I spend a portion of each day playing this almost mindless game on Facebook. In brief here are the non-linear steps to playing this game:
- View Credits and Purchase Games: Each day I receive a certain number of credits based upon accomplishments and prize purchases. I must log in each day to claim and use these credits or they will expire. I use these credits to purchase the variously valued games offered.
- Play Games: Obstensibly this is the primary reason for the entire game, but it actually takes the least time of all the steps. There are 3 games--Concentration, Bejeweled and Soduku.
- Purchase Prizes: With the points I earn, I purchase prizes in certain sets which then allow me to move up levels, earning further points and playing more difficult puzzles.
Yawn.
But strangely compelling. And I wonder why. Here's what I came up:
- Time Commitment: Besides the daily login, I don't have to spend a preset, particular period of time on the game. My puzzles, my points and my level accomplishments are saved indefinitly and if I go away for a time, there is no penalty.
- Gameplay: While I dislike the Concentration and Bejeweled games--boring and unachievable--the Sudoko game is a well-rendered, easily playable version. Now that I have ascended up the levels, it has become mildly challenging and I'm looking forward to the more difficult stages.
- Achievement: I do feel like I have various methods of achievement within the game, such as best times, percentage accurate, sets of prizes purchased and moving up the levels.
- Easy entry: Besides a short load time, I can play a quick game with other commitment. I don't have to remind myself of the backstory.
So, so what? Clearly when designing educational or training games, these features should be considered and likely included.
-d
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