Play
and Analysis of RPG & Strategy Games
General
Information
This week I chose to analyze Mission US: Flight to Freedom.
In this game the player takes on the role of Lucy King, a 14 year old
slave girl on a Kentucky plantation in 1848.
The goal of the game is to escape to freedom. The player is presented with various tasks to
perform and given several choices concerning how to do them. In performing them, the player determines
whom to talk to, what to say, and what to do.
For instance, the player can act submissively or commit acts of sabotage
and resistance. Each choice has its own
repercussions. As the game progresses,
successive stages are unlocked: “Prologue”, “Behind the Big House”, “Runaway”,
“Free and Not Free”, “Gathering Forces”, “New Times, New Troubles”, and
“Epilogue”. Each stage must be completed
before moving on to the next.
Analysis
Based on Flow Theory
·
Task that the learners can
complete: Flight
to Freedom presents various small tasks throughout the game
that are easily completed, though they can be completed in a number of
different ways. Decisions made in
completing these smaller tasks can affect the story and the achievement of the
overall goal of Lucy gaining her freedom.
·
Ability to concentrate on task: The
learner is, to a degree, drawn into the game world. That this happens is largely due to the
degree of choice that the player is given.
Decisions must be continually made as to how to reply during conversations
and how to act in performing the tasks given (when no one is watching). The high degree of involvement draws the
player in and keeps her engaged.
·
Task has clear goals: The game does have clear goals. When tasks are given, icons appear at the top
of the screen and will remain darkened until that task is completed. The tasks are uncomplicated and easily
completed. Badges, such as for
Resistance and Sabotage, are given depending on the choices made.
·
Task provides immediate feedback:
Immediate feedback is given. For
instance, if the player, as Lucy, talks back in a manner viewed as insolent,
she is immediately reprimanded.
·
Deep but effortless involvement:
I don’t really think this game achieves this element, which I must admit I don’t
fully understand. Yes, there is an alternative world that is created, but it is
very artificial and that is never forgotten.
·
Exercising a sense of control over
their action: This game does indeed allow the learners
to determine paths. The player is able
to decide whom to talk to, whether to talk back or reply submissively, and
whether to do as told or to resist. Each
choice made determines a different immediate outcome.
·
Concern for self disappears during
flow: I don’t believe this was a strong element of the
game. The format presents a barrier to really being able to immerse oneself in
the game. Having choices in one’s reply
is great but when they are presented in the form of a multiple choice at the
bottom of the screen one is always reminded that it is a game that is being
played.
·
Sense of duration of time is
altered: Time is altered, in that tasks and
chores that would normally take hours or days are done in seconds, but the
learner’s perception of time is never distorted. The learner doesn’t lose track of time
because she never really loses herself in the game. My discussion of the previous element, and
the barrier that the format presents, equally applies here.
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