LearnersGuild / learning-os

The Learning Operating System of Learners Guild. Our applied game and player support.
0 stars 1 forks source link

How do players advance through the game? What is the rhythm? #232

Closed tannerwelsh closed 8 years ago

tannerwelsh commented 8 years ago

Context

Winnable games have stages to demarcate progress. Mario has levels; tennis has games, sets, and matches; chess has turns, games, and tournaments.

This is 1/2 of a broken up issue #74

Criteria

In order for an issue to be marked as passing, the proposed solution must be aligned with our principles. Check off the principles that this solution is consistent with.

tannerwelsh commented 8 years ago

Submitted PR: #234

shereefb commented 8 years ago

Moving to testing since this needs to be compatible with answers for #211 and #222

tannerwelsh commented 8 years ago

@awolfinthewind does the proposed solution here jive with your issue #211? @simonlguild does the proposed solution here jive with your issue #222?

(see PR #234)

tannerwelsh commented 8 years ago

Summary of proposal:

carlabagdonas commented 8 years ago

Checking for my own understanding:

Questions:

With clarity on those points, this looks good to me.

simonlguild commented 8 years ago

I also have curiosity around how people move up to the next stage in this model. Is it time bound, or other metric bound?

simonlguild commented 8 years ago

In #233 it states that Cycles are determined by player support. Is that in conflict with it being determined here as a game mechanic?

tannerwelsh commented 8 years ago

responding to @carlabagdonas:

cycles don't have a fixed duration, they just refer to an arc of experience (goal, work, retrospective)

As a game mechanic, this is true. They are like a "turn" in a game like Monopoly. However, to make player support work more smoothly, Player Support uses a 1-week cycle. This is like setting a turn clock in Chess.

phases and stages have a fixed duration, players advance through phases and stages at the same time within their cohort

True.

do the different stages correspond to the different player types (aspirant, apprentice, etc.)?

For this issue, I'm assuming no different player types. That would be covered in #196 . Stages are just time markers.

tannerwelsh commented 8 years ago

responding to @simonlguild:

I also have curiosity around how people move up to the next stage in this model. Is it time bound, or other metric bound?

For now, it is time-bound.

tannerwelsh commented 8 years ago

responding to @simonlguild:

In #233 it states that Cycles are determined by player support. Is that in conflict with it being determined here as a game mechanic?

To clarify, the length of cycles are determined by player support. The concept of a cycle is a mechanic. To use the chess analogy, the concept of a player's turn in chess is a game mechanic. Tournaments add a support element of a "turn clock" to enforce a certain kind of gameplay. Same principle applies here.

tannerwelsh commented 8 years ago

Ok moving this back into testing.

Because an old PR was merged into the outstanding work in #231, I'm not going to create a new PR until that one is closed. But the proposal as it stands is thus:

  1. Cycles are a game mechanic. They are the heartbeat of the game. As a mechanic, there is no set length.
  2. Phases (5 weeks) and Stages (10 weeks) are not a game mechanic. They are player support (see #233).
  3. There are no player roles corresponding to different stages. This issue doesn't affect roles.