When Kevin and I first sat down to talk about this game, we came up with different classes of achievements that would indicate our students had broadened themselves, or developed skills, or went out and did something in, with and/or for the community. It wasn’t a bad first pass, and what we came up with is still pretty good – but the end goal has turned my idea around about who decides the achievements and where meaning comes.
In the end, this achievement system has to be self-sustaining and also portable – that is, it could be picked up and applied to the larger university, or another university.
Let me do a little Ciara one-two-step back.
The achievements need to be something that reflect not necessarily what the designers value, but the what the players/community value.
If the game is to be self-sustaining and fresh it needs to be largely driven by the players.
.: The players suggest and make the achievements. The players award the achievements. The players that gain social capital and trust run the game.
Don’t bother me with the “How?” bit…not yet. That’s another post. But this is the crux.
Not quite a tangent…I love playing minecraft. It is digital legos. I love it because it is what I make it. Designing a simple open ended sandbox is hard, but those are the best games – like a cardboard refrigerator box, a rubber band, a metric pantload of raw material…situate the environment so people are okay with putting a toe in and doing what they can. That is what I am talking about.