Millennials want/need a challenge beyond standard,
inactive teaching methods or assignments that are
disconnected or seemingly irrelevant to their experience
(Williamson
Shaffer, Squire, Halverson, and Gee)–just as they need a relevant challenge in their games
to keep them playing and re-playing once the game is
finished. The game should not be so difficult that it
becomes impossible to complete. In his overview of
twenty of the most difficult video games, John Harris
recognizes that
this
is not to say that games must be easy. The impulse to
make video games easier can be traced to a fundamental
change in perception over what a game should be.
The older school of thought, which dates back and beyond
the days of
Space Invaders
to the era of pinball, is that a game should
measure the player's
skill. Arcade games, in fact, must make it
difficult for a player to last for any great length of
time in order to keep money coming into the coin box.
The newer concept is that a game should
provide an experience
to the player. The player is to feel like
some character, or like he's participating in a story,
or that he's making some difference in a fictional
realm.
In order to truly be rigorous, the game must balance the
older and newer mentality, juggling between the player’s
skill and the player’s experience (Koster). “In
this light,” according to Shuen-shing Lee, “to lose
denotes a temporary setback rather than an ultimate
consequence of gaming” – a useful model for drafting in
a writing classroom (Elbow, et al), both in terms of
student psychology and motivation.
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