06 April 2016

Sanctuary - Games Design Workshop

Sanctuary is a youth event held at Blackburn Cathedral each year. This year it was held on the 5th March, and I was allowed the opportunity to run a games design workshop during the workshop sessions. I designed this workshop during my third year in my BA Games Design course.

The workshop plan and games design documents can be found at:

http://eworrall-leveldesign.my-free.website/games

Having been involved with the event in previous years, I was invited to be part of the planning committee for the event. Through this I also became responsible for the organising of video-games for the event. Preparation for the event included collection of video-game consoles and peripherals, and play-testing, as well as digital preparation for my workshops, such as 3D Modeling, UV Mapping and UDK preparation and Kismet.

Video-games - For the event I chose to incorporate 3 different console games, each of which had a form of social interaction attached to the gaming experience.

1. Wii U - Games such as Super Mario Bros, Mario Kart and Just Dance. I chose these games due to my own experience during previous years; they encourage interaction between the players.

2. X-Box - Lego Rock Band. I knew initially that a 'Guitar Hero' style game was the type of game I wanted to include in the video-game section of the event. However, I found that a lot of the songs in these games were not particularly appropriate for the church environment in which the event was set. I therefore chose a more friendly version of the game type, and went for a Lego iteration.

3. PlayStation 3 - From experience I gained at a Christian Create conference I attended, I learnt about a game called Joust. This game greatly encourages social interaction, which is particularly useful in engaging people who don't know each other. This game is played through connecting PS3 move controllers to a MAC: an example of game-play can be seen on the website; http://www.jsjoust.com/





Images are taken from the Sanctuary 2016 Flickr Page

Workshop - Before running the workshop, I needed to prepare and set up all of the equipment, organising the layout of the room so it is easily accessible to the young people.





At the start of the workshop, I made sure I introduced myself, and then each young person introduced themselves. I also encouraged them to mention a game that they liked/disliked/knew of, and why. This could be a video-game, board game, or physical game. I then proceeded to explain what the session entailed; we were going to create a game based on the story of Noah's Ark, which requires the player to find and collect 20 animals (10 animals - 2 of each kind), and place them in an Ark. This would all be set in a virtual version of Blackburn Cathedral. Once all animals are collected, the Cathedral would then flood with water with the Ark sailing away. When the water recedes the Ark would land on the alter, and a rainbow would then appear.

I presented the UV maps of the animals to the young people, and explained how they worked in relation to the 3D model, and the key I had placed on the UV sheets. They then proceeded to texture the UV maps by hand. I also encouraged team work through the creation of a hypothetical games design company. The young people suggested names, and even drew a potential logo design. The textures for each of the animals can be seen below.

Crocodile

Elephant 

Frog 

Giraffe 

Hedgehog 

Zebra 

Kangaroo 

Lion 

Parrot 

Peacock 

During the break between sessions, I scanned the textures into the Computer, and proceeded to adjust them in Photoshop, and then apply them to the animal models. This took much longer to complete than I anticipated, and it proceeded into the second session. However, as I applied each texture to the animal, I drew attention to who created it, ensuring each young person received a chance to see their animal before playing the game.

Cathedral - All animals; two of each kind.


Once this was complete, I asked each young person to decide where in the Cathedral they wanted to hide their animals. I proceeded to place all 20 animals in these locations as each decided on a location, and then allowed them to play-test the game.

Through running my games design workshop, and through organising the video-games for the event, I learnt a number of things;
  • In the design industry, there is a preference for specialisation. For instance I specialised in level design in my 3rd year, because it was something I preferred, and required less drawing. This preference is still evident in young people, as some were not too interested in the texturing, and were more interested in the game-play.
  • Just as there is a preference for design areas, there is a preference for gaming style. Some like to sit and play Super Mario Bros, requiring little movement. Others are willing to do slight movement in Rock Band, though few were willing to sing (can be seen as embarrassing). Whilst others prefer active games, which can be seen through the use of Joust.
  • It is incredibly difficult to run a games design workshop in such a short period of time. I therefore need to create a design and workflow that reduces the time it takes to run a games design workshop, even if it provides only a taste of what games design is like.
05 April 2016

Create Conference

OK, so I decided to go on a big trip down to London, to go to a Premier Digital Conference called 'Create'. The basis of the conference is that we are made by an infinitely creative God, and we are made in his image. Therefore its natural for us to desire to explore and create new things. The conference focused particularly on the digital world, and encouraged visitors to use their mobile phones during the seminars and talks, and to 'tweet' about the event, encouraging the use of their hashtag.

The event started with registration, refreshments, and then a short introduction and welcome to the event. This was then followed by  an opening address. The address explained how we are able to use a media form such as social media, which can often be seen in a bad light, to proclaim the Kingdom of God. I believe this can also be translated into a gaming concept, as game too are sometimes seen in a negative light, yet can still be used to spread God's message.

This talk mentioned a number of other points. That as Christians we are a family, and we shouldn't compete against each other for the lime light. We should work as a team, because that is when we can get more work done. The speaker also quoted that we are 'Called to kick the darkness, until it bleeds daylight'. This shows how we are in a battle against evil, but we need to fight in order to let goodness shine through.

Scripture Union - 'Guardians of Ancora'

A representative from Scripture Union took to the stage, and explained a little about the new game 'Guardians of Ancora'. Positive feedback on the game was that it was interactive, and gave people a chance to play a part, and be a part of the story of Jesus.
                                                                                                                                                                   

Agenda for the Day



Session 1 - Create an App

This session discussed the main principles of creating an app, along with how to go about publishing it.

From what I gathered, there are two main ways to create an app.

1 - Produce an app through coding
2 - Use an app making software.

The presenter of the talk explained about a number of App making software that were available to use. He described such software as like using building blocks to make the final outcome.

He listed what he felt were the best 5 apps available:
  1. Goodbarber - Takes little time to make an app, costs money.
  2. App Machine - Connects to your website and collects images and info ready for use.
  3. The Church App - Must be contacted directly, just for churches.
  4. Game Salad - For Game making.
  5. Stencyl - Similar to Game Salad, takes longer, more complicated. Free until publishing.
Before making an app, consider the following questions.
  • Why do I need an app?
  • What can I offer that's unique?
  • How will I reach people?
  • How will I engage people?
                                                                                                                                                                   


COFFEE BREAK - Here I proceeded into the break room, and happened upon the book stall. This is where I discovered the 'Unofficial Bible for Minecrafters' which tells the main bible stories though Minecraft. I seized this opportunity to purchase the book, as it was completely relevant to my work and research.
                                                                                                                                                                   

Session 2 - Create with Raspberry Pi

A Raspberry Pi, in technical terms, in not an edible fruit desert, but is more like a Printed Circuit Board (PCB), which is essentially a tiny low powered computer. The cost of a Raspberry Pi is only $25, which is relatively cheap for such a product, and it runs off an SD card. The presenter continues to talk about the great number of uses for the product, which was interesting, but sadly didn't link much to my project at all.

                                                                                                                                                                   

LUNCH - Obviously, this was the time to get food, which is precisely what I did. Following this I proceeded to the Scripture Union stand, where I talked with a few representatives about my work, and about my interests in the more technical details about 'Guardians of Anchora'. They proceeded to gather my contact details, and made a note to contact me with additional information.
                                                                                                                                                                   

All Together Again

After lunch, a number of talks were to be held back in the main hall, where we all gathered once again. The most interesting of these talks was 'Create Another World'. The presenter - Andy Robertson - talked about how games can play a part our spiritual life. He described how games can be a virtual spiritual space, in the same way others had talked about creating digital spiritual space on sites like Facebook and Twitter.

Following this talk was a talk called 'Create a  fairer world'. Here, a company called 'Fairphones' talked about their product. They had set out to create a fair trade phone, where the materials used in the production of the phone were fairly sourced.
                                                                                                                                                                   

Session 3 - Create a Game

For me, this was by far the most interesting session of the day. Andy Robertson was the presenter again, and he didn't teach people how to make a game, but rather discussed how a game can be used within a Christian environment, including in church services.


He described how he had used the game 'Flower' in a church service. The game acted as a spiritual space, and added to the atmosphere of the service. The game gave the player control over the wind, with an aim to simply fly around, collecting petals, and restoring the landscape. The game was used in a service, where the controller was continuously passed around the congregation, so everyone got to spend a time in the virtual spiritual space. An image of the in-game environment can be seen above.

Following this explanation, he asked for volunteers to play a game called 'Joust'. The game is a physical multiplayer game, that uses PS3 (Playstation 3) Move controllers. Each player is on a team, and must attempt to defeat the opposing team. This is done through jostling the opposing team controllers. When the controllers detect sudden movement, the player with that controller loses a life. Players have 3 lives, and once a team has lost all their lives, the other team wins. Movement speed also depends on the speed of the music of the game. Faster music means faster movements are allowed.

I found that this particular game was a brilliant icebreaker. I was playing a game with 6 other people that I had never met before. I found my own skills to be the best on my team, but sadly those skills were replicated through all the opposing team members.


The game 'That Dragon Cancer' was also discussed in the session. The game was created by a Christian couple who lost their son to cancer. They portray their emotions through the medium of the game, and give a new perspective on mourning. An image of the game is shown above.
                                                                                                                                                                   

COFFEE BREAK - During the break, I took the opportunity to talk to Andy Robertson about his particular use of videogames. He mentioned another game that he had used in a Church environment; 'Passage'. This is a game that I have heard of before, as it was mentioned in the book 'How to do things with Videogames'. Another suggestion I believe is also relevant is 'Marriage', also mentioned in the book.
                                                                                                                                                                   

Session 4 - Create Digital Art

Session 4 was given by Matt Lawrence. He explained his his use of digital drawing within church services, in the form of live creations. He would draw a particular scene, and the process would be displayed on screens or monitors in the church. This accompanied with music can have a very moving effect, and he even gave us an example towards the end of the talk.
                                                                                                                                                                   

The day concluded with two small talks back in the main hall, and I left feeling I had learnt a lot, particularly about videogames, and how they can be used to create a virtual spiritual space. I intend to take what I have learnt from the sessions I attended, and use it in my own practice.
23 March 2016

Programme Pack - Session 2

The 2nd session of the programme pack I created can be seen below. The programme pack was designed to portray the theme of moral issues through the medium of videogames.



I arrived pretty early again to set things up for this session. Sadly, only one young person turned up. This was particularly disheartening due to the effort and time I had put into preparing the session, and improving it from the previous month. The other youth leaders and I decided to defer the session until the next month, and though that the reason for the lack of young people was due to it being the half term holidays. I however took this as an opportunity to get to know the young person that attended, spending the time eating pancakes and playing on minecraft.

The following month I again arrived early to set things up, and waited in hopeful anticipation for the young people to turn up; only 2 arrived. We decided to proceed with the session, and the two young people in attendance interacted well with the game and the message it was portraying. A little further into the evening, two boys arrived who I had encouraged from my own church to attend. They instantly connected with the game, whereas in the previous session, the girls didn't interact with the game.

Following on from the 1st session, I acted upon the feedback from the young people. I added an alternative to the videogame, being 'The Game of Life', which reflects the same theme as the chosen videogame. I also prepared some physical games to play before the session began.




I learnt a number of things through running this session.
  • The evident stereotype of boys playing videogames was enforced through the gender interaction with the videogame used in the session.
  • Board-games can be powerful tools for teaching just as much as videogames, as each has key interactive aspects.
  • With fewer people it is easier to encourage engagement with the game. Everyone is being constantly engaged, whether through playing the game, or conversation with myself or the other youth leaders.
  • People who play videogames can easily watch others playing games, and enjoy the entertainment value; joking about when they fail, and cheering in encouragement when they succeed. This is not the same for people who do not play videogames; these people need to be engaged with the game, or they become disinterested.
I later discovered that the young people had decided not to attend the youth group sessions, knowing that the teachings would be themed around videogames. I became aware of their apprehension towards video-games from the first session, and clearly explained that I would act on their feedback. Learning this made me feel disappointed yet again. I decided to encourage them to attend, letting them know I had acted upon their feedback.
19 February 2016

Programme Pack - Session 1

The course I am undertaking at Chester University (Church College Certificate in Christian Youth Work) required three submissions for the first semester. This included a presentation, a 1500 word essay, and a Programme pack.

I designed my Programme pack on the theme of 'Moral Issues', and used the medium of videogames to help portray this message. Also, I was given the opportunity to run my sessions at the youth group I help to run. The session from the Programme pack can be seen below.



I arrived early for the first session to set up and organise all the equipment I needed, and when the session was due to start, 9 young people arrived, all of which were female. The set up and resulting creations from the session can be seen in the photos below.











Through running the session, I discovered a number of things about young people, in relation to videogames:
  • The stereotype of 'Only boys play videogames' was evident to a certain extent. The young people did not seem as interested in the session as much as I had hoped. Yet this could also be because they were faced with a new experience.
  • Some young people stated they were disinterested in the session, yet they still engaged regardless of this. Completing the game became a sort of competition, which made the young people engage more with the game.
  • Before playing the game, an explanation needs to be added to future sessions, to help them understand. Though games present a player with the opportunity to discover the story and goals, having a clear set understanding of the game, its controls and player aims is needed.
  • The young people desired to have a physically interactive game as part of the planned activities. This shows that though young people are becoming even more involved with digital technology, there is always room for playing social interactive games.
25 January 2016

Mini Project 3 - Minecraft Nativity

My third and final project that I designed was a Minecraft Nativity; I created a document showing how the traditional story of the Birth of Jesus, could be portrayed through the use of Minecraft.

The document included a list of equipment, set up instructions, rehearsal plans, a script extract and a list of possible modifications and character skins that could be used along with the game. In terms of building in minecraft, i built the town of Nazareth to show an example of what the scenes could look like.



With Minecraft being such a popular game, as well as the ease to build whatever you like, all the settings, characters skins, environments and scripts could be created by the performers themselves. Being able to have an impact on how the story would be told gives young people the opportunity understand the story in more depth.

                                                                                                                                                                   

Videogame


Persson. M, 2015. Minecraft 1.7.10 [Videogame] PC. Stockholm: Mojang. Available at: <https://minecraft.net/> [Accessed 04/01/2016]  

Mini Project 2

The Second Project I created in my first semester was a game created around the story of Joseph. I created an Auto-runner games in Construct 2. Having never used this software before, It took a while to learn and understand how it worked, yet I feel I created a game that acts upon the feedback received from my previous project

My feedback basically stated that I needed some form of interaction. The play testers were constantly looking for things they could interact with, even though I had stated that it was a purely visual environment.

Note: None of the tiles used for the platforms are my own, nor is the middle section of the background. All references can be found at the end of this post.
                                                                                                                                                                   

I designed and created a simplistic Joseph character, and soon relised that I needed a running animation for the character. I created a run cycle, which took much longer than I anticipated.


After my first iteration of the characters run cycle, I decided that it needed more detail, as it didnt reflect much of story. I therefore added the multicoloured coat, as well as hands to the character.


In order to reflect the story, I designed the game around the idea of collecting the colours from the coat. I therefore created a number of coloured pieces of material, and placed them around the environment. I also added a particle effect and sound to create a small reward system for the player.
I also added background music that I hoped would cause less stress for the player, knowing that the game was unlikely to be completed by the player first time.

                                                                                                                                                                   

Feedback

As well as learning how to use a new game engine, I also learnt a lot from the feedback I received on the game.

Music: I found that the sound effect of the reward system was acceptable, yet the background music was seen as annoying to the young audience I was aiming the game towards, yet adult players enjoyed the music. It seems young people desire the tension that the music presents in such a game.

Addictive: My game was described as 'One of those addictive games', which was particularly pleasing. Everyone that played the game desired to complete the game, regardless of how many times they failed. People watching the gameplay were also reacting to the game; cheering when a person did well, and moaning when they failed. They desired to complete the game, even though they werent playing.

Visuals: Certain obstacles blended in well the background. Some found that this added to the fun of the game, while others said it should stand out more.
                                                                                                                                                                   

Further Development

If I was to take this game further I would create a tileset of my own to use for the platforms. I would also design a background of my own that fit well with the style and I would ensure all obstacles stood out from the background. In addition to this, I would add a main menu to the game, and an end game scene. Another option would be to add a high score list or achievements. Additional levels could be added to extend the playtime.
                                                                                                                                                                   

References

Audio

Bensound, 2015, Acoustic Breeze, [Youtube]. Available at: <https://www.youtube.com/watch?v=e7T8oFqUG6s> [Accessed 29/12/2015]

Koenig. M, n.d. Magic Wand Noise, [Audio Download]. Available at: <http://soundbible.com/474-Magic-Wand-Noise.html> [Accessed 29/12/2015]

Game Engine

Scirra, 2015, Construct 2 – Free Version [computer program] Available at: <https://www.scirra.com/construct2> [Accessed 29/12/2015]

Tile-set

Kenny, 2013, Platformer Pack, [Download]. Available at: <http://kenney.nl/assets/platformer-pack-redux> [Accessed 29/12/2015]


18 January 2016

The Medium of the Video Game

This particular book drew my attention from its title. The book is not what I had anticipated, as it mostly concentrated on how games developed technologically, rather than discussing games and an influential medium. I did however find some parts interesting and relevant to my project.
                                                                                                                                                 

'Different aspects, such as technology, art, and the nature of the experience need also be considered in defining the term.' (Wolf. M)

Here Wolf shows that when we define what videogames are, there are many factors that need to be considered. He continues to explain the videogames can be defined both as 'Video' and as 'Game'. 

When something is defined as 'Video', we generally picture a film, a TV series, or our own digital recordings. Each of these are simple moving images, and all draw us into the story being shown, and we often become lost in the world beyond the screen, if only for a moment.

Games are easy to understand. Games are fun to play, whether it be a fully-fledged sport, or a game of hide and seek between friends, we play them because we enjoy the experience. 

Defining video-games and both 'Video' and 'Game' makes it easy to define, and I agree with the definition. However, videogames can go beyond this statement of meaning. I have for a long time been aware that games can be used for a great number of purposes, and reading 'How to do things with videogames' helped to strengthen this understanding. Games can be used to educate people, as a way of creative expression, and can be used to revere certain principles. Art is creative expression in itself, and there are a great many artistic movements and method that exist, one such style is minimalism. 

'Artists such as Donald Judd, Sol Lewitt, Tony Smith, and others worked with squares, cubes, stripes, geometric shapes, and other minimal forms to create abstractions. Early video game graphics, with their points, lines, and blocks of colour, often on black backgrounds, coincided with minimalist, abstract style of art.' (Wolf. M)

The artists at the time were unlikely to have approach the visuals from an artistic perspective, but may likely have been working with the limitations of the technology, resources, and knowledge base that was available at the time. Though this may be the case, such visuals may very well fall into the 'Minimalistic' style. Like many forms of art, people only tend to appreciate it, when much time has passed since its creation. Art however is not just the visuals in a game, it is the emotion gone into creating it, and the emotion a person receives from viewing it. This definition of art is a key part of my project.

If I am to create games with young people, my skills cannot just be used as a way of creating games that teach people about Christian ethical values. As I have stated, art shows the emotion the artist used when creating a piece of art, and many people use creative expression as a form of therapy. The art created can give an insight into the emotions a person may be feeling. It's a method of communication that can be used when a person cannot put their feelings into words. 

With games being such a prominent factor in the lives of young people today, many dream about creating their own video game. For many, it is simply a dream, and may never get a chance to make their own ideas become a reality. This is where my skills as a Game Designer will become useful. I can provide these young people with the opportunity to create the games that they dream up. This could give me an insight into their emotions through their individual creative input, and thus help me to relate to them more. I can use this understanding to help them grow spiritually, and to develop, or begin a faith of their very own.
                                                                                                                                                 

Space in the Video Game

One particular chapter is titled 'Space in the Videogame'. The chapter explains the different variations of spatial structures that can be found in the virtual gaming environment.

1.     No visual space, all text based: This particular space refers to text based games that require the player to make choices in order to determine the final outcome. The game itself has no visual space, but relies on the player's imagination to create the space as a mental picture. Just like reading a book, such games focus heavily on the reader to interpret what is written in order for the story to progress.
2.     One screen, contained: This space includes visuals on the screen, yet the space is limited to the screen space only. There is no space off the screen that the player cannot see, the player's viewpoint can't be moved or scrolled, their view is fixed in position.
3.     One screen, contained, with wraparound: This space is very much similar to number two. The space is contained within a bound area, however there is a very distinct difference. Should an object leave the screen, it will reappear at the opposite side; this is referred to as 'Wraparound'.
4.     Scrolling on one axis: This space is created in a long strip, either vertically or horizontally. The player's viewpoint will scroll across the created space in the corresponding direction. This particular space moves in one direction only.
5.     Scrolling on two axis: This space is very much the same as number four, yet it is able to move in both the horizontal and vertical directions. This space has a much larger area, and there is a lot of space that exists off the screen.
6.     Adjacent spaces displayed one at a time: This space is built up of many individual areas, each being linked together to form one large area, yet only one of these areas is visible at once. When the player exits an area from one side of the screen, they will instantly appear in the next conjoining area at the opposite side of the screen. In effect, it appears as though the player has moved into a new area, and has left the previous area behind.
7.     Layers of independently moving planes (multiple scrolling backgrounds): This space is formed from a number of layers, each one moves at a different speed. The background moves more slowly, while the foreground move more quickly, giving the illusion of depth in the space that the player is viewing. The background could consist of slow moving clouds, and the foreground as the grass under the character's feet.
8.     Spaces allowing Z-axis movement into and out of the frame: This space allows for movement further into the area, and further out, rather than just moving on the X and Y axis.
9.     Multiple, non-adjacent spaces displayed on-screen simultaneously: In simple terms, this space is essentially, and more commonly know as 'split screen'. As the name suggest, the screen is split, with each section showing the viewpoint of each of the players that are partaking in the gameplay.
10. Interactive three-dimensional environment: This space is the most easy to define, the space is very much constructed like the way we see in our everyday lives. The space is created in 3D, and can be seen either around a character through an in-game camera viewpoint, or from a first person point of view, where the player is looking through the eyes of the character.
11. Represented or 'mapped' spaces: This space is essentially an ingame map, that shows the player a layout of the land. It shows both the space that the character is in, and also spaces that are currently off the screen, and cannot be seen.
Though this particular section it's not particularly related to my topic of using games to teach young people about christian ethics, it is still interesting to know of the various game compositions (though already aware of them), and no doubt will become useful in the future.
                                                                                                                                                 

Time in the Video Game

Wolf continues to discuss how time works within the virtual world, and how it compares to the real world. He discusses topics such as; stillness (static images with no movement, like time is frozen), repetition or looped time (like a repeating day), and time pressure (where the player is under pressure to complete a task on time). But the most interesting of the topics discussed is 'Game time vs Real time'.

In real life, time is constant, and there is not changing that, but in the gaming world, the perception of time can be altered. A daylight cycle could last as little as 10 minutes, making time seem much faster, or could be done over a more extensive game play experience to make time seem slower. Some games even follow the time of day based on a built in clock and calendar.

Time can also be warped at certain points. The visuals of the game can be slowed to allow the player to complete quick time events easier than usual. Time can be sped up or slowed to relate the feeling of the scene being played out.

The most obvious is the relation of time between the game and in reality, and the player perception of time. During more arduous sections of a game, the player may feel like time is passing more slowly. This contrast to more enjoyable and engaging areas in a game, where the player may not realise that any time has passed at all. This clearly links to the well-known phrase, 'Time flies when you're having fun'.
                                                                                                                                                 

Narrative in the Video Game

A game's narrative is the story line of the game. The player can usually tell what genre of narrative the game may be quite quickly, whether it be an adventure, and action, detective, or other such game. The story of a game acts quite like a film or a book, it wraps the player in another reality, and lets them relate to the characters, to feel sad when they get hurt, or happy when they win a battle.

Game narrative removes the need for written descriptions of scenery (unless it's a text based game) and gives the player a visual representation of the scene, as well as any characters, enemies and other aspects that would otherwise be visualised in the player's imagination. Without the player needing to image the visuals, they are able to concentrate on the storyline, and may possibly relate more to characters, as they can see their progression before their eyes.

Some games still contain written word. This is commonly included though text that shows what a character says, rather than using a voice actor. It can also provide the player with visible choices in the game, such as if an in game character asked a question, onscreen text showing yes or no would give the player simple a way to answer.

As with writing any story, an author can choose many methods to engage their reader. Whether they throw them straight into the action, or build tension slowly, make an ending that is satisfying, or create a cliff-hanger that leaves them longing for more. Story writing technique come in very useful, yet for many game, there are multiple choices, and therefore multiple consequences. Therefore the writer would need to think up a great number of possible outcomes when writing the narrative of the game, rather than a single linear storyline.

Game types can also allow the player to experience the story in different ways. A first person game places the player right into the game, and lets them experience the world for themselves. Playing in third person allows for a different experience, and gives the player control over the character and their actions.

Narrative can also be explained through the use of cut scenes. These can be used in game to give the player a better understanding of the story, or when the player is on the main menu, to give them a feel for what the game is going to be like. Narrative can also be very prominent in a game, and can be its sole focus, or it can have barely any story at all.
                                                                                                                                                 

Genre and the Video Game

Wolf discusses how games can be classified by interactive genres, and created an extensive list of such genres, which can be seen below.

Abstract, Adaption, Adventure, Artificial Life, Board Games, Capturing, Card Games, Catching, Chase, Collecting, Combat, Demo, Diagnostic, Dodging, Driving, Educational, Escape, Fighting, Flying, Gambling, Interactive Movie, Management Simulation, Maze, Obstacle Course, Pencil and Paper Games, Pinball, Platform, Programming Games, Puzzle, Quiz, Racing, Rhythm and Dance, Role-Playing Games, Shoot 'Em Up, Simulation, Sports, Strategy, Table-Top, Games, Target,  Adventure, Simulation.
                                                                                                                                                 

This book has presented a great deal of valuable information. It revealed the various genres of videogames, as well as the different spatial formations that can be found inside the each videogame world. Games are capable of forming an environment that the player can interact with and potentially relate to, which can be particular important when creating spaces for use in Christian youth work.