Graphic courtesy Northwestern University

Graphically Advanced Multiplayer Educational Simulations


It's a MUD/MOO... it's educational... it's multimedia... it's real-time...

It's all that, and more!


The GAMES Project

The GAMES Project is for creating multiplayer educational simulated worlds.

By putting a student in a world that sufficiently models the domain you are trying to teach,

In order for this to work, the simulated world must be predictable, compelling/engaging, reactive to the students actions, and sensitive to the student's needs. The simulated world is:
Predictable
because it make sense in terms of the real world.
Compelling
because a comic-like graphical interface (the MOOPort) re-presents the world.
Reactive
because the game is built on an existing architecture for realtime multiplayer games (MUDs), using the most flexible implementation (Pavel Curtis's MOO, from Xerox PARC).
Sensitive
because there is a Proactive Tutor in the simulated world, which watches the players' actions and informs them when they do something questionable.

This functionality is all supported by a library called GameCore. One game has been implemented using GameCore so far: Sell.

GameCore

GameCore is a library of portable C++ objects for supporting the fundamental functionality of the every game the GAMES project might want to produce. Currently those functions are: With this library, we hope to build a multitude of future games, including GameBuilder.

Sell

Sell is the first game we created using GameCore technology. It is an town with an economic simulation where players own a store and sell products to a robotic consumer population. You can get more information on Sell by visiting the Sell Home Page.

MOOPort

The Spatial Metaphor is basically a way of mapping a domain (and, consequently, its interface) onto the basic spatial elements of a MUD. GameCore accomplishes this using the MOOPort, a visual item in every GAMES Project game that is a viewport into the MOO running the game server. In it, objects are represented by MOOLogos. These logos can be manipulated in a way that makes sense to the domain. For example, in Sell, your merchandise and your store employee are MOOLogos. MOOExits are special MOOLogos that allow you to move from one room to the other by double-clicking on them. For more information, read the MOOPort Implementation Spec.

The Proactive Tutor

A problem that we saw early on with simulations was that, like the real world, players could foul things up and not know why. Unlike the real world, though, all the information for the simulation is readily available, and can be used to generate explanations or warnings. That is what the Proactive Tutor is designed to do. The Tutor has a set of rules which are used to determine if the player is doing something which seems unwise or uninformed. These rules are based on the design and information in the model, and are fired by user actions. When a rule fires, the client program gets notified, and the player sees the tutor pop up and warn them (via QuickTime). When they see this warning, they can ask for more information (bringing them to the Advice Network), or they can ignore it and carry on at their own risk. The idea is that the Proactive Tutor is that guy looking over your shoulder as you play. He should be there when you need him, but when you know what you're doing (or when you think you know), you can ignore him.

The Advice Network

The Advice Network is a system of questions and answers that are interconnected and designed to help you play the game. You may enter the system through a context sensitive question and then stay in it for as long as you want by asking as many follow-up questions as you desire.

GAMES Project Members:

GAMES Documents:


Last modified: Tue Sep 24 17:31:59 CDT 1996
Send comments to: slator@badlands.nodak.edu