© 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Art and Design Unit 3 Lesson 5 Resources.

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© 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Art and Design Unit 3 Lesson 5 Resources and Boundaries

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Big Idea Knowledge of the basic skills and components of any field makes one uniquely prepared to perform at a high level in that area.

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ GAME RESOURCES

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Natural Resources

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Economic Resources

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Human Resources

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Life’s Resources

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ When Resources Run Out

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Resources

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Resources Game resources play much the same role as resources play in real life. A game designer must consider: Manage resources Control access Replenish Destroy

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Resources Designers must plan how players find or earn resources needed to stay alive and healthy and ultimately win the game. Games are designed around unequal distribution of resources. Unequal distribution of resources creates conflict and tension.

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Resources Must have a purpose in the game – UTILITY If resources do not have utility, they will not help the player reach their goals. Must be limited in the game – SCARCITY If resources are abundant, they will lose their value in the system.

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Typical Game Resources Lives Units Health Currency Actions Objects Terrain Time

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Resources: Lives Classic scarce resource in action games. Arcade games are built on the management of lives. Super Mario Brothers: Number of lives to accomplish your goals Lose your lives and you start over Do well, earn more

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Resources: Units Player are represented by one or more objects called units. Units may be all of one kind (Checkers), or of different types (Chess). Units keep value throughout the game or may change, upgrade, or evolve Units may be finite—gone once lost. Can be renewable, with a cost per unit. Designers must consider how players will manage units.

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Resources: Health Can be a separate resource, or it can be an attribute of a life. When used as a resource, it helps to dramatize the loss of lives and units. When used as a resource, there is usually some way to increase it.

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Resources: Health How can players increase health? Pickup a “medical kit” Rest or camp out How much time it takes to regain health depends on the game. There has to be some way for the players to measure health during the game.

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Resources: Currency One of the most powerful resources. Used to facilitate trade. Creates an in-game economy. Instead of currency, some games use a barter system to represent the same concept. Does not have to be represented by a traditional banknote.

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Resources: Actions Moves or turns: In the game 20 Questions, there is a limited number of questions. In some games there is a limited number of moves or turns per round. Actions that are powerful are usually restricted or managed.

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Resource: Objects Not all objects function as resources. Must have UTILITY and SCARITY to be considered a resource: Weapons, potions, armor are resources. Scarcity is accomplished by purchase price, the cost of time to locate it, or the risk involved in fighting off monsters or other protective methods.

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Resources: Power Up Classic type of resource In Super Mario Brothers - magic mushrooms In Jak and Daxter - Blue Eco Usually overpowered resources beyond the normal resources of the game. The “power” of a Power up is balanced by its scarcity and short use time.

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Resource: Terrain Important part of real-time strategy games and map-based war games. Resources such as oil, gold, or wood may limited to specific areas on the terrain—gain the terrain and control the resources. The “Double-Jeopardy” square is an example with special value. The “bases” in baseball.

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Resource: Terrain

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Resources: Time Restricting player action by time (chess). Phases of the game controlled by time. Basketball and football both use a game clock. Musical chairs or hot potato use time to create game tension.

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ GAME BOUNDARIES

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Boundaries Boundaries are what separate the game from everything that is not the game. Can be physical – like the edge of an arena, playing field, or game board. Can be conceptual –social agreement to play.

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Boundaries

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Boundaries Why important: Players could run or move anywhere. No restrictions on plays. Game boundaries must be clearly explained in the rules—followed by all players and teams—and be enforced fairly.

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Boundaries Serve as a way to separate everything that goes on in the game from daily life. While you may act the part of a cut- throat opponent against your best friend within the boundaries of the game, you can shake hands at the end of the game and walk away without any real harm to your friendship.

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Boundaries Not Clear Free-Form Games: Tag is usually played with loosely defined boundaries Magic: The Gathering, players purchase an initial deck with enough cards to get started – to create better decks, players can buy or trade other cards to add to their collection.

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Boundaries: Open “Open” games are games where the rules and objectives continually change while the game is being played. These games are open to transformation.

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Boundaries: Closed Have specified fixed players. Fixed rules. Fixed procedures. Fixed action alternatives and outcomes. Clearly define what is in the game versus what is outside the game.

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Big Idea Knowledge of the basic skills and components of any field makes one uniquely prepared to perform at a high level in that area.

© 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Art and Design Unit 3 Lesson 5 Resources and Boundaries Images Game Art and Design Unit 3 Lesson 5 Resources and Boundaries Images clipart