|
The
player progresses through the game levels as a single character, advancing
in his/her career. The player increasingly encounters diseases that have
either mutated or are extremely rare in the medical field. Prior to beginning
the first level, the player is able to build and customize his/her character.
After hearing about the mission briefing, players can choose which tools
and resources they want to bring along, from a menu. We believe that this
will support reflection, and research into the tool use.
Managing
Time and Controlling Disease:
The gameplay in each level involves two primary parameters: 1) finding
information to successfully diagnose and treat the patient, and 2) making
choices so as to minimize subjecting oneself and others to infection.On
each level, Biohazard simulates the spread of disease throughout the environment.
The player must treat patients while attending to time pressures and minimizing
the risk of spreading or contracting illness while moving through the
game space (hospital in level one). These pressures force the player to
reflect carefully on decisions, weighing the consequences of each decision.
Victory
Conditions:
The player wins a game when he/she identifies the disease, prevents further
infections and, if relevant, cures those already infected. On each level
there will be an appropriate win-condition, such as issuing a public health
notice, phoning the CDC, finding a serial killer, or simply telling the
hospital that there is no cause for alarm.
Failure
States:
If the player does not succeed in identifying the disease within a specific
period of time, more and more people will get infected and eventually
there will be no medical personnel available for conducting medical tests.
The player controlled character is, of course, also always at risk of
getting infected. If this occurs then the time which the character has
decreases significantly as he is likely to begin developing debilitating
symptoms of the disease (including loss of vision, inability to move/walk
quickly, et cetera). The final failure state of the game is death of the
character. Consistent with 'Learning By Doing' Pedagogy, mistakes are
a critical component of the game as they encourage players to reflect
on the choices they made and how future problems might be avoided.

Copyright 2002, MIT.
|