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Why Video Education is Badly Important

In my time Here on earth I have promised the faithfulness of many masters. Educated men and women: Buddhists, disunity, Jedi. Their words, which are always tested, tend to repeat in difficult patterns. Whenever I face an unexpected danger, every time my enemies expose themselves, the wise advice of those who pierce me emerge from my inner cage, reminding me to force myself. [square] carry out a quick attack.

Obviously, I want this. I’m dead without them, and every game I play isn’t as fun as I have to die twelve times to find out. (Wise or not, Hearts The game offers the same attraction as hot wax.) Fast attacks are not always possible [square]. Probably for you, it is [Y]. Maybe you are playing in a hospital sim and just want to hire a nurse, not having to deal with problems immediately. Obviously, you need to know which button to push, as well as when to push. You want cultures, how to use them. You want education.

Video game education, as a group, is neither good nor bad; it’s a prediction. It can be artistic or derogatory. It serves as a fun introduction, which makes them look richer than they really are – as if every book is opened by a family, or any TV show uses hot jokes to remind the audience to laugh and clap. Downstairs, education is another controversial conference in a rigid manner. Popular movies and shows are encouraged by all sorts of things. As flashbacks, cliffhangers, and the flu open up, education endures through natural selection.

In the running days, when the real and ultimate goals of the game were intertwined – to destroy air destroyers, and get Frogger on the road – what they are often taught is missing. One fun and one or two buttons worked as a single tool; their responsibilities actually felt natural. Many games increased the difficulty on the levels organized in well-divided sections, which means that the first hit makes you ready for what follows. Gamers took on their coaching role.

Patrice Désilets, founder of the Ubisoft franchise company, said: “In the past, no one wanted a program on the screen to tell you how it works.” Assassin’s Creed.

Compared to the laissez-faire type, modern trainers can feel like they are watching. There is an explanation for the slow appearance of the astronauts, the clock ticking Problems of Time, how ghosts always benefit from Pac-Man. A rule of thumb controls the game, but it is represented on the screen at any time. Our immersion happens soon because there are no more extras, except for a few simple notes: Just play.

What has changed? Obviously, the game became more and more popular. Software developers increase mobility, hardware manufacturers add buttons. And most of all, the story – the oldest human convention – was in agreement.

If you have ever played a game that had a cut-out, a star, or a name-calling tool, you might think that writing a video game introduces modern education, which writes many ideas like mechanics, and tends to sell people clearly. Challenge the authors!

But bad writing can’t explain the frustration of the frustrating part — the end of the confusion between desires and outcomes, in which we stumble upon the same consequences until the same death. We start every game like a baby thrower who is trying to stand up; a well-designed study reduces the time wasted on useless stumps. Studies are not available for short-term explanations — they are available to provide us with an anonymous 3D space.

“The real story of the game is to teach how to play,” says Désilets. Everything else is noise. ”I can say for sure from the founder of one of the biggest games in the game, and it shows that even though coaches can jump, the best games keep learning. Improving game power. “We talk around, we cultivate cultures and so on, but inside, it’s all about teaching people how to play with the machine inside the loops and inside the systems.”


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