Leveling Up
As I have recently progressed into
Level 36 in the Settlers online game, I have a sense of accomplishment, but at
the same time have a little discouragement when I realize how much effort needs
to go into reaching the next level. As
with many games, each level incrementally increases in required experience
points. As reaching a new level is
rewarding, it is also a reminder that you need to try harder if you want to see
the next level. This is exactly what is
meant by “virtuous circle of productivity” (McGonigal, 2011, p.53). A large task at first is too much, but slowly
build toward it – and the next level seems a little more realistic. I suppose this could be a metaphor for
education. As an educator, I found more
success with slowly building up the skills of a student, rather than just
throwing them into advanced work.
However, I did have the occasional student who wanted to jump right in
to the advanced lessons. It is probably
good that games have the ability to limit the challenge.
To reflect more upon the Settlers
game – one must consider game play under normal circumstances, and then under circumstances
such as ours when we have a limited amount of time to reach a certain
level. As reaching level 40 may be a
reasonable goal – adding the time factor may slightly increase the urgency of
completing tasks in a timely manner.
However, due to the nature of Settlers, many limitations on the game
prevent a player from progressing too rapidly.
Some examples include the limited resources that are available to use on
certain buildings. In order to meet the
task of creating a Crossbow Maker, I must not only obtain the 2500 granite for
the building, but an additional 3500 for the titanium smelter that is required
to manufacture the crossbows. Since
granite is not readily available to mine, you must rely on a search or purchase
the granite which is very expensive due to its rarity. As time would eventually provide the means to
obtain the granite, trying to level up by May offers a little more of a challenge.
Clear goals and actionable steps
There are many different levels of
goals to achieve in the Settlers game. Some
clear and some not so much. In particular,
the goal of leveling up is the most obvious.
Others include the production and balance of products and resources
needed to sustain a functioning colony.
In the Settlers game, the depletion of resources is factored in to keep
players returning – hence adding to that little bit of obsession or addition
that may evolve. I have player a similar game called roller Coaster
Tycoon. As the goal of this game was to build
and maintain an amusement park, the system gave you a little more freedom in management. As the rides you built would shut down and
stop producing funds, there was a way to schedule maintenance personnel to make
repairs. This way, if you walked away from
the game for a few hours, you would not return to find all of your resources
gone for good.
In terms of actionable steps, I
believe game very clearly defines this through the interface and task
window. Especially with adventures,
subtle hints to accomplishing the adventure are noted in the description. As the primary goal is to win the battle,
each adventure offers a new way to critically think and approach the battles
with strategy.
Feedback
The
feedback system in Settlers is designed to provide the gamer with a sense of
feeling like part of a colony. Messages
from the King and other avatars in the game explain the purpose for the various
missions, tasks, or challenges you face throughout the game. In terms of control,
you decide what tasks to complete and in which order. In some cases, tasks requested of you take
time, while other may immediately provide you with an accomplishment from
already having the necessary items in your inventory to meet the objective of
the task. Most tasks offer some reward, and in most cases, the reward is
relevant to the task accomplished. You
may delegate Crossbowman to the King, but he rewards you with more crossbows.
Most
feedback is encouraging in a positive way.
Other games may offer a more realistic approach, perhaps military games
where a captain is barking orders at you – screaming for you to win the
war. More dramatic, but also not necessary
for this type of game.
Mastery
There are
many aspects of the Settlers game to master.
First is the art of trade. In
order to succeed, you must understand and acknowledge the various values of
such resources and items. If a player is
not fully aware of a resources true value, they can quickly lose much of what
they worked so hard for. As time has gone
on, I have realized why certain items cost more in this game.
The
mastery of war. This particular topic
has much controversy tied to it. Some players use strategy guides or step by
step instruction on how to win a war, while others strategically match the strengths
of one type of warrior with the strengths of the other - as I call it, trial
and error. One feedback system that was
not mentioned earlier, is the ability to mouse over a camp and recognize what
warriors are guarding the camp. It also
provides some tid bits of info that hint to how the warrior will go down. This is also evident in the expedition fights
and their various levels of rank.
Mastering the attack plans comes with advancing through the various
adventures provided.
Finally,
mastery of building placement. As you
progress through the game, you see the impact of building location on how the
resources are sustained. Particularly,
the location of storerooms are vital to success. Higher (in demand) resources such as gold
mines, should be close by a storeroom, while residence have no benefit near the
storeroom buildings. Mastering this understanding helps to streamline the
performance of the settlers and improve your inventory.
Hi Tom,
ReplyDeleteYour post had many thoughtful points. I completely agree with your first statement that as we get into higher levels, it gives a sense of accomplishment and the feeling like you can tackle an even bigger task because look what you just conquered! I also agree that I would probably be a different player if time was not a restriction. I too would like to get to level 40. I’d love even more level 41…the challenge of passing Dr. Lambert! The limitations that prevent a player from progressing too rapidly are frustrating when we are under these guidelines. The depletion of resources is frustrating for me as well. This also makes me obsessed with logging back in to see what has happened with my mines and whether or not I need to use building licenses to rebuild them. In terms of feedback, I enjoy that the feedback is encouraging in a positive way. Very different from reality where feedback, while constructive, may not always be presented very nice or professional! Finally, in terms of mastery, I had a difficult time at first in the trade menu for the exact reasons you state. I wanted to make sure I wasn’t just giving my stuff away, or asking way too much that it wouldn’t sell! It’s all a learning experience. I am definitely learning something new almost every day!
Kendra