Skip to Content
 

Designing a Game that Teaches Character Development

12 replies [Last post]
Anonymous

I volunteer at my children's elementary school, and they are very big there on defining, understanding, and enacting different character development traits (such as: patience, generosity, responsibility, truthfulness, etc.)

Has anyone here ever developed a character-trait development game?

I'm trying to come up with a premise or metaphor for such a game.

I'd like the game to incorporate three different card decks- representing a situation, a choice, and an outcome.

Each card type is worth a certain number of points (or is a point total multiplier).

The game play will also be dependent upon the positions of players' pieces on the game board.

Beyond this, I'm not sure what I want to do, or where the game design needs to go. I'm thinking of doing this as a superhero-type of game, since there are obvious connections in theme. But, am open to a better idea.

I've been kicking this around for a while, so if anyone has any input, it would be greatly appreciated!

Thanks.

Roger

Anonymous
Designing a Game that Teaches Character Development

You'll find a ream of Victorian games aimed at this, all with Goose-style mechanics. The New Game of Human Life shows stages in man's life with roles such as the tragic poet, drunkard and gambler leading to penalties, and the charitable man or studious boy getting rewards. Also see the American game Mansion of Happiness.

Richard.

Anonymous
Designing a Game that Teaches Character Development

Very good references, Richard. I had completely forgotten about the morality game play of the Victorian era. However, I'd never heard of "Mansion" before.

A spark of direction has started me on a certain direction, but I will research the types of games you suggested and see if there's stuff there I can incorporate.

Essentially, I want my game to be one where children actively decide what actions to apply to specific situations, based on the various character-development traits.

The challenge is in designing the game so that the situations are open-ended enough to be replayable and instructive.

GeminiWeb
Offline
Joined: 07/31/2008
Designing a Game that Teaches Character Development

Probably not what you are looking for, but ... thinking back ... way back ... I remember playing (I think) Ultima IV (?) The Quest for the Avatar on the computer.

In that game, you started off by answering a set of 'moral dilemma' questions which seemed to give you (hidden) scores on 7 (?) key virutes. During the game, the scores for each virtue could be increased by doing certain actions aligned with that virtue ... when the score got high enough you could pray at the altar for that virtue. After praying at all 7 altars, you became the avatar.

Just some ideas anyway ...

Trickydicky
Offline
Joined: 12/31/1969
Designing a Game that Teaches Character Development

This sort of reminds me of going to church and sitting through sunday school. The teacher puts forth situations in which all of the students know the answers the teacher is looking for. I think you could easily run into the same problem with a game. Kids will know what the "right" answers are even if they don't believe in them.

This doesn't mean that you shouldn't pursue this kind of game. Just make sure that the situations the kids find themselves as players in are unique and require thought before answering.

Another possible idea is to have 2 ways to win the game becoming virtuous or becoming cool (becoming "cool" is usually the reason most teenagers do things they know to be wrong). This would give a reason to not pick the easy answer that we all know is "right". It could be like shooting the moon in hearts. Becoming virtuous is slower but is actually an easier way to win. Becoming cool takes less time but the victory is not guaranteed and it might backfire. This way the kids really have to think about their choices and actions before deciding what to do in any given situation.

I don't know if this helped at all. It might be going in a completely different direction than you wanted. Good luck.

Anonymous
Designing a Game that Teaches Character Development

Your comments are helping, guys! Thank you very much.

TRICKY, your concern is exactly what I have been trying to puzzle through. So, I have been thinking of the following as a possible solution:

Allot a number of counters at the start of the game that are to be used by the players for discretionary purposes. Once these counters are expended, that player is out of the game. The use of a counter is tied to the playing of particular types of actions that can be used to resolve negative situations.

The game I am thinking of doing will be called, simply, "Heroes & Villains." The game objective is to be the hero who has most positively-impacted the City of Hometown, USA by the end of a specific number of game turns.

To do this, a hero must have the most number of Influence Counters present on various locales in Hometown by the end of the game.

In order to place an Influence Counter on a locale, that hero must first resolve however many negative Situation Cards exist on the locale.

To resolve a situation, a hero must successfully perform one or more playable Action Cards that are worth more Influence Points than the given negative situation is worth. After having resolved all currently residing negative situations, the successful hero may place his or her Influence Counter on that locale (a location in the city, which is represented by the game board).

At the start of the game, players choose a superhero persona to play. That persona would have three specific abilities/powers. These powers will determine the range of choices players will have in terms of allowable actions that can be used to resolve situations.

At the start of the game, each player also randomly draws three Motivation Cards that will influence their decision-making during the game. These motivations represent their character's "backstory."

For example: "Infirm Relative." This card represents having an elderly or medically-dependent relative to care for while still trying to meet other responsibilities as a hero. Not meeting all of your responsibilities as a hero will result in consequences that negatively affect your hero's ability to perform in subsequent game turns.

Your hero may also pay end up paying a price when faced with a moral dilemma that forces him to act (or not act) in a manner that goes against your hero's character. This will result in the loss of a certain number of Goodness Counters. Having less than a certain number of Goodness Counters in play may also reult in loss of Influence over certain locations on the game board.

As I mentioned earlier, at the start of the game, every hero is allotted five counters. These "Goodness Counters" represent their overall sense of decency and heroism. Once all counters are expended, that hero is no longer considered a hero. Therefore, he or she loses the game.

The use of such counters is an attempt on my part to avoid the playability issue TRICKY brought up.

Basically, when a player is faced with a situation that forces him to perform an action that may go counter to one of his or her motivations, or to not act at all (or, even, to choose to act in a negative manner for strategic reasons), then that hero must expend a Goodness Counter. A player's decision-making is impacted by the presence (or absence of) situation-appropriate cards in his or her playing hand.

Players who choose to play a villain, can challenge hero players by orchestrating situations that will force them into moral dilemmas. I'm not sure if this is the way to go, or if I should limit players to being heroes, only.

Anyway, these are my current thoughts on this game design.

Trickydicky
Offline
Joined: 12/31/1969
Designing a Game that Teaches Character Development

Quote:
Players who choose to play a villain, can challenge hero players by orchestrating situations that will force them into moral dilemmas. I'm not sure if this is the way to go, or if I should limit players to being heroes, only.

I like the idea of being able to play the villain. It will also facilitate player interaction, since they will be going head to head with another player instead of just the game.

Ken
Offline
Joined: 12/31/1969
Designing a Game that Teaches Character Development

Roger,

The first question I would ask is what part of the elementary school age are we talking about? 4-5 years? 6-9? 10-13+

A game for the six year old will definitely be very different in scope from that for a 13 year old.

Secondly, can a game actually teach something like what you are looking for, or is it simply a good way of re-enforcing the teaching that is done elsewhere.

I have played several games that have tried to teach something but everytime it felt less like a game and more like a school lesson.

Perhaps this is more simplified than you were looking at, but if you want to have a game that re-enforces Patience, Genorostiy, or Truthfullness, then build these ideas into the mechanics of the game such that a player exhibiting said trait is rewarded for it. (i.e. the player willing to wait will score a bigger return, the person who helps another player gets something in return, etc...)

Kids are pretty smart and will pick up on the nuances without being lectured ... particularly if the game is themed to something they are studying (Recycling) or is important to them (Harry Potter).

Ken

Anonymous
Designing a Game that Teaches Character Development

Hi
If your game is trying to reflect real life have you considered adding an element of random luck? It could result in a villain gaining a benefit or a hero losing out for a turn. I wouldn't suggest too many of these as it would affect the game too much, but sometimes these "unfair" situations do happen and one's morality is also affected by the fairness or unfairness of the world as viewed by the individual. Would a villain who receives a random act of good fortune modify their future behaviour/decisions? Would someones' previous "good" morality be changed in future turns if their good deeds are "rewarded" by bad luck?

Just my 2 cents worth..
Sue

Anonymous
try this game...

Play the game Scruples (I think there is a Scruples Jr. that takes out sex questions and such for a younger set...) with the kids.

This way it's much more open ended then a strick "I'm going to pick the 'good' option vs. the 'bad' option cuz I'll score more points.

In a nutshell you get cards with moral delemas on them, and 1 card with a yes, no and maybe card. On your turn you try to find the person who you think will answer Yes to the question, and ask them. If they do you get rid or a card, otherwise you have to pick a new dilema and answer card.

If you make the kids explain the rational behind their answers then everyone can see why a choice is made. Plus there is a challenge involved, in which the rest of the people get to vote on whether they think you are being honest in your reply or not. This might be a bit too confrontational, but maybe not.

It lets people discuss morals, learn more about each other and can be fun.

Anonymous
Designing a Game that Teaches Character Development

The problem with this suggestion is having to rely on other players for a consensus determination on the merits of your choices (especially if the players are children, and, your competitors). This suggestion is good for conversational games, but not for strategy games.

I guess I want to have a strong strategic foundation to this game. So, I'm trying to figure out a way to add quantifiable choice options, while retaining as much of the qualitative aspects of moral reasoning you point out are in Scruples.

After reading this, I realize I have no idea how to say what I'm trying to say. I'll just get back to kicking this around.

Anonymous
Designing a Game that Teaches Character Development

If the game was to have a Hero and Villan theme, you could have 2 colours of tokens (say white for good and red for bad). The aim of the game is to get a certain number of white or red tokens. Where white tokens are for good acts and red ones for bad acts. Good acts would include stoping bad acts from happening.

Each player starts of with 1 red and 1 white token.

At various times a player will draw an event card. This card will have a scenario in which the players must choose to suport the good or bad act in the scenario. To suport a scenario a player may place as many tokens as they whish as long as they are of the same colour (red supporst bad white supporst good) into the center. All tokens are lost when the scenario is resolved.

Scenarios may be like:
"There is a larger kid picking on a smaller kid in the playground. Do you join in teasing the small kid (win 2 red tokens) or do you help the the smaller kid (win 1 white token).

If there is more good suport then the player's all share a small reward of white tokens (1 white token).

If there is support for the bad act then only the player who pledges the most bad support gets a large reward (2-3 red tokens).

This makes it entirerly a player's choice wether to be good or bad during the play of the game and does not depend on any pre game choice.

Scenarios may also have minor bonuses for players.
Following the example above:
"Bonus: Player's may exchange a 1 red token for a 1 white token if you pledged to aid the smaller kid regardles of the scenario's outcome (note: A player may only exchange a maximum of 1 red token)"

This system is just a slightly modifed repeated Prisoners Dillema game.

Hope this gives you some ideas.

Anonymous
A Game Idea That Occurred to Me Because of this Thread

Very cool suggestion, Nautilus. One that is close to what I started thinking about since my last post.

Are you guys familiar with the game called, "Lifeboat?" In it, you are posed with the hypothetical situation of a sinking ship that can only carry five people, but there are eight people on the ship. As a group, you discuss which five people should be the ones to get on the boat.

So, I extended this thought to a science fiction-themed game I am feverishly developing as you read this.

The game's working title is, "Starship Exodus." I'll come up with the final title later.

The premise of this game is that an advanced race of aliens is doomed to extinction unless its citizens escape their planet and locate a habitable planet on which to settle. The aliens have built a number of starships that can only carry a very small number of refugees. These starships have been launched, barely escaping the cataclysm.

At the start of the game, the players are considered in their own starships, each heading through hyperspace in different directions, traveling toward a distant planet. As the game progresses, the starships are considered to be getting closer and closer to their assigned planets, and their sensors provide players with more and more information about their survivors' future home. This information will influence how players choose survivors to be in their respective groups.

The object of the game would be to assemble the right combination of "survivors" from a common deck who players think would best survive on their assigned planet during the Outcome Phase of the game.

Each prospective alien survivor has the following attributes: an Advantage, a Disadvantage, a Positive Character Trait, and a Negative Character Trait.

The game would be played in two distinct phases: the Preparations Phase and the Outcome Phase. Each phase has its own deck from which all players draw during their respective turns. In addition to these two decks, there would be a third deck, called the "Planet Deck." Each card in this deck represents information about a planet, what resources are present on it, and any other relevant planetary features that will affect the alien group's chances of survival.

Each turn, the active player draws one card from the Preparation Deck and one card from the Planet Deck. The active player puts his or her Planet Card face up around his assigned Planet on the game board, so all players see its information.

If there are any alien citizens in the active player's Hand of seven cards, s/he may put into play one citizen into play to be in his or her ship's group of survivors.

As the active player does so, s/he explains why that particular survivor was chosen to be in his or her group. This is when the moral and strategic judgments begin to come into play. This is a subtle way of incorporating each player's decision-making processes about moral rasoning rather than just having a discussion.

After the explanation is given, I think it might be interesting if the active player is given the option to predict which group of survivors (including his own) will survive. The active player can put as many color-coded Survival Tokens as s/he has available onto a destination Planet on the game board.

At the end of the twenty Outcome Phase turns, if there are equal numbers of survivors in two or more groups, and therefore, no clear winner in the game, then the player who invested the most Survival Tokens on the Planet whose citizens are worth the most in terms of aggregate Survival Points wins the game.

The Preparations Phase lasts twenty turns. During this time, players are able to put into play up to ten survivors, as well as as many equipment and supplies cards as they manage to collect during the random Preparations draws to prepare for their group's escape.

Any alien citizens a player doesn't want to include as part of their group can be discarded from their Hand, and placed face up on the board. Citizens who are discarded in this manner are available for other players to pick up during their turns. They could exchange previously played aliens for the ones discarded by other players.

Other cards in the Preparations Deck would be Actions, Equipment, and Supplies that the group uses during the Outcome Phase to influence their chances of survival.

During the Outcome Phase, each player draws one card from the Outcome Deck. This card represents a situation that arises after the ships have landed on their planets, and the survivors have started to get on with the business of adapting to their new homes. The Outcome Card is played face up for all to see.

Now, this is the part of the game when a player's strategic choice of survivors from the common pool of survivor candidates is tested.

Prior to drawing the Outcome Card, the active player reveals one of his or her Planet Card to other players. S/he then explains why a particular survivor was chosen to be in his or her group. That player can then make a prediction about something (I don't know what yet). Each time a player's predictions are right, that players gains a Survival Token for his group.

Outcome Cards are resolved in the following manner:

The Outcome Card represents a situation that tests your group's survival. The card is playable only if it applies to the specified type of advantage, disadvange, or character traits possessed by one or more members of your group.

EXAMPLE: "Spirit of Cooperation. Playable if one or more of your group has the Generosity character trait. Choose an applicable survivor to have its Generosity Value 'tested' by this situation. SUCCESS: Next turn, any subsequent Cooperation tests gain +1 bonus. FAILURE: Stomps Off - An opponent make turn one of your survivors face down until the start of your next turn."

A ten-sided die is roll, and the result is compared to the tested attribute. If the roll result exceeds the tested attribute's value, the alien(s) fail the test. If the roll result equals or is less than the tested attribute's value, the alien fails the test. The repercussions of failure are listed on the Outcome Card.

Sometimes, an Outcome Card may require an opponent to choose a penalty to apply to failure. Or, the Outcome Card may allow the opponent to play another card against the active player's group.

The player who wins the game has either amassed the most Survival Tokens, or has the most survivors in play at the end of twenty turns. Ties are resolved by a comparing Survival Token totals, or by random die roll.

These are my thoughts on this game, for now. I see this design as achieving the types of strategic elements I wanted in a game, with the conversational interaction of games like Scruples.

This game should cause players to question and discuss their bias and reasons for playing the way they did, and for choosing to play particular actions in the way they did.

Any thoughts?

Syndicate content


forum | by Dr. Radut