Brad's EDU 5863 / CMCT 6537 Productions

Styling considerations

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Production 5

Option 1: a small (300-400 word) discussion of how your proposal enacts or speaks to any of Gee's core principles, or why perhaps you would want to deviate from them.

Agency / Co-design My marble simulator game will employ the principle of agency by allowing players to choose an easy route to success (reaching the end of the map), or a more difficult but also rewarding pathway (a riskier pathway that's easier to fall off of, but also with power ups and items that can be useful in the current or future levels). A carryover item mechanic isn't finalized, but the goal is that similar to Bomberman, success and power ups from previous levels carry over to the next to make the game easier or significantly easier (in the case where everything is "maxed out"). Pleasantly frustrating My marble simulator game will incorporate pleasantly frustrating aspects through increasing difficulty, and clear distinction that risk taking will be rewarded through items that assist later gameplay (albeit not to the degree that it feels like a free win). Skills under strategies My marble simulator game will incorporate the skills under strategies principle through risk assessment, risk taking, and timing skills.