Concept
Revolution has been conceived as
a Massively-Multiplayer 3D game where each player navigates
the space of the town, interacts with other players, and is given
the opportunity to act in and react to various events that in one
way or another represent the coming of the war. Players begin by
choosing the role they wish to play and then tailoring their character
as much to their own liking as the role allows. Players will be
able to choose skin-tones, facial features, hair color, etc. within
the race, class, and ethnicity they choose. Once this is finished
players immediately find themselves within the world of the game
where they will be free explore and improvise their own narrative
based on the resources available to them as well as their interactions
with other players.
Revolution is designed to be educational
and engaging, and can be played as a classroom activity
or over the Internet commercially. In a classroom setting Revolution
is designed to essentially take the place of a live role-playing
exercise, substituting a virtual space for the space of classroom
performance. A typical session (or “lesson”) will consist
of students in a computer lab setting all participating in the experience
from individual terminals, after which a teacher-led discussion
or some other classroom-oriented event could possibly follow. On
the other hand, if the game were being played from home by an individual
who had purchased it the only interaction would come from others
playing the game online and would provide a slightly different experience.
Unlike most other online games Revolution
is designed have a strong narrative component, an important
aspect drawing the playing into a world of actual historical events.
This is achieved by dividing the game into “stages”
or “chapters,” a strategy common in single-player games
but practically unheard of in MMORPG’s because of the scheduling
constraints it invariably puts on the player. Revolution, however,
is able to solve this problem by appealing to the episodic structure
of classroom learning. In each class (or “session” in
the commercial version) students will play a “chapter”
of the overall story, one that contains a beginning, middle, and
an end, and last about 30 to 40 minutes. Each chapter involves a
circumstance or series of circumstances that each player has to
negotiate to a lesser or greater degree depending on their role,
the resolution (or non-resolution) of which marks the dramatic climax
of the episode. Ultimately, each smaller chapter will represent
an overall narrative progression towards the outbreak of the war,
with each “chapter event” becoming more serious and
dire as the overall story unfolds.
A typical play-session of Revolution
would involve a student taking his or her seat at a computer terminal
at the beginning of class, logging in to the game, and beginning
the “chapter” assigned for that day along with all the
other students in the room. As the game began the player would be
able to speak with other players and get a general feeling for what
was happening in the world of the game that day. Soon, narrative
events would begin to present themselves in the game-world that
the player would need to react to as well as cooperate with other
players to deal with. Eventually, these events as well as the player
behavior they set into motion would reach a point of peak intensity
forcing the players to make difficult decisions quickly. This would
be followed by a denouement where the player was able to reflect
on their decisions and speak with other players in-game about them.
After they logged-off, they would discuss the session with their
classmates before leaving the room at the end of class.