Guerrilla Learning: How The Games Industry Could Be Making Us Smarter

skyrim The idea would be made even better by careful use of already existing languages in fantasy games. If an alphabet already exists that fits your feel of a world, why not use it? Though any fantasy gamer appreciates a lovingly, lavishly detailed world in which to roam, use of language often takes an unnecessary back seat. Consider the Elder Scrolls series. It's pretty clear that the land of Cyrodiil represents Roman culture, and Skyrim is Northern Europe. (Dubious as to that claim? The costumes are a bit of a giveaway, but also, Draugr is the Old Norse word for ghost.) Latin and Old Norse form parts of the tree from which we derive modern English; any native English speaker already uses derivations from them by proxy. Why not, then, enrich the experience of being in a fantasy culture (and educate at the same time) by using these old languages in signposting, or in some common greetings and words? That's not to say that there's no place for the creativity of a made-up language; to continue to use the Elder Scrolls games as an example, there's nothing wrong with the various dead-race fantasy languages to add flavour. In fact, it's pretty darn impressive that a language of Dragons, complete with writing system and basic syntax, was invented for the Skyrim game. But there's also a wealth of historically derived source material immediately available for use as fantasy human languages that shouldn't be ignored, and I'm certain that those proficient in obscure languages would jump at the chance to show their chops. Ktunaxa and Scottish Gaelic are two examples of languages that are not common but are still taught and spoken in an effort to preserve cultural heritage. And given the use of data streaming to deliver project work in the gaming industry, and the diaspora of larger studios internationally, this makes sourcing appropriate voice acting a good deal easier. Why not help these cultures reach a greater exposure base? This is to say nothing of the purposeful use of any modern culture's history or language in any game to add context as well as educate. Language and culture are not the only facets of learning I see as applicable here; the Saint's Row/Grand Theft Auto franchises automatically teach people to recognise vehicles, and many fantasy games use herb items as exploration rewards in wilderness settings. Why not use these default dynamics to instruct, or include identification minigames? This is another part of the established military training; and knowing the difference between, for example, raspberry and poison ivy is a useful skill for someone lost in the woods. Finally, the use and improvement of already-existing technology €“ notably Kinect, Move and the range of inputs for the Wii U, along with sound input devices for any platform €“ allows the active practice of these elements. Think about that for a moment. Games that look for squad or party tactical hand signals and listen for verbal cues, minigames that end in skirmish or reward based on your ability to express an understanding of culture, and alliances forged or lost based on an ability to participate in conversation at a basic level. Doesn't that sound like a great game experience? Having said this, it's essential that these mechanisms be so thoroughly integrated as to not interrupt the flow of the game. The technology needs to recognise inputs with great accuracy to prevent frustration. The player must be able to exercise choice in participation at will, or the sales will likely go elsewhere. Greater game rewards for those who choose the less travelled path may be an option. If this is impossible, incorporation of elements of culture and language into background and character art can be used for the purpose of broadening cultural exposure. This obviously already happens in background art development for games. However, if the FPS player is, for example, taught what the Arabic word for 'water' looks like in order to find a sign on a tavern, that's progress, right? Recognition is the first step to learning, after all. Now if you'll excuse me, my Skyrim Authentic Norse DLC pack has just finished downloading, and I'm anxious to find out how to say €œDie headless and screaming, Roman dog!' like a real Viking would. Like this article? Let us know in the comment section below.

 
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Simon currently resides in Canberra, Australia.