reflective design of OPM
- emotional challenge
- and balancing said emotional challenge
- priming players for reflection
Khaled:
- games should not have safe environments
- games should not contain simplistic answers
- Immersion is counter to reflection
- Avoid stealth learning
- Don’t design for everyone
Reflective Survey:
- Game elements that surround the message, support the message
- Games enable the intellectual exploration of various perspectives
- Relating the message to the player increases its power
- Respect the player’s intelligence with subtle messages, slowly built.
Urban Planning paper:
Text
- how much text is appropriate in a game?
- how to balance player annoyance with the game
- should be meaningful, timely, and diegetic
Distance and relevance?
- Identity?
It sounds like what you’re doing is embedded design…
- Intermixing:
- Balance on message and off message content
- Obfuscating:
- Use framing devices to divert focus away from the game’s message
- Distancing:
- Use fiction to increase the gap between player identity and persuasive content.