Game design: Metaversity
Short pitch: A dynamic massive multiplayer educational game benchmarked off of educational testing standards (GED, SAT, ACT, GRE, 0-term, E-term etc.)
Goal: to provide a self-paced and dynamic learning environment for anyone with internet access.
Risk/reward: successful completion of puzzles increases subject proficiency score and earns points. failure to complete a puzzle decreases score.
Points: can be used to "buy" courses in non-standard fields, decorate personal avatar space, buy user-created content, buy increases in range of sociability.
Range of sociability: To emulate the geographic properties of academia, users can "buy in" to areas. County, State, Region, Nation, individual foreign countries*.
*buying into foreign countries will be difficult to impossible unless also passing a basic language and history exam
Level/play heirarchy: Users will group up via social areas and enter dungeon-style puzzle sets based on the user's known statistics and desire for improvement.
For example:
A new user enters their level of education and academic desires:
Timmy: 4th grade
Plan: complete 4th grade
James: 9th grade
Plan: graduate high school and go to college
They then play a solo dungeon based on their data. Each room has a variety of puzzles. There is no time limit, but time spent at each puzzle is monitored to gauge level of difficulty. Subjects monitored to take little time will increase difficulty. Subjects monitored to be difficult will decrease in difficulty to a point and then gradually increase.
Timmy:
Room 1: arithemetic, spelling
Room 2: logic, reading comprehension.
Room 3: grammar, history
Room 4: science, reading comprehension recall
Room 5: pattern recognition, arithmetic
Room 6: grammar, arithmetic
Room 7: history, reading comprehension
etc.
James: Subject pool:
Math: arithmetic, algebra, trigonometry, geometry, pre-calculus, calculus
Science: scientific procedure, biology, ecology, physics, chemistry, Circuit design
Computer Science: HTML, Java, computer heirarchy,
English: punctuation, conjugation, syntax, clause identification, styles of debate and rhetorical logic
*History: Greco-Roman, Ottoman, Imperial, American, WWI-II, Russian, State(x), etc.
(*Historical tests can be based on required standards of regions and interest-based tracking could be based on wikipedia search history)
*Solo practice test dungeons for various standardized exams could be made very easily.
Non-dungeon content: team-designed instances would be designed by the design staff, in order to create a historically (somewhat) accurate account of advancements in thought.
ex: Led discussions by Aristotle, Plato. Following Newton through development of calculus, physics. Building rockets with Robert Goddard.
Multiplayer:
Groups of people can complete dungeons faster than those alone, earning far more points. In multiplayer each puzzle has a difficulty rating visibly attached to it, allowing the users to quickly identify which puzzle in the room suits them best. Players will be significantly penalized for taking lower-level puzzles.
Johnny99 is studying for the SAT
He has achieved good aptitude at level 12 math problems and level 9 English problems
Janey00 is studying for the GRE
She has achieved level 15 math, and level 11 English
Room 1: level 12 Math, level 11 English
Room 2: level 15 Math, level 9 English
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