Week 8 - Re-Envisioning Game Mechanics
Type:Rider’s
Learning Objectives
Learning Objective 1:
Students will navigate a digital environment, analyzing
their surroundings to formulate strategies to overcome challenges.
Learning Objective 2:
Students will classify individual characters of historical
typography.
Learning Objective 3:
Students will examine information on the history of typography.
Game Mechanics
Mechanic One: Obstacles / Challenges
This mechanic is closely linked to Learning Objective 1. Navigating obstacles is extremely vital to the gameplay of Type: Rider. A player must use inductive reasoning through observations, trial and error risk taking, and fail states to figure out how to obtain certain items within the game’s environment. That player must use that information to avoid obstacles such as bards, electrified objects, or gun fire. This is the most important mechanic I would like to translate to an analog game because it largely encourages higher-order learning.
![]() | ||
Rotating object squish or smash you on the ceiling if timed wrong
|
![]() |
| Challenge I'm currently stuck on (It doesn't let you see where your going next) |
Mechanic Two: Collecting Items
This mechanic is related to Learning Objective 1 and Learning
Objective 2 and closely interacts with Mechanic One. A player navigates
obstacles to collect items (typographical characters) within the game
environment. Type: Rider is divided into levels, referred to as “chapters”, with
each level focusing on a different typographical font from history.
Within each chapter, a player’s main goal is to collect all “characters” –which
consists of letters, asterisks, and ampersands from that particular font- while
avoiding obstacles to complete that level. A player can choose to complete the
game without collecting all of these items, but in doing so, they receive a
lower grade on the “chapter”. I
would like to translate this mechanic to analog but expand on it so that
players must use collect all items to win the game.
![]() |
| Partially completed chapter |
![]() |
| Completed chapter: Grade Aa! |
Mechanic Three: Delivering educational information
This mechanic is related to Learning Objective 3. Within
each chapter of Type: Rider, there are six asterisks a player can collect. With
each asterisk obtained, information about that chapter’s typographical font is
provided. As with Mechanic Two, a player can choose to complete a chapter without
collecting all six asterisks, but again, they will receive a lower grade on
those “chapters”. I would like to translate this mechanic to analog but
again expand on it so that a player must apply this information learned to
progress within the game.
Analog Game Ideas
To incorporate at least one mechanic mentioned above. Objective
must remain the same as original game. Description of ideas: what form will
game take? What materials? How do players interact? What concerns do you have
about design?
Game Idea 1: Board Game
The main mechanic I’d want to translate for a board game
would be “collecting items”. For a board game, I would pick one “chapter” of
Type: Rider and its corresponding typographical font and make a card for each of
the font’s characters, based on the art from the video game. Ideally, I’d love
to incorporate all “chapters” from the game but think for this type of
game, one level would suffice, and then additional levels could be future
expansion packs. I envision a cooperative game in which 2-4 players take turns rolling
a die (or two) for movement across the board. Each spot on the board would
feature art from the “chapter” selected for the game. The spots would be
divided between ”character” spots – where a player collects one of the
font pieces – and “obstacle” spots – where players either lose collected
pieces or must complete a task to keep their piece. The game would end when the
team collects all “characters” for that font or if they lose all pieces,
losing the game! My biggest concern for this design would be that it leaves the
game up to chance, and that the game does not include any higher-level learning.
It would be possible to incorporate the other mechanics, and by doing so, this
would integrate higher-order thinking, but I’m not sure how I would do that at
this stage.
Game Idea 2: Deck Building Game
I’m actually far more passionate about this idea and I think
I will actually attempt to create this game in the near future. I think a deck
building game would allow for me to easily incorporate all three mechanics, ensuring
both a challenging game that is engaging and encouraging higher-order learning.
First, I envision the game being a competitive game between 2-4 players. Like
my board game idea, this version of the game would include just one “chapter”
from the video game and future expansion packs could feature additional “chapters”.
Each player’s goal is to collect all “characters” from
the typographical font chosen for the game (including all letters and asterisks).
The first player to collect them all, wins. I envision splitting the character
cards into 3-4 categories, with each category having different advantages (or
special powers). The players will take turns, in which they can choose to draw
a card from either the “character” deck or the “action” deck. For
the “character” deck, I’d like the player to complete some sort of
challenge to obtain the letter, so they don’t just get them for doing nothing.
I’d love suggestions on what I could do for this aspect!
The “action” deck is necessary for players to
progress, and ultimately, complete the game. It will have the art of various
obstacles from the video game (such as a rolling boulder or a timed puzzle), in
which a player must take on an obstacle through “characters” they have
collected (each character card will have a different “special ability” for
combating obstacle.) This deck will also include random events that may
positively or negatively affect the players progress in the game. Finally, this
deck will also include the asterisks randomly shuffled throughout, with the
objective being the winner must collect at least six to win. This aspect is
actually one I’d love some feedback on as I’m not sure how I’d get it to work,
how many asterisks should be included in the deck based on the number of players,
etc. For a player to obtain an asterisk, they will have to answer a question on
the card related to the information provided in the game (such as: what civilization
was the Cuneiform Writing discovered?) Therefore, that means this game would
only be played as a review to this content being covered in the classroom.
My biggest concern with this game overall is how I’d get all of the aspects to run smoothly. How many types of obstacles do I need? How do I know how many asterisks need to be in the deck, relative to the number of players? Should I incorporate some type of “bank” in relation to the “character” deck, and if so, how do players “buy” a new character? Should I remove the random events that positively / negatively effect players as they are entirely up to chance? I’d love feedback on some of these questions!









Comments
Post a Comment