Showing posts with label collaboration. Show all posts
Showing posts with label collaboration. Show all posts

Friday, 27 November 2009

Trine, Borderlands and Assasin's Creed II (PS3)

First off, I need to say thanks to my mate Paul for sharing his PS3 with me over the last couple of weeks - I promise I will get one myself but it's going to have to wait till after Christmas...



So first, we played Trine (from Finnish developers Frozenbyte and you can also get it on PC) And it was good. A physics based action/platformer/puzzle game? That you can play with up to two other players?! Awesome!!! It looked pretty too (see video above). I have to admit not really caring about the storyline so much, but I did love the gameplay. Especially when we had to stop and think about what we needed to do next. I seemed to gravitate towards the thief most - I liked the fact she used arrows (so I didn't have to get too close to enemies) and I guess I just like jumping! I kind of left the wizardy stuff to the more experienced player as he seemed to have a good handle on when to do what but we would sometimes switch depending on what was going on. All in all, Trine did a brilliant jump of encouraging enjoyable coop play and I think it gave plenty of examples of problem solving and collaboration in action. My only issues with it were the occasional glitches that occurred when one of the characters goes off screen (similar to LBP) and the end. The last level really wasn't very difficult (in comparison to earlier ones!) and the n the game just ended - not really satisfying at all, but please don't let that put you off trying a pretty innovative game.


Then, there was Borderlands (see pic above). It's a first-person shooter (FPS) with role-playing game elements (RPG) set in a post-apocalyptic world full of bandits, guns, leftover cash in boxes and scary looking dog like creatures called skags. Paul likes it a lot but I'm not sure it's really my thing... This game made me realise I have a tendency to panic when something unexpected happens that threatens my character. It happened in Trine too - I ran away from a big scary skeleton when it first appeared, even though I was the warrior with the big sword! But when I panic in an FPS this means I lose all sense of spatial awareness (which isn't great to begin with) and start shooting all over the place. And then I die. So that's not much fun. Plus, I don't really care about guns and I don't like the feeling that I'm not very good at something. I also think my lack of progress levelling up and getting enough money to buy better (i.e. more powerful) weapons also added to my disatisfaction with the game. And god that robot guide at the start is annoying! My feelings are a little mixed on the game as a whole though because I did enjoy some of it. Like when I could see I was getting a little better - my aim did improve while I have to admit there was something really satisfying about nailing those head shots and also when I did eventually level up. I could even see myself picking up simple strategies like remembering to crouch down behind something when reloading and running backwards while shooting. Plus, playing with a more experienced FPS player made it a lot easier because it meant I also had someone to tell me what to do. Then there was the really hilarious moment when we heard growling, got scared and both ended up hiding in the same shed waiting for the skag to come to us! Though you may have had to have been there for that one... So yeah, mixed feelings about Borderlands.


Finally there is Assassin's Creed II from Ubisoft. I really liked this - a lot more than Borderlands. Probably because the third person action-adventure genre is one I'm more comfortable with and maybe because I get to a lot more jumping in the form of free running around beautiful recreations of 15th Italy. While the avatar facial expressions are a little disconcerting (e.g. a lot of them seem kinda cross-eyed), the rest of the game is seriously stunning (see pic above). I found the storyline intriguing too, especially at the start where I ended up getting quite into the whole revenge plot. Though I have to say this doesn't seem to have sustained itself, as now I feel more impatient to just get on with the missions. And sometimes it wasn't clear how to get from a to b (or maybe we just haven't figured out the maps properly yet?). I did like the fighting here more too, though I have a feeling I prefer punching (i.e. hitting buttons repeatedly) and assassinating (killing someone without getting in a fight) than sword fighting (which seems to involve a mixture of timing and skill that I'm still getting the hang of). I have also learnt how to spell assassin properly ;) All in all though, it is a game I would actually like to spend some time playing on my own to how much I get into it, even though it was still fun to take turns at it.

So, that's a few more games than usual, and a lot more killing than I have done in a while! I don't think I've ever had much of a problem with violence in games - I know it's not real and of course I know it's not an appropriate to behave outside of the game - but I guess it is strange to realise I actually enjoy a lot of it. At least, when I do it well... So maybe, as Przylbylski et al. suggest (see here for a good summary), it's more about competence than violence? I think lack of competence may be why I don't like FPS games that much - I feel I have too much to get a handle on in terms of learning the controls, orienting myself spatially, comparing weapons I really don't know much about etc. Maybe I'd enjoy them more if I spend a little time practising but when there are so many other games I enjoy playing (and get to grips with quicker),I think something else will probably get priority. Until the next time a friend wants me to play an FPS anyway. I also liked the way that these recent experiences have all been quite social. When it wasn't a coop game, we took turns, and when we played Trine there were other mates around who were happy to watch us. Sharing does seem to make things more fun, or at least make things fun in a different way. And I think working together can also be quite satisfying though I imagine this might also depend on who you're playing with!

It's been good but I really am going to have to get my own "serious" console soon...

Reference:
Przylbylski, A. K., Ryan, R. M. & Rigby, C. S. (2009). The motivating role of violence in video games. Personality and Social Psychology Bulletin, 35, 243-259.

Monday, 16 March 2009

H809: End of block 1

This is just a quick post to wrap up the last of block 1 so we can all start afresh for the next part of the course.

I can imagine that everyone has been very busy getting the first assignment in (due today) so things have been a little quieter. In week four, there was some discussion about referencing tools and bibliographic software. It's something I have to keep reminding myself to do - keep track of what I'm reading and where to find it - but I have to admit I don't always stay on top of. But, once you get to grips with the tool you are using, it's one of those things that will actually save you time in the long run and well worth it. The main tools that have come up in the discussions include Refworks, Endnote and Zotero (which is the one I actually use). I did have a go at Endnote but Zotero just seems easier - I love the fact I can add references just straight from my browser, though you do need to be using Firefox to do so). Plus, if you use it in combination with something like Dropbox (suggested in one of the forums) you don't have to worry about only having access to it on one PC. Oh, and Zotero is also free, unlike the other two. In general, while using any of this kind of software does have a bit of a learning curve, the advantages far outweigh the disadvantages since they allow you to keep a record of what you've been reading, attach notes about this, create bibliographies in specific styles and avoid having to repeatedly search for the same document. Another link posted on the forum is to a review paper on blended learning, which shows how powerful things like using the keyword function can be (see appendix 1).

The last paper to be read in Block one was "Learning by Collaborating: Convergent Conceptual Change" by Jeremy Roschelle (1992). Unfortunately there wasn't a whole lot of discussion going on about this one, but it is rather heavy going and in combination with the upcoming TMA1, I suspect people had less time to get into it. Mike Protts did post his own reflections on the paper though, and relates them to "extreme programming". One of my supervisors gave me the paper to read last year, and I remember thinking at the time that it was an incredibly detailed account of a single case. While this obviously imposes limit on the generalisabilty of the claims made, the claims are often supported by referencing other studies, and the paper does provide a really interesting account of the processes that occur when trying to come to a shared understanding about scientific concepts - which are notoriously difficult to get right (see this link from the forums about how it can all go very wrong). I liked how the author discussed the findings in terms of theories of learning including constructivism and situated action. If pairs are learning through convergent conceptual change then it illustrates that collaborative learning can occur without the need for asymmetrical pairs (Vygotsky) and/or without cognitive conflict (Piaget) in order for the participants to achieve mutual understanding. By referring to situated action as well, there is a further emphasis on the context within which the interactions take place, because the environment is seen as an integral part of our cognitive processes. The reference also reminded of when I did my Human Communication and Computing MSc at the University of Bath, where we did an awful lot of talking about how technology can be used to support the process of achieving common ground during collaborative activities.

How does this relate to my current research? I'm not really sure it does to be honest, as even though I may be using a case-study approach I'm not sure I want one this detailed! While learning through collaborating is something I definitely want to keep in mind, I'm not focusing on formal learning of scientific concepts and I'm not sure I'd be comfortable enough to use a discourse analytic approach (in the form of conversational analysis) to analyse co-located game play interactions. But I guess it's an option! At the very least, it's given me something to think about in terms of methods and theories that concern collaborative learning.

So that's it for block one. I hope everyone got their TMAs in ok and that you're all looking forward to block two. It starts this week with a focus on audiences (something Sonja Tack has already been thinking about) and ethics.