Last weekend there was a wonderful free choice learning event at Lincoln City Oregon – The Remotely Operated Vehicle Competition.  It was so much fun to watch and perform the role of judge.  This is an event that is sponsored by the Marine Advanced Technology Education Center and numerous local and national sponsors.  The most interesting thing to me is the level of excitement that surrounds these events from all involved.  However today I am going to write about one particular participant from last Saturday’s event.  This particular sophomore chaired his team for the Rovers portion of the competition which meant they were competing at the level to win the only slot to move forward to the international competition and prize money to help offset costs.  This particular participant had a serious of events on Saturday that would make any person, young or old most likely walk away from the competition.  In my mind his actions truly embodied what it means to be a good sport, but the aspects of free choice learning. 

First of all during the debriefing it was clear that another team his team was competing against had not brought all their materials nor had they read the rules.  I instantly offered to share his supplies and the printed out materials with them which he was not required to do.  When the head judge said he did nto have to do that, the instructions were clear online, he said it is all for learning and fun isn’t it – I’m I allowed to share.  We said sure.  Next thing, his team members did not show up.  This meant that he was instantly disqualified if he did not have at least one more person with him “on deck” for the trails and for the competition.  He enlisted the help of one of his family members.  The judges told him that he still mostly would not advance as the team had changed from the date of submission.  He said ok, but can I still go through the event.  Yes was the answer.  Next his ROV did not meet specs.  He was given 20 minutes to alter it – he did it passed.  He proceeded with the trails and placed higher then I actually thought his ROV could achieve.  Impressive driving for the limited machine.  However this is not all, he watched other competitors, cheered the younger competitors on.  Walked around and read the various posters that other teams produced and encouraged the other teams throughout the event.  When chatting with him, he remarked about how much fun this was and how much he was learning.  All on his own choice!  He didn’t win, he didn’t make the paper, but his actions stood out enough that he was voted to receive a Spirit Award that he did not know even existed.  Congratulations – “Abandoned Ship”

-A simple hex map

-A bag of small rocks

-Two dozen tiny plastic dinosaurs

-Two 20-sided dice

-Nine six-sided dice

-100 poker chips

Deme‘s trial form is just about ready to emerge—marsupial-like—to finish its gestation outside the warm pouch of my imagination. Since its dramatic overhaul last year, the core concept has been consistent: a hex-grid tactical strategy game based on species interactions instead of the more traditional trappings of medieval fantasy and/or giant robot warfare.

The items listed above are the physical components for the game. Why tiny plastic dinosaurs? Because dinosaurs were the tiny plastic things Fred Meyer had on sale. At this early phase, it would be great to have a range of custom figurines to give the game any aesthetic properties I want, but ain’t nobody got time for that.*

This is prototyping, and if dinosaurs I have, dinosaurs I will use. The game, mind you, is not necessarily about dinosaurs. As a game, it is not necessarily about anything. I will tell people that a roll of the dice is a charge by a predator and a poker chip of a certain color is energy derived from food or an abstract representation of health. The dice roll could just as easily be a cavalry charge and the poker chips rubies, maps or small dogs. The elements that are most arbitrary are, in this case, perhaps the most important.

I’ll give you a personal example. When World War II first-person shooter games first became “a thing” with franchises like Call of Duty and Medal of Honor, I was a little put off. Making a game out of a real and recent conflict that caused so much lasting destruction and pain seemed crass… until I played a few titles. In most cases, the subject matter was handled with a level of respect and honesty I hadn’t expected, and much of that honesty was the recognition that this game is not like what happened, and no game ever could be. A game need not be instructive or technically realistic to spark interest and facilitate learning.

In basic mechanical terms, a historical shooter is very similar to a gonzo sci-fi shooter like Doom. The difference is in presentation—what we’ve decided the game is about. Doom, while challenging and entertaining, never left me thinking about anything of great human significance afterward. The Call of Duty franchise left me thinking of the reality behind its narrative.

The games were not meant to recreate the experience of war, but to let us talk about it. The cliché health packs and other FPS conventions, rather than appearing cheap and “unrealistic,” served as reminders that this was play—a safe, interactive diorama of something significant and terrible worth remembering. I found myself researching the Battle of Stalingrad and the human consequences of war for weeks after playing. I’d call that a free-choice learning outcome, and from a big-budget “recreational” game at that.

 

*Speaking naturally in front of a camera, especially following a stressful situation, takes a lot of courage. I think the funny thing about this video is not how Sweet Brown talks—though it’s often presented that way—but the fact that she nonchalantly lays bare and discards our unspoken expectations about how one speaks to a news crew, just by acting like a regular person. I have a huge amount of respect for that.

As I gear up for Deme‘s first play tests, I find it useful (if intimidating) to look past the initial design phase to what its future might hold. If I choose to publish Deme as a boxed-and-ready board game, I’ll have in mind Ben Kuchera’s recent piece for the Penny Arcade Report. Kuchera interviewed James Mathe of Minion Games about the realities of using Kickstarter to fund a board game.

“Mathe said that his fulfillment company stated that out of 80 new products in 2012, only 22 of them sold over 500 units at retail. That’s a sobering look at the reality of the board game business, and it’s a business with a heavy cost in terms of production and shipping. In contrast, Mathe gets production quotes assuming runs of 1,500 to 2,000 copies of each game. ‘You’re not going to sell more then [sic] that on Kickstarter and through distribution unless you have a real hit of a game,’ he explained. ‘Which is rare, though everyone thinks their game is great.'”

Publication and distribution issues are still a way off for me. Still, they will be waiting as soon as I feel that Deme is ready for release. Should I go digital? Should I release Deme strictly as a rule set? Should I maintain a stock of pre-fab game sets for demos? The sooner I get people around the table, the sooner I’ll know.

 

For those of you just joining us, I’m developing a game called Deme for my master’s project. It’s a tactical game that models an ecosystem, and it’s meant primarily for adults. I’m studying how people understand the game’s mechanics in relation to the real world, in an effort to better understand games as learning and meaning-making tools.

I stumbled across Roll20, quite by accident, while reading the PA Report. What I like about Roll20 is the fact that your table session can be shared as a link (apparently—I haven’t started digging yet as I only found out about it a few hours ago). Also, each token can be assigned a hit counter. Damage tracking is something of a hassle in Deme’s current incarnation.

I’ll have more to report after I play around with this for a while. Moving the game from one incarnation and environment to another has forced me to think of it as a system, rather than a product. I want Deme to be portable, and a robust system can be used with just about any tabletop, real or virtual. For an example of a game system, see Wizards of the Coast’s d20 System. The d20 System happens to be a handy model for quantizing events and behaviors—handy enough to inform the data collection framework for our observation systems in the Visitor Center.

Of course, Deme cannot be run single-player as a tabletop game. That’s a double-edged sword. A tabletop game (even a virtual one) is an immediate social experience. A single-player game is a social experience too, but it’s an asynchronous interaction between the developer(s) and the player. I rather like the tabletop approach because each species has a literal voice. The unearthly torrent of resulting qualitative data may be tough to sort out, but I think that’s a good problem to have so long as I know what I’m looking for.

At this phase, the tabletop version is still officially—as much as I can make something official—just a pilot product. I don’t know if it will become something more, but I feel like it deserves a shot.

After talking to a developer, I’m switching to a turn-based format for Deme. I probably should have done this to begin with, and my reasons for not doing so earlier owe a lot to my own misconceptions about myself.

I don’t think of myself as a turn-based game fan. When I find out a computer game is turn-based, I tend to stop reading the description and look for something else. Somehow, this notion of myself as a real-time game guy persists despite my whelming affection for several turn-based games. These include computer games and tabletop games alike. Of course, many tabletop games are inherently turn-based.

The new concept I’m pursuing is fairly simple, drawing mechanical inspiration from games like Battle for Wesnoth and Heroscape. These games, likewise, are derived from other systems (turn-based tabletop strategy games, in general, have an interesting genealogy that includes H.G. Wells). One benefit of a turn-based system is ease of balancing and modification. Real-time games require finer simulation, which means more complexity. I want people to be able to modify Deme in the future, so this process should be as painless as possible. Initial development will also be much faster and simpler.

Another big bonus is the ease with which the game can be prototyped and balanced on pen and paper. I have hauled out my 20-sided die for this purpose, just in case. Fortunately, HMSC is a pretty good place to find nerds, ecologists, biologists, computer geeks and gamers. I only learned recently that my minor advisor is an Age of Empires fan. At some point I may have to pit him against my wife, whose historic conquests in that game’s campaign mode have filled many a night with the din of clashing steel.

Meanwhile, I have rejoined the husbandry team. I’ve switched gears a couple of times to focus on one area of my career or another, so it’s interesting to walk between worlds. I find I miss the FCL Lab when I’m working on aquarium systems, but I miss the animals when I work on interpretation and design. I think—or rather, I hope—this is a good thing. I want to do everything. I find it very motivating, but it could become paralyzing without the proper focus.