Archive for November, 2007

28
Nov

NWN2 Custom Model Contest

Okay, I must admit I missed this one altogether. Apparently, Obsidian had commissioned a Custom Model Contest sometime in November… (I figured it was right around the time I was preoccupied with The Witcher). Anyway, for posterity sake, you can still view (and download) the custom models submitted for the contest here.

The original announcement said:

This contest is primarily for modelers. Participants can submit a single entry into each of the following categories (total of 6 entries allowed per participant):

  • Creature/Monster (requires animations)
  • Weapons
  • Buildings (can have animations if you like, such as a swinging sign or shutters, but doesn’t have to)
  • Placeables (can have animations, but do not have to)
  • Clothing/Armor
  • Props & Miscellaneous (equipable items that don’t fit into any specific category - such as books and bouquets of flowers)

The best news from this contest is that you can already download these contents and use them in your mod! :-) My favorite submission has got to be the celestial plate (armor) by Byterunner!

Celestial Plate

12
Nov

Delta3D: OS Game Engine

Well, it was at best a random encounter. It started with a listserv posting on members’ opinion of the Top 3 serious games, and Jim Brazell (UTAustin) said, amongst a list of games/software:

Delta 3D - because to me the most serious game simulation is building games. This is the path to human development for Mars and beyond!
And Perry and the Navy are leading open source gaming with a real commitment to assessment.

Usually I am not interested about Game Engine because I don’t have the resources to work with them, but then the comment about “real commitment to assessment” piqued my curiosity. So who this Perry person from the Navy? No last name mentioned, and there is also no posting from any Perry at the SG Listserv. Hmm…

Fear not. Google to the rescue! :-P So it turns out that Jim is referring to Perry McDowell, Executive Director of the Direct3D project at MOVES Institute. Perusing MOVES’ plone site, I found a section dedicated to research papers published by MOVES.

A quick Google search and it was not difficult to find more papers on Delta3D:

Since Delta3D is an Open Source Game Engine, it would of course has a Web site for download, and a wiki for the tutorials on how to work the engine. (Click here for a description of what Delta3D).

Delta3D

And then, a paper caught my eyes: “SCORM reference”!

Why the sudden interest on SCORM? Rick saw the IT_Tracer at AECT and suggested I looked into it. So now I found Brent Smith, Chief Technological Officer (CTO) of Engineering & Computer Simulations (ECS).

What’s really interesting now, is not so much of the Google search. I realized from all these paper and publications, that it is highly likely these are the very same folks who will turn up at the Interservice/Industry Training, Simulation and Education Conference (I/ITSEC) in two weeks time! Which I am already planning to go because of the SG Challenge!

Wow! Life can be so interesting!

07
Nov

Serious Games on Mobile platforms

Ambient Insight predicted that mobile educational gaming (what a term :roll:) will grow from $57 million (current) to reach $185 million by 2012, at a compound growth rate of 26.5% in the span of the next 5 years).

By Educational Gaming, their definition not only claimed the edutainment suspects (preK-12), but also higher institutes and corporates… which essentially brings us back to the Serious Games (SG). By Mobile, they included all mobile gaming platforms, including the DS, PSP, PDAs, iPods, and mobile phone. According to the report, SG currently take 5.8% of the mobile gaming market share. The report also predicted that corporate will overtake the academic in spending on SG by 2012. They identified 5 areas of SG growth, in decreasing percentage of growth:

  • Role-playing games and simulation
  • Language learning games
  • Skill-based games
  • Knowledge-based games
  • Brain trainers and cognitive remediation games

Citation: David Nagel, “Mobile Educational Gaming To Triple by 2012,” Campus Technology, 11/5/2007, http://www.campustechnology.com/article.aspx?aid=52681

03
Nov

Playing to Learn

The Murphy Winter Report (2005/2006) ran an article about Kathleen Hansen and Nora Paul of University of Minnesota using NWN for Journalism. (I have known about someone using NWN for journalism for quite sometime now, but it keep slipping my mind as to who the researchers are… Now I won’t forget.)

Original article: http://sjmc.umn.edu/mreporter/winter2005/neverwinter.html

(Excerpt… ) NWN has another, very important feature: It is sold along with a gamebuilding toolset that allows users to modify the game, and BioWare encourages players to design their own versions of NWN using tilesets (groups of images) which are available legally and online in databases set up by NWN fans around the world. This element of the game is what allowed Hansen and Paul to modify the software for the pedagogical needs of the Jour 3004 course: They replaced the medieval world of Forgotten Realms with the modern world of a small American city called Harperville, and transformed the rogues, wizards, and barbarians into news editors, reporters, and other modern characters.

Hansen and Paul modified the game (with the technical help of Matt Taylor, a colleague at Dunwoody College of Technology) to provide students with an interactive lesson in researching and writing a breaking news story. In the modified game, the student plays the role of a rookie reporter at the Harperville Gazette newspaper. A train has derailed in town and spilled its load of anhydrous ammonia, and the rookie reporter is assigned to write a context piece to help Gazette readers understand the implications of the accident. In the game, the reporter talks to the paper’s editor about a good angle for the story, such as the health effects of anhydrous ammonia, the potential environmental effects, the public safety aspects of the wreck, or issues of railroad safety. Once players choose their story angle, they are free to go anywhere in the newsroom and anywhere in the city of Harperville to research the story.

Players have many options for researching their stories. Hansen and Paul stocked the game’s (news library) with hundreds of pages of documents and sources from online sites, and populated Harperville with dozens of characters who can be interviewed by the rookie reporter, including hospital employees, railroad executives and workers, city hall and emergency management personnel, university experts, and businesspeople. As students move through the information- seeking process, they take notes in a reporter’s notebook within the game. They then file their story, get a printout of their reporter’s notebook, and write a 1,000-word news story with the information they’ve gathered. As the class instructor, Hansen has access to the log of each student’s movements through the game; students must also turn in their reporter’s notebook and their stories so she can see the type of notes students have taken, and how they used those notes in generating their stories.

Since the Jour 3004 course is required of all majors in the SJMC, Hansen is eager to learn if this kind of simulated environment will help her students master the art of gathering, processing, and reporting information. “We know that students today are used to interactivity and that they don’t like to sit still in lecture classrooms being ‘fed’ information,” says Hansen. “What we don’t know is if educational gaming is going to be an effective method of enhancing conceptual mastery of subject matter or complex processes. Journalism education is a great place to test some of these ideas,” she adds, “since journalism students are asked to master both practical and conceptual skills in their courses. Game simulations can offer a realistic world in which to ‘practice’ those practical and conceptual skills without risk.”

For Paul, the NWN project is a natural outgrowth of her work in the INMS, particularly the Games Research and Virtual Environment Lab (GRAVEL). “The GRAVEL project was started to build a network of people at the University who are looking into the use of games and simulation environments as an area of research or application in learning,” Paul says. “But I’m interested in not only talking about games, but in actually applying what we know to real projects. The NWN project was a real opportunity to put up or shut up.”

Paul notes that the NWN project will help answer some larger questions about computer gaming’s role in classrooms. She cites a Pew Internet and American Life study which found that more than two-thirds (fully seventy percent) of college students play video, computer or online games at least once in a while.

It’s always interesting to see how others come up with ingenious ideas to use NWN, or games for learning. :-)