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#7610517 Apr 01, 2013 at 03:14 PM · Edited 9 years ago
Guild Officer
343 Posts
Getting Ready for Sherry Jones' Presentation, we'll be looking at Which Ball To Play?

Thursday 7- 8 pm MST (Denver)
Narrative and Gameplay in Game Design with Sherry Jones

"Narratology and ludology are two theories that have divided scholars in game studies; the debate arises from determining which theory is most effective for game design. Sherry will address the "narratology vs. ludology" debate, as well as the current game design trend to marry narrative with gameplay. She will also cover the key elements of narration that can facilitate game progression."

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#7614276 Apr 02, 2013 at 10:24 AM · Edited 9 years ago
561 Posts
I am looking forward to this presentation by Sherry Jones. I am certainly trying to review more background information to be ready for the presentation.

I am looking at these two sites to review the "ologys" . I was surprised to find that one college has a chair in Ludology, didn't see any others.

If anyone else has some good rpre-presentation research/information sites can you post them here? Podcasts on Luddology and Narratology- Living Handbook The Living handbook is updates as recently as March 8, 2013.

I know this forum will be buzzing after the presentation and I look forward to the replies. Thanks.
#7627213 Apr 04, 2013 at 08:32 PM
35 Posts
This is a great low-tech example of...luddology? These cubes have a wide range of gaming applications. The basic version is 1) roll, 2) create a story, 3) win life.

Rory's Story Cubes by MagisterMrP, on Flickr

Story Cube App (2) by MagisterMrP, on Flickr

Story Cube App by MagisterMrP, on Flickr
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#7650177 Apr 09, 2013 at 04:07 PM
561 Posts
Yes MagisterP those are really interesting low-tech examples, it is amazing how ou can do a lot with so little. I was thinking that the idea of chance and dice were simply translated into something like a three-rolls slot machine, now they are very complex, but when they were three rolls and you knew how many symbols of each type were on which roll you could figure the odds for any payout. Now with computerized slot machines it is not so easy. We have moved from one payline to twenty or twenty-five pay lines. This was driven by the public wanting to be "badged" to be "leveled up" and the casinos have provided it. You get the sound of the clink clink clink of coins being dropped when you win even if it is coinless. Those of us wanting to gamify our classes should pay close attention to how the evolution of rewarding and keeping gamblers interested is done by casinos. They have spent billions to do this. How do they keep them playing? How do we do a game that has a similar drive to keep them playing. Hmmmm. . . need a grant to go to Las Vegas :)
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