Book Image

Gamification with Unity 5.x

Book Image

Gamification with Unity 5.x

Overview of this book

Are you looking at implementing gamification techniques for your business and wondering where to get a complete rundown of all the tricks and techniques? Well, you have come to the right place! This book will start right from the basics such as gameplay elements and their functionalities before gradually moving onto creating your first gamification project from scratch. You’ll be given the tools and shown how to perform various techniques for creating gamified applications in different contexts. Finally, you will implement various game elements into Unity, publish your own task management application, and get to know the best practices and approaches when designing gamified experiences.
Table of Contents (16 chapters)
Gamification with Unity 5.x
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface

Playing to learn


The structure of these types of game is what gameplay is molded around. Ultimately, these games aim to teach a concept (or many) to players in more interesting ways than reading the same information from a textbook. In some instances, you will have an educational game, where designers entwine the learning objectives into an abstracted reality; and then there are games that stylize reality.

Minecraft

Minecraft is an open-world sandbox type of game where the player can create basically anything that they put their mind to. Just as we can see in the following screenshot, the world of Minecraft is made up of blocks that the player must collect in order to create range of things from houses to the Enterprise. While this game was not necessarily designed to be used as part of a formal educational environment, just that happened. So much so in fact that some schools have integrated it into their lesson plans and curriculum. To this extent, MinecraftEdu which was its educational version (https://education.minecraft.net/), was created in 2011 so that it can better support learning objectives. The main concept for creating MinecraftEdu was so that it could preserve the world of creation that original Minecraft offered while adding elements that enabled it to be effectively used within the classroom. The use of Minecraft and MinecraftEdu has ranged from teaching math concepts to teaching languages.

In-game screenshot of Minecraft

Kerbal Space Program

Kerbal Space Program (www.kerbalspaceprogram.com) allows the player to create their own space program. This starts with the construction of a spacecraft that is not only capable of flying its crew out into space, but also doesn't kill them. In order to do this, the player has a set of different parts, which are then used to build the functional spacecraft. Each piece serves its own function and will affect the way that the spacecraft flies (or doesn't, just like in the following screenshot). Furthermore, the game supports different game modes. For instance, in the Career Mode, the player has the possibility to expand and manage their own Space Center, by completing missions and researching new technologies. Another is the Sandbox mode, where the player can explore the Kerbal universe without restrictions. Finally, the Science mode is a mix between the previous two.

In-game screenshot of Kerbal Space Program with a crashed spaceship

Sid Meier's Civilization

Imagine being Montezuma of the Aztecs, Darius I of Persia, or Augustus Caesar of Rome like in the following screenshot. Can you image taking the role of some of the most famous historical people that we have only read about? Not only this, but also being the person who must guide the development of a civilization from the first settlements, through the bronze and golden ages all the way through the industrial revolution; and then end up putting a man on the moon, whilst maintaining relationships with nearby nations. Simple...right?

In-game screenshot of Augustus Caesar displaying the background history to the player before they embark on creating their own civilization

Sid Meier's Civilization (1991-2016) series are prime examples of how the natural progression of history plays out depending on how the communities develop skills and infrastructure. In Civilization V (www.civilization5.com) the player can take the role of a historic figure such as Napoleon Bonaparte, Augustus Caesar, or Alexander the Great. The player learns about the history behind each of these great leaders and the time in which they held reign over their respective countries and civilizations. However, what needs to be noted is that the player does not take the explicit role of the historical figure, as they play during different historical periods. The player is effectively writing history as a historical character. In this way, it's possible for Augustus Caesar to order the construction of the pyramids of Giza. This sets up the premise for competitive gameplay among systems within the game and among the gaming community. To get their civilization further along quicker, the player needs to utilize the game's systems more effectively.

It is during historic periods of time (for example, golden age, bronze age, and so on) that the player finds out how their actions affect the outcome of the civilization and the choices resulting in progression and outcomes that allow the player to create an understanding about how different actions and solutions affect the development of a civilization.

Stop kidding around, be serious!

Serious games take concepts from reality that we need to learn, and stylize them in a way that is similar to reality. Whether we are learning about running our own business or a new language, the way that we receive information does not need to remain in endless pages of large textbooks or involves copying notes from classroom whiteboards. The monotonous method of learning can be changed, and serious games take this information and present it as part of an immersive and interactive e-learning environment. Fortunately enough, serious games also provide the ability to test out the knowledge that we learn along the way.

America's Army

The game is a FPS published in 2002 by the U.S. Army (www.americasarmy.com) and is branded as a strategic communication device, designed to allow young Americans to virtually explore the Army at their own pace. The game was created to identify player's interests and then to determine if it matches their needs, interests, and abilities with a view to being part of the U.S. Army. In fact, America's Army represents the first large-scale use of game technology by the U.S. government as a platform for strategic communication and the first use of game technology in support of U.S. Army recruiting.

Screenshot of two different environments from America's Army

Foldit

Foldit  (www.fold.it) is an online game that is part of an experimental research project developed by the University of Washington's Center for Game Science in collaboration with the UW Department of Biochemistry. Players are required to fold the structures of selected proteins using tools that are provided in the game. We can see an example of how the player learns how such structures are formed, in the following image. Of all the solutions, those that score the highest are then analyzed by researchers, who then determine whether there is a native structural configuration (native state) that can be applied to relevant proteins in the real world. What is useful about Foldit is that scientists can then use these solutions to target, eradicate diseases, and create biological innovations. Some of the many successful case stories include www.scientificamerican.com/article/foldit-gamers-solve-riddle and http://www.nature.com/articles/ncomms12549. You are also encouraged to explore other success stories and news surrounding Foldit.

In-game screenshot of a tutorial part of Foldit

Moonbase Alpha

NASA has once again landed on the moon; however, this time their aim is to colonize, research, and further their exploration. After arriving on the Lunar surface, NASA established a small outpost on the south pole of the moon called Moonbase Alpha (www.nasa.gov/moonbasealpha). Not long after establishing the Moonbase, it became self-sufficient and plans for further expansion were begun.

In Moonbase Alpha, you are an astronaut working to further human expansion and research. However, upon returning from a research expedition, you witness a meteorite impact that cripples the life support capability of the newly established base. With time ticking away with each passing moment, it is up to you and your team to repair (as seen in the following screenshot) and replace equipment in order to restore the oxygen production to the settlement and survive.

Moonbase Alpha requires team coordination along with the use and allocation of your available resources such as robots, rovers, repair tools, and so on. These resources are key to you and your team's overall success and survival. There are several ways that the life support system of the lunar base can be restored. However, you are pressed for time and must work efficiently and effectively, learn from decisions (both good and bad), which are taken in previous gaming sessions. Ultimately, this learning process provides the much needed insight to rise above others on the leaderboard and come out as the ideal astronaut to save you and your team from imminent death in the dark depths of space.

In-game screenshot of the player's avatar (the astronaut) repairing a broken part of the space station

Keeping it real with simulations

Next, there are games that try to emulate reality. These are simulations and they simulate real-world consequences. For example, if you die, you have to start again. They can exist in both fantasy and realistic worlds, but just like real life their consequences are permanent.

Virtual Heroes

Virtual Heroes (www.virtualheroes.com) specializes in 3D simulations that are aimed predominantly towards medical or military training. These are two areas where accurate decisions and fast action can be the difference between living and dying. In reality, it can be dangerous to engage in real scenarios due to the risks that they contain. As a result, it is nearly impossible for new trainees to practice in real-life contexts, and get the much needed skills before heading out on the job. Thankfully, 3D simulated environments (such as those that we can see in the following screenshot) in Virtual Heroes not only offer the space to practice essential skills, but also an environment that contains a higher level of safety where novice personnel can perform various tasks without putting anyone at risk. For example, in emergency room situations, patients are able to interact in simulated scenarios. This process allows for failure, where the student can learn from their mistakes without endangering actual patients. From these experiences, students can be trained to think quickly and make appropriate decisions. As the students progress and develop their skills, the scenarios can be modified so that they present new challenges that offer more opportunities to practice and use the previously developed skills. On the backend of these programs, data can be collected, which can provide insights in to how well or badly students perform. As a result, instructors are able to identify problematic areas that will then help to inform them about what areas to focus on when designing future tasks.

In-game screenshot from Virtual Heroes displaying two different types of environment and situation that a player can face during the game

SimCity

SimCity (www.simcity.com) is a rare example of a long-term multiplayer simulation game. In all the other games of the same series, the player has to manage a city. In SimCity, the player controls an entire region that could contain up to 16 cities with different specializations that the player has to control at the same time. Also, they have the possibility to interact with other players' cities. Both a collaborative or competitive behavior can be adopted by the player to guide them during the decision making process. There are no right or wrong choices, but all of them have consequences. For example, building a casino will bring tourists, and therefore money as well, but it will encourage criminal activity. As a result, your city will become more dangerous and it may ultimately affect your population levels. In addition, universities can research new technologies, but they are very expensive to maintain in comparison to other types of buildings and facilities.

If we look at the following image of SimCity, we can get a feel for many aspects that the player will need to learn, just by the HUD alone! From keeping the citizens happy, managing economies, and building infrastructure, lessons can be learnt, which can then be adapted to real life from such experiences.

Screenshot during gameplay of SimCity

From Dust

From Dust (www.ubisoft.com/en-GB/game/from-dust) recreates the world and the story of a primitive tribe that fights to survive in a hostile environment, in constant evolution. The player has to control the elements to keep their people safe from tsunamis, wildfires, earthquakes, volcanoes, and torrential rains. As we can see in the following screenshot, players begin with building the most basic of things such as bridges to provide a means of getting from one part of the map to the other. The only way to survive is to investigate the ancestors to restore a lost power. Furthermore, the game comes with different modes that the player can be challenged on, from puzzle-based modes to time modes with a lot of pressure. Finally, the game also provides a way to share the player's result in a general leaderboard and let them join a special community.

Screenshot taken during the tutorial level in From Dust