An RPG for the Classroom

       Stephane Zerbib
stephane@wasabidigital.com.au
Who is WASABI?
Stephane Zerbib G4C ANZ Presentation
Video intro
What is Master of the Mall?

•Online RPG game
   •played in the classroom
   •And as homework
•12 month in production
Context

•Commissioned by Office of Fair Trading
•Players: 12-15 y.o. Students
•Teach young people :
   •their rights and responsibilities
      •as shoppers
      •and workers
•Best manage the transition from school to work
•Empowering young consumers and workers
Learnings for Students
refunds                  Phone coverage                gift certificate
warranties               Ringtones                     hairdresser
credit notes             applying for Credit card      Minimum hours
comparison               buying online                 Sick leave and penalty rates
                                                       for WE hours
dual pricing             online scam                   Breaks at work
Bait and switch          bogus work from home scheme   holiday pay for casual
Lay-bys                  credit contract               unpaid trial work
Misleading advertising   computerised scanning         employee responsibility
Phone Contracts          bag search                    till shortages
Our Concepts
•4 months in concept development iterations
•“Hunt’m Down”
    •Catch rogue vampires
    •Play pirates
    •Hunt Aliens
•Trivial Pursuit
•Online board game
•Virtual theme park
RPG for the classroom!
•Settled on game mechanics first
•Isometric virtual mall world
•Quest based
•Avatar based
•Narrative based
•Quiz/brain training mechanics
•Micro-games relevant to learnings
Narrative

•Game starts like a late night TVC
•Spruiker, our shifty Master of the Mall invites
players join a competition to promote his new
venture.
•The prize? Anything and everything in the mall is
there for the winner’s taking!
Narrative

•Our Biggest challenge: achieve simplicity
•So much content, had to create flexible narrative
structure that made sense
•Overarching narrative guides the player through:
   •Minigames
   •Transactions
   •Mission mechanics and Q rewards
Process
•after 4 months in concept dev worried about
looming delivery dates
•Agreed on the core game mechanics
•started dev while ironing details
    •That were more than details
•the RPG format being extremely well defined this
helped
•while the bulk of the creative work then became
scripts development and mini-games
Art
•important but not 1st priority
•build the whole game with temp art
•when mechanics working then move toe acual
design
•created early design to satisfy the client curiosity
•educated client in not getting attached to art and
focus on outcome
Stephane Zerbib G4C ANZ Presentation
Stephane Zerbib G4C ANZ Presentation
Stephane Zerbib G4C ANZ Presentation
Stephane Zerbib G4C ANZ Presentation
Stephane Zerbib G4C ANZ Presentation
Stephane Zerbib G4C ANZ Presentation
Stephane Zerbib G4C ANZ Presentation
Stephane Zerbib G4C ANZ Presentation
Stephane Zerbib G4C ANZ Presentation
Stephane Zerbib G4C ANZ Presentation
Stephane Zerbib G4C ANZ Presentation
Stephane Zerbib G4C ANZ Presentation
Stephane Zerbib G4C ANZ Presentation
Stephane Zerbib G4C ANZ Presentation
Stephane Zerbib G4C ANZ Presentation
Stephane Zerbib G4C ANZ Presentation
Stephane Zerbib G4C ANZ Presentation
Stephane Zerbib G4C ANZ Presentation
Stephane Zerbib G4C ANZ Presentation
Stephane Zerbib G4C ANZ Presentation
Stephane Zerbib G4C ANZ Presentation
Stephane Zerbib G4C ANZ Presentation
Stephane Zerbib G4C ANZ Presentation
Stephane Zerbib G4C ANZ Presentation
Microgames
Stephane Zerbib G4C ANZ Presentation
Stephane Zerbib G4C ANZ Presentation
Stephane Zerbib G4C ANZ Presentation
Stephane Zerbib G4C ANZ Presentation
Stephane Zerbib G4C ANZ Presentation
Stephane Zerbib G4C ANZ Presentation
Stephane Zerbib G4C ANZ Presentation
Stephane Zerbib G4C ANZ Presentation
Stephane Zerbib G4C ANZ Presentation
A Balancing Act
•A balance of learning and fun for young people
through:
    •mission-based story telling,
    •quizzes
    •And mini-games.
•Injects fun and humour into the learning
experience.
Where to from here?
•Deployed in NSW, licensed to other state agencies
•Localised for other states needs
•Information-heavy concepts can be successfully
blended with a fun game format
•Detached the content from the gameplay
•Ready to apply the game model and our learning
to future game projects
http://preview.wasabidigital.com.au/games/MotM/deploy/
                     user: wasaprev
                  password: w4s4prev
Stephane Zerbib G4C ANZ Presentation
Stephane Zerbib G4C ANZ Presentation
Stephane Zerbib G4C ANZ Presentation

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Stephane Zerbib G4C ANZ Presentation

  • 1. An RPG for the Classroom Stephane Zerbib stephane@wasabidigital.com.au
  • 5. What is Master of the Mall? •Online RPG game •played in the classroom •And as homework •12 month in production
  • 6. Context •Commissioned by Office of Fair Trading •Players: 12-15 y.o. Students •Teach young people : •their rights and responsibilities •as shoppers •and workers •Best manage the transition from school to work •Empowering young consumers and workers
  • 7. Learnings for Students refunds Phone coverage gift certificate warranties Ringtones hairdresser credit notes applying for Credit card Minimum hours comparison buying online Sick leave and penalty rates for WE hours dual pricing online scam Breaks at work Bait and switch bogus work from home scheme holiday pay for casual Lay-bys credit contract unpaid trial work Misleading advertising computerised scanning employee responsibility Phone Contracts bag search till shortages
  • 8. Our Concepts •4 months in concept development iterations •“Hunt’m Down” •Catch rogue vampires •Play pirates •Hunt Aliens •Trivial Pursuit •Online board game •Virtual theme park
  • 9. RPG for the classroom! •Settled on game mechanics first •Isometric virtual mall world •Quest based •Avatar based •Narrative based •Quiz/brain training mechanics •Micro-games relevant to learnings
  • 10. Narrative •Game starts like a late night TVC •Spruiker, our shifty Master of the Mall invites players join a competition to promote his new venture. •The prize? Anything and everything in the mall is there for the winner’s taking!
  • 11. Narrative •Our Biggest challenge: achieve simplicity •So much content, had to create flexible narrative structure that made sense •Overarching narrative guides the player through: •Minigames •Transactions •Mission mechanics and Q rewards
  • 12. Process •after 4 months in concept dev worried about looming delivery dates •Agreed on the core game mechanics •started dev while ironing details •That were more than details •the RPG format being extremely well defined this helped •while the bulk of the creative work then became scripts development and mini-games
  • 13. Art •important but not 1st priority •build the whole game with temp art •when mechanics working then move toe acual design •created early design to satisfy the client curiosity •educated client in not getting attached to art and focus on outcome
  • 48. A Balancing Act •A balance of learning and fun for young people through: •mission-based story telling, •quizzes •And mini-games. •Injects fun and humour into the learning experience.
  • 49. Where to from here? •Deployed in NSW, licensed to other state agencies •Localised for other states needs •Information-heavy concepts can be successfully blended with a fun game format •Detached the content from the gameplay •Ready to apply the game model and our learning to future game projects