Simulations as Interactive Narratives
I just had a great hallway encounter with Elisa Alabaster this afternoon. She is a director at Ososim, a simulation company based out of the UK. We had a quick conversation about our respective work, and her description of how Ososim thinks of simulations gave me a great inspiration.
Elisa and I were discussing a maxim of mine "When you buy a sim, you buy the assumptions of the designer." And the model of the designer. Because sims are based upon some model of human interaction, the designer's model constrains an educator using the sim.
Elisa had a different idea, though. She said that Ososim creates a simulated environment, event, encounter and that the models come form the educator. IN her descrioption, I realized something powerful about how they design sims:
Simulations are less a game and more an interactive story. The program sets up a context and some events, but it is less about solving specific problems than a game. I'll talk about the definition of a game later, but a good summary of definitions can be found on Ian Schreiber's Online Game Design Course from Summer '09 (scroll down to "So, what is a game, anyway"). In its simplest term, a game is goal oriented, with obstacles and conflict. Most importantly, games are about overcoming challenges.
Interactive narratives allow people to change a story as they experience. We, the reader (or player) help create the story as we go along. The author (designer) has part of the story specified, and creates further story along with the reader. Or, in the case of simulations, the designer has considered several options that are included in the interactive story. In the most effective simulations, not only does the program provide a base for interaction and story development, but a facilitator is able to adjust in order to handle the truly innovative player.
Narrative development is a point I emphasize in my design, and a lot of that has to do with the constructivist writings of Jerome Bruner. If you are interested in looking into the role of narrative in education, here are two good resources - infed and TIP
I haven't had a chance to work with Ososim yet, but look forward to getting deeper knowledge of their approach to simulations.
Note that the way I have described simulations here does not describe all of them - Ososim specializes in simulations for complex issues like strategy and leadership. Simulations for simple tasks can and do play more like a game than an interactive narrative.
I just had a great hallway encounter with Elisa Alabaster this afternoon. She is a director at Ososim, a simulation company based out of the UK. We had a quick conversation about our respective work, and her description of how Ososim thinks of simulations gave me a great inspiration.
Elisa and I were discussing a maxim of mine "When you buy a sim, you buy the assumptions of the designer." And the model of the designer. Because sims are based upon some model of human interaction, the designer's model constrains an educator using the sim.
Elisa had a different idea, though. She said that Ososim creates a simulated environment, event, encounter and that the models come form the educator. IN her descrioption, I realized something powerful about how they design sims:
Simulations are less a game and more an interactive story. The program sets up a context and some events, but it is less about solving specific problems than a game. I'll talk about the definition of a game later, but a good summary of definitions can be found on Ian Schreiber's Online Game Design Course from Summer '09 (scroll down to "So, what is a game, anyway"). In its simplest term, a game is goal oriented, with obstacles and conflict. Most importantly, games are about overcoming challenges.
Interactive narratives allow people to change a story as they experience. We, the reader (or player) help create the story as we go along. The author (designer) has part of the story specified, and creates further story along with the reader. Or, in the case of simulations, the designer has considered several options that are included in the interactive story. In the most effective simulations, not only does the program provide a base for interaction and story development, but a facilitator is able to adjust in order to handle the truly innovative player.
Narrative development is a point I emphasize in my design, and a lot of that has to do with the constructivist writings of Jerome Bruner. If you are interested in looking into the role of narrative in education, here are two good resources - infed and TIP
I haven't had a chance to work with Ososim yet, but look forward to getting deeper knowledge of their approach to simulations.
Note that the way I have described simulations here does not describe all of them - Ososim specializes in simulations for complex issues like strategy and leadership. Simulations for simple tasks can and do play more like a game than an interactive narrative.
Labels: Bruner, constructivism, narrative, Ososim, simulations