Email
sent to the project steering group, 25 July 2013, with accompanying high
concept document for the Townlands game
Hi Alison
I've been working
on the game aspect of the Bygones website. I was trying to come up with ideas
for a World War 1 game that involves the Courthouse but I can't find any
material to work with that could act as a basis for a game. Here's my alternate
suggestion for a game that is based on the Bygones and Byways website and that
could be done, I predict, within the time-scale and project budget. I think it
would be interesting and appropriate and innovative. I see quizzes online but
nothing like this eLearning one online.
Adrian
High Concept Document for the Bygones and
Byways Computer Game (Draft 1)
©
Adrian Mallon Multimedia, 2013
This is an
eLearning quiz game whose questions are based on information contained in the
Bygones and Byways website, requiring players to search, read and understand
the website content.
The object of the
game is to successfully traverse the game board, townland
by townland, in the least number of steps or turns.
Successful answers advance by a neighbouring townland; unsuccessful answers reverse your progress by one
step. The game ends on the turn when either the single player or multiplayer
winner reaches the target townland first. To prevent
any advantage from going first in multiplayer mode, all players in a round must
complete their turn before a winner is declared. In the case of two or more
players reaching the target in the same turn, the winner is the player who
answered questions and made their moves in the shortest time.
The game will be
played on one computer and website searches will be conducted on another
computer or computers or within a new browser window on the same computer.
You choose a
counter (or character) to represent you: a butterfly, a rabbit, a fox, a bird. Your choice of counter does not affect
gameplay. The order of gameplay in multiplayer mode is randomised. Counters are colour-coded and colour codes are
used to identify the total time spent in the game by each team in multiplayer
mode or feedback to particular teams in during their game turns.
You can play as a
single player or in multiplayer mode: two player, three player or four player
versions. Playing the game in teams competing against each other is also
possible. The game is played on a single computer screen. Having just one
person to input the answers is ideal; it ensures the game's smooth running. In
a classroom situation, the game coordinator could be the teacher or a pupil.
You can choose to
play the game against the clock or with unlimited time. When playing against
the clock, players must answer questions within a set time. Failure to answer
within the time has the same effect as a wrong answer in reversing your progress
by one step.
To answer a
question, players choose a category that reflects categories within the Bygones
and Byways website. The computer poses a question from that category.
Categories will be: History, Environment, People, Places
(I think that the Environment and Geography categories should be merged on the
website). Questions are multiple choice and a timer
displays how long has elapsed since the list of multiple-choice answers first
appeared on the screen. If a question is answered successfully, the player is
given a choice of townlands adjoining the townland containing the player's counter. A neighbouring townland having been
chosen, the counter is moved to the new townland and
the timer is stopped.
Game start and end
conditions are randomised in this regard: new games
start at new starting points and the end points associated with a starting
point's journey are randomized in a limited way. Every starting point, in other
words, has a few associated end points at an opposite point of the board,
chosen so that the overall journey distance covers the board most
comprehensively. Game start points and end points correspond to a townland and a significant feature within the townland. Possibly, the feature can vary within a townland when setting up the initial game conditions. The
choice of feature merely adds colour to the game and does not affect gameplay.
To make the game
harder and more fun, when you answer a question successfully, you can choose
which neighbouring townland
you wish to travel to from a list. That means that, to travel more efficiently
to the target point, you have to know which townlands
lie along your desired path. The potential for making
frustrating mistakes and moving further away from the target adds to the fun
aspect of this game. The alternate would be to let people choose a neighbouring townland by clicking
on it.
Game walk-through
You choose
initially whether the game will be single player or multiplayer.
If multiplayer,
you choose whether 2, 3 or 4 players (or teams of players).
You choose whether
to limit the length of a turn or not.
You choose, or
each team chooses, a counter type to represent it.
You choose to
start the game. The game generates randomised start
and end townland points. A board representing townlands in the Markethill &
District area appears. Counters appear at the starting townland.
A flag or other emblem appears at the target townland
at a diametrically opposed position across the townland
board. Feedback information appears on screen depending on the townland you roll the cursor over.
You play the first
turn. In multiplayer, the order of play is randomly determined at the start of
the game.
The first team
selects a category by either clicking on the pack of cards representing a
category or by typing a number corresponding to the category. A multiple choice question appears from within the chosen
category.
The player clicks
on the answer they think is correct or types a number corresponding to an
answer.
If correct, they
are asked to select from a list of townlands neighbouring that occupied by their counter. They choose
the townland to which their counter will move. Their
counter moves and it is now the turn of the next team, if in multiplayer mode.
If incorrect (or
out of time, in time-limited mode), the player's counter remains in place or
moves back a place on subsequent turns if it has moved.
In multiplayer,
each team takes its turn to select a category and answer a question.
At the end of a
turn in which at least one player has reached the target townland,
the game determines the game winner and displays this information. The player
can choose whether to play again.
Examples of questions:
History—A
word describing the period of the Middle Stone Age: 1. Medieval,
2. Neolithic, 3. Monastic, 4.
Plantation, 5. Mesolithic.
Geography—An
old word meaning a "herd of cattle": 1. Crannog, 2.
Creaght,
3. Cashel, 4. Cairn, 5.
Curragh
Places—A
lake at the north end of the townland of Demone: 1. McCourt's, 2. Shark, 3. Corlust, 4. Moyrourkan, 5. Marlacoo
People—An old word for a person who gossips a lot: 1. a clash-bag, 2. a targe, 3. a stack of ribs, 4. a skelly, 5. a turrey.