I had no idea what I was doing, but ignorance was bliss. For a while.
Two days into it, the bathtub and shower were installed and ready to go. I filled the tub.
"Mom! Is it supposed to be raining in the living room?!" my daughter called out.
[It was a non-rhetorical rhetorical question.]
Had I checked for leaks before filling the tub?
No.
Had I any idea of what was getting myself into?
No.
Enter Make Cycle 3 and our Official Game of the Museum of Obscure Joys and Sorrows (O.G.M.O.J.S.).
It started out as a curiosity - the freshly created words of John Koenig were posted on Facebook, prompting Terry Elliott and I to think "That's really cool!" and ask CLmooc-ers to create words.
The words we created are here: Spreadsheet of everyone's ideas.
Terry's Hackpad Intro
No one wanted the words to languish in a spreadsheet. So when Make Cycle 3 came out, I innocently thought, "I will use the words to make a game!"
I played around with some gamification ideas - badges, an e-portfolio. I went against the competitive spirit by making all of the badges available to everyone, even if they didn't "earn" them. It was fun, which was the most important thing to me when I started.
But...
Like my bathroom remodel, I had no idea what I was getting myself into. Also like my bathroom remodel, I learned a ton throughout the painstaking process. And...like my bathroom remodel, it took WAY longer than I thought it would.
Why?
- I had to figure out a few technical things. I tend to be pretty perfectionistic in these things, and would not settle for a mediocre attempt.
- I felt a huge responsibility to the folks who had contributed words. I wanted to do them justice and honor them.
- Terry gave me some great feedback along the way, leading (amongst other revisions) to the escape hatch feature. I wanted to add his soundtrack but just ran out of steam before I could figure it out.
- I didn't want to half-ass it.
I like the wormhole-ish nature of some of it.
I love the words people made.
I love the gifs and the badges.
I like the escape hatches.
I didn't like the tediousness of making sure all of the clicks and links do the correct things. And I am sure I missed some (let me know).
I had hoped to make it sillier and more fun, but (again) I am just too tuckered out to work on it any more.
I had hoped to use feedback from more game testers. And maybe I will get that chance.
The bottom line is that I really wanted to see what potential was there for my classroom, and in that regard I am really excited to try the template out next fall. The possibilities are tremendous.
In terms of strict game design, it wouldn't score very well. It's not really replayable, it's not that interactive, and you can't really control much of the outcome.
But I am happy with it and excited that we got to use the Obscure Joys & Sorrows that CLmooc-ers came up with!
A great collaborative effort.
Special thanks to:
Christina DiMicelli
Sheri Edwards
Sarah Honeychurch
Terry Elliott
Scott Glass
Susan Watson
Stephanie West-Puckett
Amy Cody Clancy
The game is here: GAME









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