How should the problem types be used and how are the different tags differentiated? We discussed multiple options that address different subproblems in a multitude of ways.
It is only allowed to select one problem type from the list, forcing the user to prioritize and select the most fitting one. This in turn would lead to problem solving techniques that might be selected for a game while no appropriate problem type is tagged.
It is allowed to select an unlimited number of problem types from the list. This would allow for a 1:N relationship between problem types and solving techniques, essentially allowing the user to double check if a problem type has appropriate solving techniques and if each solving technique can be used for a tagged problem type. The problem would be overtagging: Since there are no limiting rules and the definition of the tags is somewhat open the user might assign every or many problem types to one or many games.
As Option 1, but with additional tagging options for sub-problem types. This would be similar to the minigame tags (mini: logic) which could also be added to the problem types subtree. This would allow the user to mark one main problem type, while not losing further information that might be person specific.
Remove the problem type altogether. This would solve the definition problem but would also require the problem solving techniques to be renamed, leading to loss of information. Furthermore it is difficult to validate if this is the right choice or if the authors just were not able to achieve a coherent tagging system.
Solution
We choose to use something similar to Option 1. For the moment the user is allowed to select up to three problem types from the subtree, focusing on one if possible and including a numbered hierarchy to highlight the priority. This should provide the user the option to tag multiple problem types while simultaneously providing a ranking which problem types are more important. To test this approach we will assign these tags to a small list of games. This might give us the opportunity to further analyze the problem and work out further adjustments. For example we will be able to identify similarities and might be able to work out if the bias and randomness rendered the tag useless.
In the following table each participant assigned problem types to the listed games. To allow for easy comparission only games that were played by each participant were listed. Note: The list contains the result after an iteration as a group in which participants were allowed to justify and adjust their initial selection.
Legend:
Since it is not possible to define each problem type totally accurately, we choose to base our decision more on vibe and experience making the selection subjective. Each user should choose the tags based on the experience and challenges that the user encountered while playing the game. This allows for different perspectives and multiple valid answers since the experience of playing a game can vary from player to player. Although this introduces bias and uncertainty itself, we still tried to define each problem type as clearly as possible to improve understandability and reduce the danger of wrongly tagged games.
Definitions
challenge-less
rename to problemtype-todo or delete in the future? (→ Änderungsbedarfs Tag)
search examples for this tag
game of skill or dexterity
timed sequence/combination of inputs (that must likely be learned through practice)
motor skills, hand eye coordination
labor diligence busywork
for limited time continuous task with key components that need to be repeated
main way to solve involves quantity/repetition of player actions rather than quality of player actions (+outcome of action is repetitive too)
logic challenges
next logical step(s) result from rules and the current state
After reworking the problem types and defining the child tags, we assigned the tags to a subset of games. The results were discussed in this meeting.
The name problem types suggest an unbiased meaning while the tagging is highly personal. **Action taken: rename problem types to personal challenges.**
Emotional and moral challenges might be but not necessarily connected. A moral challenge for example might be choice (i.e. Minecraft) while an emotional challenge might be connected to a character or his fate. This might even lead to the player not continuing the game but does not require a morally challenging situation. Other games like Frostpunk present a moral challenge while likely not having an emotional impact on the player.**Action taken: Split emotional and moral challenges**
Since emotional or moral events are not a challenge these will not be part of the personal challenges tree. Instead a new category for emotional events will be created. For an emotional event to be a challenge the event is required to force an input or action from the player (e.g. BioShock™, killing little sisters). These tags are for emotional taxing scenes or narratives that can not be controlled. Similarly to the personal challenges these tags are also subjective and may vary across different players.
Previous Issues:
13
22.05.2024 Discussion
Solution
In the following table each participant assigned problem types to the listed games. To allow for easy comparission only games that were played by each participant were listed. Note: The list contains the result after an iteration as a group in which participants were allowed to justify and adjust their initial selection. Legend:
strategy problem
game of motorskill,
busywork
strategy problem,
busywork
busywork,
strategy problem
moral challenges,
game of motorskill,
strategy problem
busywork,
moral challenges,
strategy problem
moral challenges
game of motorskill,
busywork
busywork,
moral challenges
game of motorskill
strategy problem,
game of motorskill,
logic challenges,
moral challenges
game of motorskill,
logic challenges
busywork
busywork
busywork
moral challenges
challengeless,moral challenges,
strategy problem,
game of motorskill,
busywork,
logic challenges
TODO TAG!logic challenges,
game of motorskill,
(emo events,)
strategy problem
strategy problem,
busywork
busywork,
strategy problem
strategy problem
challengeless,busywork,
strategy problem,
moral challenges
TODO TAG!challengeless,busywork
logic challenges
challengeless,moral challenges
logic challenges
logic challenges,
busywork
moral challenges
moral challenges,
strategy problem
busywork,
moral challenges,
strategy problem
busywork,
strategy problem
emo events,busywork
game of motorskill
game of motorskill
TODO TAG!logic challenges,
game of motorskill,
humoristic eventslogic challenges
logic challenges
busywork
busywork
game of motorskill
strategy problem
strategy problem,
moral challenges
strategy problem
(strategy problem)
busywork,logic challenges
busywork,
logic challenges
moral challenges,
busywork,
(logic challenges mini)
moral challenges
game of motorskill
emo challenges,
busywork
Definitions
Additional Notes:
Related Changes