I love Adventure games. I was more of a Lucas Arts fan, I believe both for the richer narrative (as in Monkey Island, Maniac Mansion and Indiana Jones), but also because for a non-english speaker point and click was easier than writing.
But I was always fascinated by the potential of writing anything in King's Quest. The problem is that I never could play it properly. The frustration from the "find the synonym" game for english speakers is a complete block for non-english speakers. That with the Sierra game choices where you could die or get permanently stuck, made it impossible for me to play it. I remember me taking days of trial to find out how to "pick up a cup" on one of the first scenes because I only knew about take or get things.
But specifically LSL never was more than a curiosity to me. Maybe because I got to know it before puberty. The objective of getting laid did not look as interesting for a full game as facing a dead pirate or finding Atlantis. The nuances the author points out were all lost to me.
In the end it was just a curious game to know about like X-Man, the Atari's porn game
I don't want to diminish your experience at all. But here's my story:
I learned to read and write by playing Sierra games. I played them with my dad. And I guess I wanted to be able to play them alone.
So the crappy text parsing forced me to learn written English. "Get knife" -> "What is a knife?", "Get sword" -> "I don't see a sword", "Get dagger" -> "You have the dagger". Over and over with many different circumstances. So I also learned to type.
I entered pre-school already knowing how to read and write, much to the chagrin of some teachers.
I am not saying this style of gaming was overall good. But it hard a weird unique impact on my development.
Hopelessly intrigued by Chrono Trigger, I learned English by playing it back to back on ZSNES, banging my head as I was looking for some place, object or task I hadn't quite fully grasped, progressing from frankly mediocre to seriously nice reading skills by the end (or rather, 10+ ends) of the game. Next stop was DOTT, and since the Full Talkie novelty was only available in English, well, so be it! With all the wit and puns and accents, 5 min in I was like "Holy crap what have I got myself into?", but that was too late, I was hooked, there was no way I would not beat this game. With no other guide than a Harrap's I made it through the hard way. A delightfully painful experience it was to go way beyond my comfort zone with such good games, to which I owe to be fluent in English today.
Very similar here. To this day I can remember the frustration of trying to type "use handcuffs" in Police Quest, which was one of the few timed actions. (I think you got shot of you took too long) Single digit pecking at the keyboard made this extremely hard.
There's plenty of gamified learning out there. It's just not something most educators want to use for some reason. Learning has to be boring and dull after all!
Meanwhile, I started learning english (not a native speaker) at age 5 because all the broadcasted cartoons were in english, with subtitles. I remember my dad loading up gamified math puzzle games on the Commodore 64 for me to play. And this was some 32 years ago.
I don't know why it's so underused. Perhaps educator are afraid they'll be seen as lazy or not serious about their teaching if they use such measures?
What I do know is that gamification was one of the best ways of being educated as a kid.
Gamification is used a lot in UK education, at least PBL appears everywhere.
The problems with gamification centre mainly around intrinsic vs extrinsic motivation. Some studies strongly suggest that you're teaching kids to seek the rewards of games rather than helping them to find fulfillment in their education.
Gamification works well if you're looking for mechanical responses; it might work better for deeper thinking if the game element is well designed.
Kids feel that fun education is better, but that doesn't necessarily mean it is/isn't the best method.
Some things in studies - money - turn out to be bad motivators for tasks, with larger sums interfering more in people completing more complex tasks. PBL probably follows a similar model.
> helping them to find fulfillment in their education
This did not happen to me or my friends until university. I doubt anything would've fooled us into liking school, but learning games at least would have passed the time quicker.
Makes you think about the nature of learning and education a bit, and that modern schools aren't designed to teach people anything. Reminds me of PG's essay about why nerds hate school: http://www.paulgraham.com/nerds.html
tvtropes had a good write-up of the "guess the verb" phenomenon with several Sierra examples including the infamous case of needing to "press" (but not "push") a button
The name was only kind of familiar, so I googled it and WOW! I remember playing it and loving it. One of those things I would never remember spontaneously. Thanks for that!
I remember mostly because of the frog! Although, judging by the screenshots I saw on Google, I didnt go very far in the game. Only a few looks familiar.
DOS PCs were the lead release for Willy. There are two versions as well, the floppy original which supports the soundtrack on MT-32, and a CD "multimedia PC" release which is basically the Sega CD version in 256 colors(no MT-32 sound, just SB/Adlib).
The game has some clockspeed bugs on DOS, though. The animations play at the correct rate, but timers that use the in-game clock will fire too fast above about a 66mHz 486 speed. This left me stuck on a puzzle for a few years, since I first got to play the game in the late 90's and it wasn't obvious that I had a bug.
But I was always fascinated by the potential of writing anything in King's Quest. The problem is that I never could play it properly. The frustration from the "find the synonym" game for english speakers is a complete block for non-english speakers. That with the Sierra game choices where you could die or get permanently stuck, made it impossible for me to play it. I remember me taking days of trial to find out how to "pick up a cup" on one of the first scenes because I only knew about take or get things.
But specifically LSL never was more than a curiosity to me. Maybe because I got to know it before puberty. The objective of getting laid did not look as interesting for a full game as facing a dead pirate or finding Atlantis. The nuances the author points out were all lost to me.
In the end it was just a curious game to know about like X-Man, the Atari's porn game