Running Head: Higher Education of Gaming The Higher Education of Gaming


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Figure 1: Listing of Apolyton University Courses




Figure 2: Typical Course Posting

Figure 3: Timeline of key events in Apolyton University’s History







Civ 3 release

Late 2001



“best of the best”

03/03

09/02

Apolyton University

AU 101

Spoilers

AU DARS

09/03

03/04

09/04

03/05

AU Dean

AU Committee

Mini – games, tournaments

Reduction of committee

Should I resign?

Post Game Comments

Figure 4 depicts a typical DAR post. The left column contains the poster’s information, including the handle and group information. This poster has identified himself or herself as being of Mexican nationality and has achieved “Emperor” status (something that can be set by the user). Underneath the name, the system displays when the user registered, and the particular groups the poster is registered to, which in this case include multiple Civ3 Democracy Games (games played collaboratively), the Hall of Fame, and Spanish speaking Civ players. The main body of the posts is on the right. This post follows a common (yet never formalized) format: It begins with a recapitulation of how the player is thinking about current game status. It then mentions specific “key” moves that the poster feels are particularly relevant. The post ends with in game data which gives a general sense of the overall health of the civilization and particular cities.


through
. The right column contains information on the post itself in the header (time made, as well as options for emailing, subscribing to follow-ups and so on). The body of the text

Figure 5: Analysis of a player’s game.

Figure 6: Trajectory of players’ experience from users to designers.


Identifying

exploits

Changing rules

Achieving

competency

Identifying superior strategies

Inventing rule

systems

USER

DESIGNER

Design

300+ hours


Clayton M. Christensen

Innovator’s dilemma



Disruptive technologies

1 It was actually Soren Johnson, lead developer of Civilization IV who introduced us to Apolyton University. He described Apolyton as one of the most sophisticated gaming communities online (along with Civ Fanatics) and suggested that we draw on their community expertise when designing our own historical scenarios.

2 It turned out that the trigger for barbarian uprisings when groups of barbarians suddenly become active, invading other civilizations was, in the words of Johnson “triggered the second time a civ enters a new age. (once for the middle ages, once for the industrial age, once for the modern age...) The intention was to basically simulate the barbarian hordes that knocked out Rome and (to a lesser degree) the Mongols. This made a little more sense back when barbarians were more destructive, but having half your civ knocked out for seemingly random reasons was deemed not much fun. Instead, we flipped the concept around and gave a temporal bonus (the Golden Age) instead of a temporal penalty. This example is an illuminating example of how designers wrestle with historical modeling (how to create barbarian uprisings) and entertainment (no one enjoys random penalties) in a manner that results in a reasonably realistic, yet satisfying play experience.

3 Normally, a city loses two population points every time that it produces a settler. With a settler pump, the city grows quickly enough that it gains back those population points by the time that it produces the settler, allowing the player to create settlers without the city collapsing due to food shortages.

4 As of this writing, the list could be found at: http://apolyton.net/dir/index.php?t=sub_pages&cat=210


5 In Civilization games, the “playable civilizations” are basically the civilizations as they existed in 4000 BC. There are no game mechanics for civilizations forming mid game, or dissolving via any mechanism other than military defeat. This is a feature that has been much discussed and debated in Civ communities. The game designers have acknowledged that they have tried to model how civilizations form and fail in the game, but have yet to find a fun, easily understandable, and workable mechanic in the game.


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