Serious Games @ LIP6
Jeux Sérieux par l’équipe de Recherche MOCAH (Laboratoire LIP6, Paris)

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Détails du patron de conception « Serious Boss »

in english

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illustration du patron

Problème :

How to make users go to difficult tasks?

Learning a domain often requires doing difficult activities which can afraid or discourage users.

Solution :

Transform the difficult task into a narrative challenge.

As described in game patterns (Björk, 2005), Boss Monsters must be integrated into the narrative structure of the game and there is a need to carefully consider their natures, histories and audiovisual representations. For a Serious Game, it means that a difficult task must be narratively introduced as a future big challenge in order to prepare the user to face it. A representation through bad characters may raise emotional reactions from users to fight them.

For example in MindUp, ten difficult enigmas are presented to users by a contemptuous character (see picture). This character jeers at the users but is very well represented. This very bad character could be considered as a Serious Boss who challenges and motivates the user.

In a current KTM-Advance’s project for a bank, the user must deal with loans cases. These cases - represented by nice characters - make her discover different aspects of loans. But very difficult cases are represented by giant characters who are established in a part of the city. When the user tries to fight one of them, then the giant character jumps into the bank.

Références :

Pattern « Boss Monsters » in Björk & Holopainen (2005) « Patterns in Game Design », Charles River Media.

Patron rédigé par : Benjamin Huynh-Kim-Bang

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