Friday, March 4, 2011
Rambling: Minecraft as a teaching tool.
(Later, I'll put up a post about using minecraft for psychoanalysis.)
I will admit that I was once something of a Minecraft enthusiast- now I'm really more of a casual minecraft player. I occasionally check up on it and discover that new features have been added (courtesy of Notch), and I've slowly come to the realization that Minecraft possesses the potential for use as a medium for nonverbal communication.
That's a bit of an odd concept on its own, I'll admit- but there's more to it than just the words up there.
Minecraft is, at the core, a sandbox game- the player is technically free to do anything that they'd wish to do, within the constraints of physics and other in-game rules.
In playing, you need:
A mouse or other pointing device to control the direction the player faces.
Two "action" buttons (Right and Left click?)
Four directional controls (Forward, Left, Right, and Backward)
A jump key
An "Inventory" button that opens the user's "backpack". (the extraneous inventory could be omitted)
A method of selecting the active item
A "crouch" key (also omissible)
In essence, you could get away with a pointing device, a control pad, three action buttons (Clicks and Jump), and some sort of item-selection control.
You also need a screen, of course- but my point is that it presents an interface that transcends the otherwise normal association of sounds and words with images and ideas.
It's kinda difficult to think abstractly in Minecraft, given that everything in-game is concrete and (within reason) doable. There aren't any "points" in-game, only how much you possess and whether you're alive or not.
There would have to be some sort of introductory gradient- starting the player (potentially a young child) in a bare room with nothing doable except for interaction with something like a button, for instance.
This button might be linked to a dispenser, for instance, which would then drop the first tool - an ax, perhaps - into the room. A door would also be switched "open", and allow procession into another room containing a tree and another button.
That's just a suggestion of sorts- but the idea is that the level would be an introduction to the ingame world. Upon "introduction" to all characteristics of common blocks, the player would be stripped of their inventory and placed within a new level that introduces the concept of crafting- complete with more buttons for dispensing raw materials. This can be conducted with visual aids if deemed necessary, or left as a discovery-based process (which could possibly lead to confusion and/or frustration).
After they've got basics and crafting down, I might consider dropping them into the "normal" world, on the peaceful setting- once they've established a regular living cycle, they should be gently introduced to monsters- not in the same sense that they were introduced to everything else, though. The user should be introduced to monsters subtly enough so that they realize that there are malevolent forces ingame but are not inexplicably killed or otherwise frustrated by the game (a la creeper clusterfucks).
At some point they'll begin mining and discovering interesting things like redstone and saddles or records- while the rules for their operation are not inherently obvious, it might be worth introducing to the player how they work.
Within this framework, we can teach the concepts of construction, physics (and lack thereof with floating blocks), some electromechanics, and do all of this without any direct teacher-to-player communication.
More to come at a later date.
I will admit that I was once something of a Minecraft enthusiast- now I'm really more of a casual minecraft player. I occasionally check up on it and discover that new features have been added (courtesy of Notch), and I've slowly come to the realization that Minecraft possesses the potential for use as a medium for nonverbal communication.
That's a bit of an odd concept on its own, I'll admit- but there's more to it than just the words up there.
Minecraft is, at the core, a sandbox game- the player is technically free to do anything that they'd wish to do, within the constraints of physics and other in-game rules.
In playing, you need:
A mouse or other pointing device to control the direction the player faces.
Two "action" buttons (Right and Left click?)
Four directional controls (Forward, Left, Right, and Backward)
A jump key
An "Inventory" button that opens the user's "backpack". (the extraneous inventory could be omitted)
A method of selecting the active item
A "crouch" key (also omissible)
In essence, you could get away with a pointing device, a control pad, three action buttons (Clicks and Jump), and some sort of item-selection control.
You also need a screen, of course- but my point is that it presents an interface that transcends the otherwise normal association of sounds and words with images and ideas.
It's kinda difficult to think abstractly in Minecraft, given that everything in-game is concrete and (within reason) doable. There aren't any "points" in-game, only how much you possess and whether you're alive or not.
There would have to be some sort of introductory gradient- starting the player (potentially a young child) in a bare room with nothing doable except for interaction with something like a button, for instance.
This button might be linked to a dispenser, for instance, which would then drop the first tool - an ax, perhaps - into the room. A door would also be switched "open", and allow procession into another room containing a tree and another button.
That's just a suggestion of sorts- but the idea is that the level would be an introduction to the ingame world. Upon "introduction" to all characteristics of common blocks, the player would be stripped of their inventory and placed within a new level that introduces the concept of crafting- complete with more buttons for dispensing raw materials. This can be conducted with visual aids if deemed necessary, or left as a discovery-based process (which could possibly lead to confusion and/or frustration).
After they've got basics and crafting down, I might consider dropping them into the "normal" world, on the peaceful setting- once they've established a regular living cycle, they should be gently introduced to monsters- not in the same sense that they were introduced to everything else, though. The user should be introduced to monsters subtly enough so that they realize that there are malevolent forces ingame but are not inexplicably killed or otherwise frustrated by the game (a la creeper clusterfucks).
At some point they'll begin mining and discovering interesting things like redstone and saddles or records- while the rules for their operation are not inherently obvious, it might be worth introducing to the player how they work.
Within this framework, we can teach the concepts of construction, physics (and lack thereof with floating blocks), some electromechanics, and do all of this without any direct teacher-to-player communication.
More to come at a later date.
Labels:
Language,
Minecraft,
Psychology,
Rambling,
Teaching
Thursday, March 3, 2011
Stuff I like: Zero Punctuation
There are plenty of folks around the internet who review games and place their thoughts on the particulars up for other folks to look at. Ben "Yahtzee" Croshaw, an excellent writer in his own right, produces a compact, easy-to-understand and cleverly-constructed review of a game. The entire library is available for viewing here. Please note that his language might be a bit crude if you're not used to internet folk- if there are others around, you might consider putting your preferred personal listening apparatus in before starting a video.
[ http://www.escapistmagazine.com/videos/view/zero-punctuation ] is where you'll find most of his scathingly witty reviews.
[ http://www.escapistmagazine.com/videos/view/zero-punctuation ] is where you'll find most of his scathingly witty reviews.
Labels:
Mogworld,
Stuff I like,
Yahtzee Croshaw,
Zero Punctuation
Wednesday, March 2, 2011
Halo Armor.
To be frank, the only Halo I've ever played was Custom Edition (and Combat Evolved for the campaign), because I couldn't find a reasonable excuse to upgrade to a 360 and purchase games in tandem with a Live subscription.
I have played while visiting friends, though- and I have discovered that I prefer the keyboard and mouse to the handheld controller.
Not really related: I'm terribad at MW2, but I enjoy playing for laughs with friends of mine on PC.
Even so, I've had a fascination with the Halo series' MJOLNIR armor since its inception with the Master Chief.
When I first discovered my interest in producing a set of armor, there were no options to do so without extensive investment in deciphering the specifications and myriad subtleties involved in every piece.
In a textbook case of the internet is awesome, within a few years there was [ http://www.405th.com/ ], who are mainly Halo costumers (although I have seen a few other projects on the forums).
They're probably associated with / inspired by [ http://www.501st.com/ ], who are Star Wars costumers. Speaking of Star Wars, I also like the Utapau Shadow Trooper costume. The idea of integrated electromagnets (or other fastening devices) that allow rapid disguise (and shedding thereof) is an interesting concept to me.
There's the ridiculously comprehensive costuming wiki over at [ http://halocostuming.wikia.com/wiki/Main_Page ], which has a repository of Pepakura files that cover almost every reasonable prop that you'd want to model from the Halo universe.
For the uninformed, Pepakura is a program used to facilitate papercraft modeling- bridging the gap between CAD and origami, it allows the production of reference models that can be cut, folded, glued (and perhaps reinforced), allowing for relatively cheap production of armorlike props.
I recently discovered this application named Vanity by the folks over at [ http://veegie.com/ ], which permits the rendering of the armor available in Halo: Reach.
I'm currently considering investing in a large quantity of clay and some mannequin pieces to create molds instead of pepping (a borrowed-verb for constructing by the Pepakura-paper-mache method) and casting my pieces from some sort of light plastic.
Another idea would be to convert the Pepakura files for cutting with the CNC Plasma-cutter, because lightweight aluminum would easily weld and look decent after some finishing work.
What are your thoughts on costuming?
Related: Here's a render of an idea I've got for a finished suit (JFO helmet, ODST chest and shoulders. FJ/Para Kneeguards). It's in color, believe it or not- but I plan on painting my suit something like a camoflauged black/gray with a scarlet visor (inspired by the Utapau folks).
I have played while visiting friends, though- and I have discovered that I prefer the keyboard and mouse to the handheld controller.
Not really related: I'm terribad at MW2, but I enjoy playing for laughs with friends of mine on PC.
Even so, I've had a fascination with the Halo series' MJOLNIR armor since its inception with the Master Chief.
When I first discovered my interest in producing a set of armor, there were no options to do so without extensive investment in deciphering the specifications and myriad subtleties involved in every piece.
In a textbook case of the internet is awesome, within a few years there was [ http://www.405th.com/ ], who are mainly Halo costumers (although I have seen a few other projects on the forums).
They're probably associated with / inspired by [ http://www.501st.com/ ], who are Star Wars costumers. Speaking of Star Wars, I also like the Utapau Shadow Trooper costume. The idea of integrated electromagnets (or other fastening devices) that allow rapid disguise (and shedding thereof) is an interesting concept to me.
There's the ridiculously comprehensive costuming wiki over at [ http://halocostuming.wikia.com/wiki/Main_Page ], which has a repository of Pepakura files that cover almost every reasonable prop that you'd want to model from the Halo universe.
For the uninformed, Pepakura is a program used to facilitate papercraft modeling- bridging the gap between CAD and origami, it allows the production of reference models that can be cut, folded, glued (and perhaps reinforced), allowing for relatively cheap production of armorlike props.
I recently discovered this application named Vanity by the folks over at [ http://veegie.com/ ], which permits the rendering of the armor available in Halo: Reach.
I'm currently considering investing in a large quantity of clay and some mannequin pieces to create molds instead of pepping (a borrowed-verb for constructing by the Pepakura-paper-mache method) and casting my pieces from some sort of light plastic.
Another idea would be to convert the Pepakura files for cutting with the CNC Plasma-cutter, because lightweight aluminum would easily weld and look decent after some finishing work.
What are your thoughts on costuming?
Related: Here's a render of an idea I've got for a finished suit (JFO helmet, ODST chest and shoulders. FJ/Para Kneeguards). It's in color, believe it or not- but I plan on painting my suit something like a camoflauged black/gray with a scarlet visor (inspired by the Utapau folks).
Tuesday, March 1, 2011
Techshare: Kuler / Adobe
Adobe's the company responsible for the ubiquitous Creative Suite software bundles- I've had the good fortune to work with the packages at school but don't have access to quite the funds required to purchase such things given the budget that I have the good fortune of wielding.
Fortunately for design-minded folks like myself that also enjoy free stuff, Adobe's given the gift of kuler to everyone. It's one giant crowd-sourced swatch-generator, and it gives rise to plenty of ideas for designing neat things.
I like the template I'm using here, but I'm considering designing my own when I upgrade.
I have to learn CSS and PHP and JavaScript sometime; why not now?
It's amazing what folks can do with five solid colors. (Search zen on the kuler, for instance...)
Any graphic design resources you'd like to share?
Subscribe to:
Posts (Atom)

