Approaching Game Design As An Educator


Introduction

With considerable amount of experience in teaching at school level and developing videogames, I have been able to draw parallels between the two. Gagné's Nine Events Of Instruction is a series of steps employable in teaching learning process. This article aims to approach game design through an educator's perspective with special reference to Gagné's nine events of instruction.


Contents
1. Gain attention
2. Inform learners of the objectives
3. Stimulate recall of prior learning
4. Present the content
5. Provide learning guidance
6. Elicit performance
7. Provide feedback
8. Assess performance
9. Enhance retention and transfer


Gain attention

You have around 20 seconds before a player decides whether they want to keep playing your game or give up on it. You should try to provide an experience within the first 20 seconds that makes them want to stay.

At the start of the game, you can show the player something spectacular, thought provoking, questions that create suspense or anticipation, or something along these lines. This could help you make the player stay.

For example, some racing games would often let the player drive a relatively fast car in order to give them a taste of what they could be doing once they make enough progress. Some walking simulators put the player in a strange scenario where they would be asking questions to gain clarification.


Inform learners of the objectives

Once you have shown the player what they will be working for, you tell them what is expected from them. This often involves completing numerous missions or tasks. For example, racing games tell the player that they need to start with the low level racers and work their way towards the top of the chart. Walking simulators tell the player that they need to solve puzzles, talk to someone, complete some tasks in order to solve a mystery or accomplish the end goal.


Stimulate recall of prior learning

Provide the player with tools and information (mechanics such as movement, jump, boost, shoot) which are necessary to overcome a challenge. Since the player already knows what it is to walk, run, jump, drive, etc. you can use their prior knowledge to build something new on top of it, such as double jumps, wall jumps, wall running, driving on unusual surfaces.


Present the content

Provide the player with the level. In a platformer game, begin with a static platform with no risk involved. Then add a platform that moves back and forth. Then add a static platform with no safe ground underneath. Then add a moving platform with no safe ground underneath.

Here you are presenting the elements of the level in such a way that the player begins learning to use the mechanics (run and jump) in a safe and easy environment and then in a slightly more risky and challenging environment.


Provide learning guidance

You can use in-world elements to guide the player regarding what to do, how to do, where to go, etc. Some games show the player that a certain part of the level is lethal by having an NPC (non playable character) walk into the lethal zone. Some games show the player that there is a hidden path or entrance by adding moss at the entrance or having sunrays fall on it. Some games show that the player can use certain parts of the environment by having an NPC or any other game object interact with the parts of the environment. For example, if a platform is likely to collapse within a second of touching it, a rock or an NPC can be shown falling on it and then the platform being destroyed.


Elicit performance

Once the player is shown the basics and the core mechanics, it is time to test the player. Create an elaborate level filled with platforms and challenges in various combinations to provide an opportunity for the player to demonstrate that they have understood the rules/mechanics of the game and are capable of applying their knowledge in a variety of scenarios.


Provide feedback

Feedback is crucial in guiding the player. Positive feedback such as rewards encourages the player to repeat an action or proceed in a certain direction, and negative feedback such as losing a life, an item, or points prompts the player to avoid repeating something.

Feedback in visual, auditory, and haptic can add depth, responsiveness, and immersiveness to player's experience. For example, when a character is running, have some dust particles rise up at their feet. If a car hits a pole, play appropriate audio to reflect the action happening on the screen. Some videogame controllers provide haptic feedback for nearly everything happening on the screen. Learn more from Grapefrukt's video.

Feedback should be provided to the player for every action they perform. If the player does something, the game should tell them what changes have occured in the game. If the player is expected to do something, the game should be explicit about it and also hint at it. If the player fails at completing a task, it should not be so because the game did not provide adequate information or in a clear manner. An interesting example for this is Mark Of The Ninja

If the player character dies, the game should make it explicit how the character died and how the same can be avoided. If the player shoots an NPC, clear feedback should be provided to convey that the hit was registered, and how much health the NPC had lost.


Assess performance

Raise the stakes and increase the level of difficulty. Provide opportunities such as a range of bosses, challenging level design, or other high level challenges for the player to overcome with the help of all the knowledge they have gained so far and the skills they have mastered. An interesting example for this is Ginso Tree from Ori And The Blind Forest.

You can have a series of moving platforms which also break when the player touches them; remove the ground under the platforms; have a time limit; an NPC continuously attacking the player character.


Enhance retention and transfer

Design levels in such a way that the knowledge and skills acquired in an earlier level can be utilised in the present level while also introducing a new mechanic which will be present or used in the upcoming level. This not only adds variety to the game but also allows the player to practice, carry their knowledge over to a novel setting while learning something new in addition to their existing knowledge.

Some platformer games implement various kinds of platforms which appear in multiple levels and in various contexts where new platforms are also introduced. Super Mario 3D World is an interesting example.


Published on 2 February 2023