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And you can’t do this
alone, no matter how much experience you have. So you begin to
learn to play the game with others. The game encourages this,
with “friends lists” and built in “speed chat” menus
consisting, for kids’ protection, of a limited number of
phrases you can use. For example, you can invite your friends
to help you defeat a building (or, if you prefer, you can just
wait outside for others to show up.)
But it gets
subtle. Just because someone is your friend (or wants to be) or
happens to show up, doesn’t mean he or she has the experience
to defeat the higher-level Cogs. You can check out someone’s
gags when they are in range to help you decide whom to work
with, but success depends not only on the level and number of
gags one has, but also on knowing how to use them in battle.
You learn over time what players you want on your team to
achieve success in particular situations. Sometimes, to be sure
all of you survive, you have to reject players who ask to work
with you on a certain task. One of the things you can say
through the speed chat is “I think this is too risky for you.”
Just as in the real world, such advice is not always
well-received, and the game gives you the opportunity to learn
to deal with this.
In the midst
of any battle – players typically fight higher-level Cogs in
groups of four – a player can choose, rather than to throw a
gag at the
Cogs, to instead give his or
her fellow players additional “laff points” (i.e. health).
Doing this helps prevent them from “dying” and dropping out of
the battle. One skill typically gained from frequent play is
knowing when to help your teammates versus when to attack the
Cogs. This is not trivial. One adult player described her first
battle with ultra-high-level Cogs as “extremely nerve
wracking,” and characterized the strategies she had to employ
to work successfully with the other players as “the most
emotional experience I’ve ever had in a game.” And this is the
version for kids!
And there is
yet another way Toontown players learn there is value in
cooperation. Some of the tasks available to higher-level
players allow them to earn jelly beans by helping out new
players. When these experienced players see a Newbie fighting a
Cog on the street, they can join in and assist. When the Cog is
defeated, both the experienced player and the Newbie get
rewarded game at their own level.
Is it
Boring?
Still, while
the tasks at the start of the game involve defeating only one
Cog at a time and the tasks at higher levels require players to
defeat hundreds of Cogs on their way to liberate bigger and
bigger buildings, the battles are very similar. “Isn’t that
boring?” I asked one “addicted” player. “After all it’s
basically the same thing over and over – fighting
Cogs.”
“I like going
up the levels,” she replied. And of course the only way she can
do this is by learning to cooperate well with real people, in
real time – while sitting at her own computer.
I encourage readers of
this article to try Toontown, both with your kids, and even on
your own. (You can go to www.toontown.com to get started.) See how far you can get.
If you happen to enjoy the experience, you can go on to the
aforementioned “older players’” games, where the enemies are
fantasy monsters and the buildings castles to storm, yet where
the principles of cooperation are basically the same. If you
actually get addicted to cooperative play, don’t blame me –
these games are designed to reel you in.
But even if
you don’t get hooked yourself – and the more you are from the
“Digital Immigrant” generation the less likely it is that you
will – hopefully you will have learned this important and
generally-overlooked lesson:
What keeps
the kids playing these games is not the violence (that’s all
fake and the kids know it), but rather the ability to work
together with others to achieve more and more difficult
goals.
Can you think
of any skill more useful for children to spend their time
learning? I can’t.
About the Author
Marc Prensky is a thought
leader, speaker, writer, consultant, and game designer in the
critical areas of education and learning. He is the author of
Digital Game-Based Learning (McGraw-Hill, 2001),and founder and
CEO of Games2train, a game-based learning company . More of his
writings can be found at www.marcprensky.com/writing/default.asp
. Contact Marc
at marc@games2train.com
.
Written by: Marc
Prensky
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