It's best to learn by other people's mistakes...
A professor at Indiana University and a team of researchers designed a game called Arden: The World of William Shakespeare. This was designed to have players explore Elizabethan environment.
Ted Castronova, the professor, then studied the player's behavior. He came up with 5 tips for making a game that 'doesn't suck':
- Don't be overly ambitious : He found that making the game realistic was quite a large task - we should be practical about how much detail we wish to include, considering the time line we put together.
- Go Low Tech : Stick with a simple development platform. (We are already there - sticking with a simple software that we are familiar with (Game Maker, RPGMaker))
- Think About Your Audience: He found that students who were not too familiar with Shakespeare found it boring. We should possibly be thinking about students who are not too familiar with computer science concepts, and what they would find interesting. One of our goals is to create a game that makes computer science appealing to all students (particularly females).
- Get a Full-Time Staff (I think we can handle this)
- Concede Screw-up: To keep in mind throughout the implementation process: Deal with problems as soon as possible (admit it and move on).
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