Game Development Reference
In-Depth Information
puter game. Other scenarios presented elsewhere
belong to the education and training varieties of
computer games (Thomas & Vlacic, 2005, 2008,
2009; Vlacic & Thomas, 2009; Vlacic, Thomas,
& Amagasa, 2009).
Each scenario engages players in scenarios
that must be resolved collaboratively; with each
play scenario exploring one or more attributes of
FEPs engaged in collaborative computer games.
The following four case studies explore and rely
on the principles of player collaboration to achieve
a positive outcome.
a. The number of population starved is
greater than 33%
b. Acres per person of population ratio is
less than 7:1
2. Every person requires 20 bushels of grain
to survive for a year. If a person does not
receive 20 bushels of grain, they starve.
3. Each acre of land requires 1 bushel of grain
for cultivation
4. Every year, a price to buy and sell land is
determined
5. Each person can cultivate up to 10 acres of
land
6. If a player lasts 10 turns, they are evaluated
to determine how successful their term in
office was
Hammurabi
Those well versed in computer programming and
in particular computer game history will be aware
that Hammurabi is considered one of the oldest
kingdom building style games and a forefather
to many modern strategy and planning games
(Egenfeldt-Nielsen, Smith, & Tosca, 2008). This
particular game was chosen due to the simple game
play, but intelligent decision-making required on
behalf of the players. This combination allows
us to focus on the details of the virtual partner's
cognitive layer in action.
The original game itself is simple. A player
acting as the ancient Sumerian king Hammurabi
aims to survive a 10 year period (turns) in office
by managing resources of grain to ensure their
people were fed, and that there was enough land
for cultivation.
Each player starts with 100 people, 1000 acres
of land and 2800 bushels of grain. Each year (turn)
the player determines how many bushels of grain
to feed to their people, buying or selling land and
how much grain to cultivate in the fields. There are
a number of basic rules that determine game play:
Each turn, a set of exogenous events occur that
determine the resources available to the player
for the next turn:
7. Each year, the population grows due to
migration and natural growth
8. The price of land to buy or sell fluctuates
between 17 and 26 bushels of grain per acre.
9. The crop yield for the turn ranges between
1 and 5 bushels per acre of cultivated land
10. There is a percentage chance each year that
rats will eat a proportion of the harvested
bushels of grain
11. There is a percentage chance that the king-
dom shall suffer a plague which kills half
the population
Scenario
Hammurabi's Boardroom is built upon the clas-
sic game Hammurabi, but expands the game to
include multiple collaborative partners providing
an additional mental challenge as they must col-
laboratively make decisions to achieve a successful
outcome. The game consists of a group of up to
four players. One player is Hammurabi who is
responsible for commanding the Royal Steward
1. The game lasts up to ten years (turns) unless
the player is impeached for poor perfor-
mance. Impeachment occurs if the following
conditions are met in any given turn:
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