See how it works, understand it better and therefore be able to use the concepts more easily later. The intent is to help kids learn about velocity and all that good stuff on a mostly observational level. Imagine Braid but instead of time puzzles, it all depends on how fast your little creature is moving. The game follows a little black shadow of a thing with a tail as it tries to make it from one end of a stage to another. The idea is to see if gaming narrative actually helps engage children and have them learn easier. The second of the two MIT games, Waker, has two versions: one with and one without narrative. And my playing through of a couple of levels with another human, dubbed Random Stranger #117, further proved to me that having two brains trying to solve one puzzle at the same time leads to confusion, hilarious confusion that has only bad consequences. I'm not entirely certain how it works, but it does. The express intent of the game is to reach the next level but the game is actually trying to gather data on how to make artificial intelligence. It's all so ingrained, however, that you'd be hard-pressed to know that they were trying to gather data if they didn't tell you so up front.ĭearth is full of sketched out Egyptian or Mayan imagery wherein you and a partner can control tiny fish people and run around in circles attempting to get the water beasts chasing you to crash into each other. If you can't already tell, this means that both games have somewhat ulterior motives: academia. I lump the two together here as they were both developed by MIT Gambit Game Lab. Miegakure (Marc ten Bosch) - "A platform game where you explore the fourth dimension to solve puzzles."Īfter AaaaaAAaaaAAAaaAAAAaAAAAA!!! came Dearth and then Waker. Turba (Keith Morgado) - "A puzzle game where each song played will generate unique game boards on which players much create combos of 3 or more of the same color." Waker (MIT Gambit Game Lab) - "Players are challenged to use both mind and reflexes to solve puzzles, creating platforms to form a path in this puzzle/platform game set in the world of a child's broken dream." Slam Bolt Scrappers (Fire Hose Games) - "A unique combination of engaging in building challenges while fighting off wacky, cartoon baddies in a beat 'em up brawler"ĪaaaaAAaaaAAAaaAAAAaAAAAA!!! (Dejobaan Games) - "Jump off buildings floating above Boston performing stunts and making split-second decisions as you weave around buildings to score points."ĭearth (MIT Gambit Game Lab) - "Save the Tribal Lands from monsters and drought playing as a great shaman in this exciting co-operative action-puzzler." The coolest part? The showcase exists specifically to support indie start-ups who usually can't afford booth space - meaning all these games will be exhibited free of charge to their creators. One of them is the Boston Indie Showcase, displaying a half-dozen indie titles local to the Boston area on the show floor. Next weekend, PAX East debuts in Boston, which is exciting for about fifty different reasons. Nick Robinson | Bytejacker | March 17, 2010 The Showcase and voting will be in Booth 3263." Adaptive Force games encourage the player to repeatedly try new or different strategies to solve problems while considering feedback with the purpose of improving overall success.Īll of the games will compete for the coveted People's Choice Award to be decided by attendee votes at the Interservice/Industry Training, Simulation and Education Conference (I/ITSEC) 2012 held December 3-6. Six of the finalists are being evaluated for the Adaptive Force Award (this year's Special Emphasis Award). Six of the finalists are also competing for the Best Mobile Game Award. Finalists are currently being reviewed by an esteemed panel of evaluators to determine the winners in the Business, Government, and Student categories. "Serious Game Showcase & Challenge (SGS&C) is pleased to announce its 2012 finalists. Movers & Shakers accepted as finalist in the Student Category Serious Game Showcase & Challenge | Serious Game Showcase & Challenge | October 31, 2012
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