a stereotypical Japanese tourist several times.
So why did I take so many pictures of random parts of buildings and ceilings? Well, when designing things, I usually start from simple shapes, or combination of shapes, and build from there. I find architecture has a wide range of wonderful shapes which often aren't used in many other places - A great point of inspiration if you are in need of a strange set of assets for a game with no preconceived ideas.
Okay, so that was a slight deviation - Some of the pictures taken seen above.
The second deviation we took was the side-trip to the science museum. I say a side trip - it was a pretty long visit, and we managed to visit every part of the building (which I was told by my mother was impossible in a day)
The science museum was wonderful - I mean, I haven't been there since I was knee-high (and we all know how much attention we pay at knee-high-hight). Yes, the science museum was sciency; I've always been interested in science - but there was something else of interest - Interactivity.
By now we should all know that Costikyan talks about interactivity as one of the main key points of games (just thought I'd put that there).
Anyway, This interactivity - It was mostly only small things; like a button which turned a motor or played sounds - But it made an incredible difference to how people learn, and even interact with each-other; visitors actually discussed (with people they don't know) and learnt about the contents of the museum. The closest the British museum has to interactivity is the 'play' button on the anti-sociable headphones you can use to read for you.Now, I know many people go to such places for quiet (however little there may be) and to look at shiny things in glass cabinets - But you are also able to do that in the science museum. I'm pretty sure that if Ipswich museum an have some simple quizzes and puzzles to enforce facts about artefacts and how they are found, a massive museum in London could too.
So, Now I shall continue to talk about another aspect of the science museum - Games and digital quizzes.
Although they often look complicated and expensive - Below the covers of the moulded plastic covers is a PC monitor displaying a flash game and a few buttons; and yet, these simple games and quizzes can be, and usually are much more effective than plaques and sounds. Why?
I believe that the reason games such as 'flood simulator' or quizzes such as 'what personality type are you and why?' (typical types of games found in the science museum) are so popular and (probably) better at getting information across to visitors is that they cater for almost every audience (well, if it is designed well!). A digital quiz or game can be visually seen for hard of hearing and it can often be simplified or picturised for older and younger audiences. On top of this, such media can show things that wouldn't normally be able to show (size, cost), show things at speeded up rates or see instantly the different effects that choices have on things.
So when all is said and done; If you are reading this British museum - Yes; I am willing to design you some educational games, but not right now - I have assessments to do. ;-)
the last thing I have to talk about is the interactive stuff; as I've said, I don't remember much about the science museum from when I was knee-high, but I remember running around like a headless chicken while running from demonstration to demonstration - hyper on fruit-shoots.
Note these pretty tubes - displaying viscosity and bubble-size; My health bars for my coding project are now designed on a similar principal.
Note the electronic circuits - A bit late, but probably would have been a good start for our circuitry group project.
So, Now I shall continue to talk about another aspect of the science museum - Games and digital quizzes.
Although they often look complicated and expensive - Below the covers of the moulded plastic covers is a PC monitor displaying a flash game and a few buttons; and yet, these simple games and quizzes can be, and usually are much more effective than plaques and sounds. Why?
I believe that the reason games such as 'flood simulator' or quizzes such as 'what personality type are you and why?' (typical types of games found in the science museum) are so popular and (probably) better at getting information across to visitors is that they cater for almost every audience (well, if it is designed well!). A digital quiz or game can be visually seen for hard of hearing and it can often be simplified or picturised for older and younger audiences. On top of this, such media can show things that wouldn't normally be able to show (size, cost), show things at speeded up rates or see instantly the different effects that choices have on things.
So when all is said and done; If you are reading this British museum - Yes; I am willing to design you some educational games, but not right now - I have assessments to do. ;-)
the last thing I have to talk about is the interactive stuff; as I've said, I don't remember much about the science museum from when I was knee-high, but I remember running around like a headless chicken while running from demonstration to demonstration - hyper on fruit-shoots.
Note these pretty tubes - displaying viscosity and bubble-size; My health bars for my coding project are now designed on a similar principal.
Note the electronic circuits - A bit late, but probably would have been a good start for our circuitry group project.
Note - This is a pretty good idea for a flash game - The aim is to place the hoops in the same position as the ball bounce.
So yeah, that is all - It took me long enough to write!
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