GlitchSpace
GlitchSpace is an abstract first person shooter game where players learn about visual programming via the environment. Players will use their abilities to edit the environment's geometry to solve puzzles and clear the stage. This concept is a clever way to visually teach code in the form of a game. For those who traditionally struggle to understand the letters placed on a screen, having it all visually in front of you is an excellent way to prepare someone if they want to learn in the future.
Epistory
Epistory is an adventure typing game where players progress through the story by typing out words that appear on screen. Although typing itself is a main element, the game itself is very story driven so the player does not feel as if they are just constantly typing words instead of experiencing the game itself. The player is also controlled via EFJI instead of the standard WASD. This is so players will always have the optimal typing position.
Lightbot
LIghtbot is an educational game that introduces kids to the concept of simple coding via mini games. The mini games are designed to teach kids concepts like sequences and conditions without fully introducing them to the scripting aspect. Kids will use problem solving skills in order to progress through the different stages. Lightbot is one way that kids are now being introduced to the concept of code as it will become more useful in the future.
Petting Zoo
Petting Zoo is an interactive picture book designed to teach kids about animals. It uses the touch screen mechanics of smart devices as a form of interactivity. Kids can swipe and touch the screen to interact with the animal on screen and depending on where the animal is, it will react in different ways. Works such as this are using technology to interact with kids to teach them basic knowledge that used to be learnt through books. This is just another way of reaching out to the current generation.
Proteus
Proteus is a first person walking simulator that is procedurally generated so every experience is designed to be unique. Although the map was procedurally generated, there are recurring themes within the game that players can remember as they are associated with specific colours, music and objects. The objects themselves are 2D but will always face the camera which gives about a 2.5D perspective. The game itself plays on the concept of being intriguing enough that players would want to experience it multiple times.
The Typing of the Dead
The Typing of the Dead is an arcade game that relies on the players to type words and sentences in a swift manner to survive and progress. The game implies that it has a first person shooter like mechanics, but in reality the gameplay actually requires players to type out the required words displayed in the box in order to operate the weapons. The game was originally released for arcades but due to its success and popularity, was eventually released on Console and PC.
EnviroBear 2000
Envirobear 2000 is a car driving simulator where you play as a bear who has to gather food in preparation for hibernation. While driving through the environment, there will be other bears driving their own cars that are controlled by AI that are also trying to hoard resources. This simulation informs us on the many different ways a point-and-click game can be involved and how many different ways there are to approach environmental building.
Lovely Weather We’re Having
Lovely Weather We’re Having is a simulator that explores the concept of people exploring the outside world. In the game, there will be changing weathers and objects that you can interact with when walking around the map. There are also NPCs that change dialogue based on weather. This is a very good example on how to create a relaxing never-ending environmental experience that is designed to be played in short bursts at a time due to its mild exploration and discovery elements.
Night in the Woods
Night in the Woods is a 2D exploration game that focuses on dialogue with very basic platforming. The experience is focused mainly on the text and the player to discover their way around the world while interacting with the NPCs and environment. Although the game itself is not long, because there are multiple endings players will be able to experience the story again differently if they choose to make different choices. This game focused more on story than on mechanics and in turn, managed to create a much more captivating storydriven environment.
Everything
Everything is a procedurally generated simulation game where players generate their object to populate the universe. The players are able to interact and create their own “existences” by interacting with other creatures within the universe. If the player chooses to do nothing, the universe will still run it’s own course and operate on its own. This work is not only innovative but also changes the way we view the relationship we have around us and plays on the idea of how every interaction can change an outcome.
Drawn to Life
Drawn to Life is an adventure platform game where players can create their own unique object by drawing it through the Nintendo Ds. This meant that the player would be able to take more control over their own experience and would be able to develop a sense of attachment to their creations. Although the gameplay itself received fairly mixed reviews, the idea of unique user based creation presents us with a different way of understanding player engagement.
Scribblenauts
Scribblenauts is a puzzle game that allows players to use their imagination to resolve ingame problems by creating objects that players would be able to use to interact with the game environment. Players would have the freedom to input any word they can think of and have that object spawn into the environment. The objects and environment in the game was given a certain amount of artificial intelligence behaviour which could result in unique experiences. This allowed for players and developers to further understand how the objects in an environment could relate and change if given room to grow on their own.