"[I]f I had to live my life again, I would have made a rule to read some poetry and listen to some music at least once every week…The loss of these tastes is a loss of happiness, and may possibly be injurious to the intellect, and more probably to the moral character, by enfeebling the emotional part of our nature." --Charles Darwin

Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Sunday, June 3, 2012

Shakespeare as Videogame, Part 5

The Story So Far:
Kerr, mild-mannered high-school literature teacher from another planet and his son, Rob, fearless videogame-designer are exchanging ideas about converting a Shakespeare play into a videogame in an effort to learn about Shakespeare and about videogames.  Previous entries can be read below on this blog and at Rob's blog.

Rob's most recent post is here, but here's his reply to my last set of thoughts.

Rob: I like that you brought up the language. It is really hard to get rid of the great dialogue Shakespeare has given us. I imagine that's why Baz Luhrmann refused to give it up in Romeo + Juliet, and later the same choice was made in Hamlet with Ethan Hawke, despite setting the story in contemporary California. It's definitely an argument against re-setting any Bard-game in a different time and place.



On the other hand, gamers are no strangers to 'thee's and 'thou's, so an adapting game developer probably wouldn't need to worry too much about translation to contemporary english, so you could really go either way (a more modern setting or an authentic one), and it's not an easy choice.


Et two, brute!
One great thing about using Shakespeare's actual words is that there are so many of them. Since games are a series of choices which each, ideally, have different consequences, games require more content than plays or films do (not to mention the fact that they're currently expected to last about ten times as long). For instance, Julius Caesar has a bunch of ghosts which are mentioned as portents of Caesar's death (but never shown, presumably for budgetary reasons). They might be cool to include in the game, but the play has given them no lines. Luckily there are plenty of ghostly lines from Richard III, Hamlet, and Macbeth which might be perfect.


The Tempest as an online open-world multiplayer adventure is interesting (that's what you suggested, by the way, in game industry jargon). There aren't many online multiplayer games designed for heterogeneous groups of that size. That may be because people wouldn't play it, or because it's an untapped market; I'm not certain.


One thing I foresee as being problematic is the compliment of verbs. In creating a videogame, an early decision is always "What verbs can the player character do?" The verbs that some of the characters have at their disposal -- summoning fairies, invisibility, flight, hypnosis, meteorological control -- are a lot more interesting than the verbs other characters have -- gathering wood, getting drunk, stealing clothes, talking to your girlfriend's parents, etc.


If I can take your role a moment without hurting my own cause too much, I think the best strategy for adapting The Tempest would be to stick to Ariel as your one and only player character (or perhaps split her into multiple characters with the same attributes). She is empowered enough to feel fun to play, but still has a master who she fears. Her master gives her specific missions to complete, and then summons her to do more. If she does well she is promised a reward -- her freedom.


In terms of the thematic approach you mentioned, I think it's a sound one. I'd relate that idea to The Art Of Game Design's tenth lens, The Lens of Resonance. There are a few one might pick as a kernel to base a Julius Caesar videogame around. The best, I think, is loyalty. The decision to kill Caesar is mostly a conflict of loyalties. Loyalty to a friend vs. loyalty to the state is Brutus' dilemma.


If I were adapting Julius Caesar to a game today, I would spend some time establishing the camaraderie between the characters. I might include, as a level, the beautiful story Cassius tells in scene 2, line 90, of how Julius saved him from drowning, to establish the affinity of Cassius towards Caesar. Then there would be a level where you would have to mitigate some of Caesar's tyranny, perhaps by saving a servant who he would have mistreated, in order to show how he damages the republic.



Then I would give the user a choice of whether to take part in the plot against Caesar's life -- in other words, to continue the story as Brutus or Marc Antony. I think there are a lot of interesting possibilities in each of those decisions, and each are honorable men -- there are no true villains in this story, which makes it an even stronger choice, to my mind. That's just a first instinct, though.


Veering off course a bit, some people in the comments of the previous installment had the (I thought, inspired) idea of using a minor character as the player character to explore the world of Hamlet or Romeo & Juliet without influencing (much) the main storyline. I don't think it works so well with either of the plays we chose, but what do you think of that idea?

Here's another nice mess you've gotten me into!
Kerr:  To begin with the end, which is the most natural thing for easily distracted people like me, what your commenters are suggesting might be termed the Rosencrantz & Guildenstern Are Dead gambit.  (Incidentally, I have a copy of that play here with me and the ampersand is officially part of the title.)  I refer to the game-changing Tom Stoppard play in which Hamlet's two schoolmates who are co-opted by Claudius to spy on Hamlet and report on him, and who are marked for death themselves become the central figures in a Beckett-like conceit in which they are trapped in a space mostly continguous to and occasionally coincident with the space occupied by the play Hamlet, waiting like Becket's hobos for another, more important, more decisive character to either put things to rights or end their lives.  It works as a virtually literal reflection of and on Hamlet. 

I agree with you, Rob, that it's a good concept for a Shakespeare video game, especially if one is open to side excursions.  I can imagine Bernardo and Marcellus perpetually trying to get the Ghost to come back and talk to them (it speaks only to Hamlet) or Ross trying to keep from getting killed in Macbeth, as he is buffeted between the Macbeth and Malcolm camps.

But I also agree that we need to table that discussion until we have utterly abandoned both The Tempest and Julius Caesar

Let me see if I can codify the decision tree that seems to be emerging.  If The Tempest is to be our source, we should settle on a point of view character such as Ariel.  If we choose that route, then we need to pick the character and that character's goal.

If Julius Caesar is to be our source, we should consider alternate historical settings so that we do not have to contemplate a Rome in which Caesar is not assassinated and Brutus does not die at the Battle of Phillipi.  If we go down that route, we should discuss the setting.  Other than an age in which kings are in charge, the only other setting in which groups of people can murder leaders with impunity is within some sort of gang setting.

And the third major rabbit hole to fall down is the question of selecting another very driven tragedy such as Macbeth (I can't see Romeo and Juliet at all -- the stakes are too small and commonplace) or Richard III and perhaps going full Rosencrantz.  While they have similar trajectories, how a minor noble becomes and remains king through the use of sustained violence, I like Richard more than Macbeth.  It has more killings and more appalling ones, plus the wooing of Anne.  A Macbeth game is going to have to figure out how Lady Macbeth works, which is troublesome since she and Macbeth are virtually in lockstep throughout the story, at least in terms of their overt actions.

I think the time has come to fish or cut bait.  I'll let you have your say and then we should try to arrive at a consensus.  Or am I, like a poor game designer, shutting down viable and rewarding options for play prematurely?

Wednesday, May 30, 2012

Shakespeare as Videogame Part 3



"Say, Ariel, any idea who's winning?"
Rob and I have only just started this dialogue, he at his blog on Gamasutra, a game design site, and I here, and we are already getting recognition. His post was a featured one at Gamasutra, and has also been aggregated here at Broadway Stars, a theater news site I visit regularly, and home to the excellent podcast This Week on Broadway.

You can read Rob's reply to my last post at Gamasutra, but in the interest of completeness, here it is:

Rob: Growth and change? Don't you know videogames are all about shooting aliens in the face?



In all seriousness, I think JULIUS CAESAR would make a good videogame because of the emphasis on action and conflict. As much as I enjoy it, THE TEMPEST seems to be a story mainly about people almost doing something, but then deciding against it.


In JULIUS CAESAR Brutus and Cassius are forced to kill a dear friend for the sake of Rome, and Rome is bribed to side against them. Then they must fight a war which was evenly matched until Brutus made a strategic error.


Certainly, the play was Shakespeare's most accurate (though it includes dubious incidents of ghosts), but that doesn't mean that the game needs to be 'trapped by the facts of history.' To convert a play to a game means introducing some nonlinearity, so we can ask and answer a bunch of what-if questions in this game.


What if Caesar had found out about the plot? What if he'd stayed at home instead of going to the senate? What if Brutus were a better orator, or strategist? We could even go so far as to change the setting entirely. This story could be set in the Mafia of the 1930s, a Galactic Federation, or a Pirate Ship.


In contrast, THE TEMPEST must include a wizard and a fairy and a freakish beast-man. There aren't a lot of settings that can accomodate that.


I think the many story threads of THE TEMPEST are a weakness rather than a strength. The perspective of this play is not high enough to be a god-game or management sim, and not low enough for a first-person experience. I'll admit that THE TEMPEST was a tempting choice, because of superficial similarities to fantasy-genre games, but I think there's less there than meets the eye.

Maybe I'm just lacking imagination. How do you imagine a TEMPEST video game playing out?
 
Kerr:  To begin with, I want to bookmark some ideas and return to them at a later post.  First, I would like to explore the idea of moving Julius Caesar to another setting.  This is a time-honored tradition in Shakespearean production.  I would say today it is standard practice to costume in modern business suits, and of course, Orson Welles created a landmark modern fascist interpretation in 1936.  I suppose I hadn't considered that possibility, and it opens up a lot more of the plays, especially those that have traditionally been reset in different times and places, such as Othello and Macbeth and the ever-lovin' Midsummer's Night Dream.  Personally, I would like to set all the romantic comedies aside, as the stakes, typically who will end up side-by-side at the altar, do not feel like a "fit" for gaming.  But we need to explore the idea of divorcing Shakespeare's narrative from its original settings -- and doing so gives license to ignore those pesky historical facts that troubled me so.
 
This does place a sideways finger on the inherent flaw in the entire concept--we are attempting to engage Shakespeare's power without his language.  I must admit that I cannot conceive how that can be incorporated, but I would like to see how we can.  It is true that Shakespeare took his received materials and wielded them into different, more complex, and more resonant narrative shapes, but that is still not why he is the most revered writer in the world.  It comes down to the very words themselves and we ignore them at our peril.  But I await instruction as to how blank verse and other Shakespeare text can be employed as an integral part of a game, and not just a decorative feature.  Could there be tasks or goals associated with language which are required to progress in the game?
 
Back to The Tempest.  I am probably going to reveal the depths of my ignorance about gaming, but in my simple understanding, the most successful games are social multi-player games in which people explore a universe, rather than simply being a god controlling others.  That was my template for Tempest.  Certainly somebody would want to be Prospero seeking to regain his dukedom.  You could be Caliban seeking to perform tasks to achieve independence from Prospero or Ariel seeking to earn your freedom from Prospero.  You could be Alonso or Antonio, seeking Ferdinand and escape from the island.  You could be Ferdinand, seeking to perform the tasks to be worthy of Miranda.  You could even by Miranda, striving to become an independent adult away from her father.  And for any role not being adopted by a player, the game could take on that role from sets of pre-determined alternative tracks.  And Stephano and Trinculo can work as all-purpose troublemakers, available to thwart anyone's goals and plans.  The design trick is to figure out how these interact, and how, for example, an action of Caliban could alter the Antonio plotline, or something Miranda does could impact Ariel's quest.
 
But maybe I am getting ahead of my self.  If I were directing The Tempest for the stage, I would never run down any of these story or even character rabbit holes until I had decided what the play was about.  Once I've landed on that, all my other decisions can proceed therefrom.  It is unecessary to come up with the final and definitive answer as to the meaning or themes of any given play; one simply has to latch on an idea or ideas -- no more than two or three, tops -- that are supported by the text and which can help the play sustain in performance.  So, for instance, Hamlet is about dozens of different things, but if the director decides the play is about Betrayal then everything everyone does can proceed from there.  The set, costume and lighting designer, the way the actors move and interact, the choice of goals within scenes --everything can be interpreted through the lens of "betrayal."
 
So what is The Tempest about, and what would be a good choice for a game design?  We have already talked about freedom and confinement, as reflected by Caliban, Ariel, Ferdinand, Miranda and the enchanted passengers of the wrecked ship.  Prospero is even arguably confined by his desire to reverse the wrongs of the past, a desire from which he needs liberation.  That connects to another theme, reconciliation and forgiveness.  This could present serious challenges for a game driven by pre-determined logic, but perhaps receiving forgiveness can be broken into steps which need to be performed properly.  There is a conflict between the natural and technological worlds, if we interpret magic as a type of techonology.  Or we could look at magic as something between nature and technology -- man-made, but drawing on secret natural aspects of the universe.
 
Why this English-class discussion of themes?  Because we need to decide why we're making the game.  We need some criterion to couch all the other decisions.  We need something that will keep us moving in a defined direction, because it is clearly easy to get lost in the woods.
 
I don't know if what I'm imagining is technologically feasible -- a more straightforward story with clearly defined goals might be far better.  It's easy to come up with an adaptation of Macbeth as a first-person-stabber game.  But I am also looking to explore those aspects that make Shakespeare Shakespeare.  Nowadays, thanks to Joseph Campbell, we all know how to cook up a hero's journey by the numbers.  Thus I am drawn to the more particular, the more peculiar, the more inconsistent and the more complex elements that constitute Shakespeare, especially from mid-career on.
 
Or am I just talking through my wizard's hat?

Monday, May 28, 2012

Literature as Videogame or Vice Versa, Part 1


What follows is a dialogue between Rob and Kerr.  Rob is a video game designer in the Chicago area.  Kerr is a literature teacher in Newark, NJ.  Also, Rob is Kerr's son.  

The posts will appear here on this blog and at Rob's blog on Gamasutra, found here.

Their topic is: 'What Shakespeare play would make the best video game, and what would that game be like?'

Rob:  Hey, Dad.  So your first impulse was to say 'The Tempest' would make a great video game.  I think that's a great choice, but just for giggles I said 'Julius Ceasar' would be the best.  I have some ideas, but why do you think 'the Tempest' would work so well?

Kerr:  The obvious aspects that make THE TEMPEST videogame fodder is that there is magic -- in fact the central character is a magician -- there are strange non-human characters such as Caliban and Ariel, and the fantastic setting -- an unspecified remote island which can take on any terrain that the designers and directors choose.  There are also many separate story threads:  Prospero overseeing Miranda's entry into adulthood; Ariel's quest to be free; Caliban's desire to be seen as human; Prospero's revenge on Antonio and Alonso; Antonio and Alonso's plots against each other; the romance between Ferdinand and Miranda; the hijinks among Stephano and Trinculo, as manipulated by Ariel.  And then there is the magical disappearing banquet, not to mention all the strange magic surrounding the titular tempest.

Moreover, many characters grow and change and learn, which, it would seem to me, should be a good thing in a videogame, whereas in Shakespeare, such growth and change often happens to a single character, such as Lear, who is chastened by his experience, whereas everyone else has been merely punished by the consequences of his foolishness.

JULIUS CAESAR, for one, is particularly trapped by the facts of history.  It is one of Shakespeare's most accurate exercises in history, especially when contrasted with something like RICHARD III or MACBETH (which is based on a more legendary history) in which, largely for political persons, Shakespeare inverts the real historical heroes and villains.  Today we might say works like this are "inspired" by history.  But even they have a  hard bright line around them in the form of historical fact.  This closes down alternatives -- Julius can never not be killed by assassins; Macbeth can never not ascend to the throne and then be killed in battle.

Of course, I am conducting my analysis under a handicap -- I am not as familiar with the format of videogames as you are with plays in the theater.  I recognize that all games do have a closed ending, a conclusion, some point at which some players have succeed and some have not.  It raises a philosophical question -- as narrative aspires to closure, do games in a perfect universe aspire to perpetual play?  Is ending a game merely an acknowledgment of either our desire to identify winners and losers or our need to stop playing periodically and eat and sleep and attend to other bodily necessities?  Or do games also need to end as an inherent part of their nature?  And do we even need to address this question in order to further our conversation?

So I bounce it back to you, Rob.  Of all 37 or 38 of Shakespeare's theatrical works, what caused you to light on JULIUS CAESAR as a potential videogame?  Perhaps your answer will instruct me in an aspect of gaming of which I was unaware.

Monday, March 28, 2011

Interactivity is Authentic

If you've read much of this blog before, you'll know I am a strong advocate of Authentic Learning, having helped pilot a project to develop a community of educators sharing authentic learning design. But as an English teacher, some of the areas we stumble on in creating such designs are (a) ownership of the work; (b) working cooperatively; and (c) identifying or developing a real audience. Our solutions to these challenges can rude toward the crude, for example, in-class presentations of group projects. You have an audience, but it is not a real one. You may not have co-operative work, but parallel work. And who ever felt ownership of the experience of holding up a chart or a poster and talking about it?

Interactive fiction answers a lot of this. For people of my age, who came of age in the 1970s or early 1980s, you may remember these as text-based adventure games, which were infuriating to us old-school types because the rules and procedures are never set out in advance. You were endlessly lost in some cave trying to figure out how to go right or whether you should put down the candle in order to pick up the wand. And endless prompts as we endlessly tried to do the same thing over and over, despite ample proof that it didn't work. (Or anyway, that's what happened to me.)

But as you may have noticed, technology, especially computers and their programming have developed somewhat in the last 30 years or so. Those text adventures are now called interactive fiction, not least because (a) they are far more sophisticated and complex than they were and (b) they can be created by users, rather than merely existed in closed, pre-packaged forms. And they can be created by teams or groups of users. In short, text adventures have morphed into a quasi-literary activity, in which text can be as good or bad, cursory or detailed, reflective or aggressive as the creator or creators wish. And in the course of this development, interactive fiction is (a) owned by its creator(s); (b) mostly written cooperatively; and (c) is capable of developing a real audience, that is, the players who experience a story as a game, with alternate outcomes (which encourages repetition and re-exploration, a hallmark of good literature).

But our students have grown up completely in the era of interactivity, of the democratization of creativity. Stories told by a storyteller in only one way, as in novels and films, are but one way to experience a narrative, and probably becoming a minority taste. Our students have a natural feel for open-endedness, for the hope built into the idea that the end is not yet written, and that a story is not to be heard, but experienced and participated in. What I'm trying to say is that if you are over 45, this may require some mental adaptation, but I believe such an adaptation is not only advisable, but necessary.

The chances are that many of your students, especially the most imaginative and creative students are already doing this with your friends. You should ask who is participating in this, and what kinds of things they like and how they are interacting with their friends. You might want to scaffold your design with a pilot group, who can get you past your initial stumbles, presuming this is a new or new-ish area for you. (If it's not new to you, you really don't need to read this whole post -- just grab the link for Inform and begone with you!)

And, if like me, you're not sure where to begin among the competing aggregations of fiction, message boards and blogs, may I suggest a site and system called Inform, which was brought to my attention by a close friend who knows how enthusiastic yet clueless I can be about this kind of thing. Inform uses plain-language not just for the text that the players experience, but for the programming code. If you are a fogey like me, you need to adjust to thinking of narrative in terms of creating (or describing) an environment and setting rules by which the narrative will proceed. It's simply a matter of learning to turn over the some of the power of the storyteller over to the audience and relaxing one's grip over the order in which information is dispensed.

Obviously, this kind of writing is not going to yield a Harold Pinter or even a Dan Brown, whose craft is entirely based on the slow, calculated release of information in a particular order. On the other hand, many writers such as Cervantes, Dante and Raymond Carver and John Irving do not exert such tight-fisted control of the timeline.

Here is a video tutorial on some of the programming protocols and systems in Inform. You'll see they are fairly easy and intuitive


The challenge remains to incorporate this into our specified course of study. Of course, there are always ways and means to give encouragement, support and course credit to independent writing. But for the less naturally motivated student, interactive fiction can be used as an analytical tool, especially for those works which we teach with a strong focus on the temporal and geographical environment, such as The Great Gatsby, Lord of the Flies, or To Kill A Mockingbird or The Kite Runner. The environmental aspects and the choices made by the persons in the story can be parsed out in a very precise manner so that the player can see to what extent the narrative is driven by environment and to what extent choice.

"Bold, persistent experimentation." If it's good enough for a US president facing the worst economic crisis in our history, it's good enough for me. Plus IF is bound to be a lot more fun than the National Recovery Act.

Monday, November 29, 2010

Learning by video games


My first principal (who should win a humanitarian award for letting me learn to be a teacher in her school) was, for all her faith in her students, leery of the use of games and competitions in the classroom. She was concerned that students who do not function well in a competitive environment will failure scenarios reinforced for them, and tend to detach and denigrate themselves. The trick, of course, is to come up with competitions that different students with different skill sets can succeed in. Hopefully everyone reading this knows that games which rely solely on rapid recall and response favor a certain limited mode of learning and thinking over others, sadly a mode which is celebrated in traditional school environments at the expense of other modes. I often used a review game in which I arranged students to compete against students of similar skill levels. (And how I enjoyed being proven wrong about a student who had learned more than I thought, even if it messed up the game.)

By and large, however, students do not take classroom games and competitions as seriously as we think. (I say nothing about league or team sports or other extracurricular competition, such as pageants or dance competitions -- they do not fall within the purview of a school-oriented blog.) They can shake off small defeats and return to the game with renewed determination to master it, just as they do with any video or digital game. I have never seen a kid go into a spiraling depression at being beat at Guitar Hero or World of Warcraft. Win or lose, they just want to play some more.

It seems foolish not to harness this. Not only is it a benignly addictive activity (well, maybe not so benign for those college freshmen who flunk out due to video game obsession), but a person playing a game is always learning something, especially a game in which, as is true for most digital games, the rules are not explained in advance. Like the so-called "real" world, one enters the environment with a general goal, but the specifics of how that is to be achieved and what obstacles will be encountered along the way is not laid out for the player ahead of time. This is what might be called simulated authentic learning.

Therefore, it is quite natural that someone would build a school on these very principles. So, as described in a New York Times article, we have the school Quest to Learn, which incorporates both the instinct to play and technology into a more global learning experience. Here is the money quote from Katie Salen, a co-designer of the school, who comes from a design and technology background, rather than traditional education:
The traditional school structure strikes Salen as “weird.” “You go to a math class, and that is the only place math is happening, and you are supposed to learn math just in that one space,” she told me one day... “There’s been this assumption that school is the only place that learning is happening, that everything a kid is supposed to know is delivered between 8 a.m. and 3 p.m., and it happens in the confines of a building,” she said. “But the fact is that kids are doing a lot of interesting learning outside of school. We acknowledge that, and we are trying to bring that into their learning here.”
We are still living with the lingering attitude that Learning is a thing that happens in a certain place at a certain time and that everything else is Real Life. But as George Ade wrote, "There are At Least Two Kinds of Education." Learning is going on all the time. The trick for educators and parents is to harness that process which is going to take place anywhere.

Games teach the brain a habit of mind, especially games in which the rules or even the goal are not pre-disclosed. It teaches habits of inquiry, of exploration, of an interest in "what works" not "what is the Right Answer which I am expected to vomit up on a school paper." That is real education, and I for one am going to be fascinated to see how this evolves and how game-playing can be used not just as an occasional bit of spice in the classroom, or a term-end review technique, but an essential structural element in education going forward.

Because one thing becomes clearer and clearer as I get older -- if there are rules in this life, there's nobody around to tell you what they are. You're going to have to find out for yourself.

Tuesday, May 25, 2010

Reviewing for finals


When it comes to assessments, I am far more interested in how students can process and synthesize what we've worked on than in their recollection powers. Nonetheless, at this time of year, we are almost all faced with the necessity of preparing students for tests which call for multiple choice, true-false, matching, sequencing or rank ordering questions which test memorized material.

I am one of those teachers who likes to use games and competition to motivate and energize students. I know there are teachers who have reservations about this because some students will feel like "losers", inferior and less talented. Moreover, popular games like Jeopardy and Bingo put a premium on speed, which is a problem for slower-processing students, who need to review as much or more than your rapid processors.

This game, Team Game Tournament, permits students to compete at their own skill level (as you the teacher judge it). The game takes a fair amount of preparation--about an evening's worth. But once you've done that, the game runs itself, and you will not have to be "host" or "referee" during the game, but merely circulate to keep everyone on task.

First, you need to prepare enough short questions to keep them busy for an entire period. After a few years of the same course, most of us have acquired alternate tests for each unit of study, which leaves extra unused tests each year. Take the questions you have not used (and are not going to use on the exam), duplicate them so that you have one for each competition table (I'll explain that in a minute) and cut them into individual slips with the answer on them. Take each complete set and put it in an envelope (if there are a lot, you might want to use small manila envelopes instead of #10 office envelopes. You will have to make a guess about how many questions you need. I've had classes that can't get through 50 in one 48-minute period, and some that went through 100 and had time to spare--and that would be true across all skill levels. So you make a guess.

Now, group your students in groups of 3 or 4 according to homogeneous skill level. Those groupings will be your table groups, like this:

Table 1

Table 2

Table 3

Table 4

Alice

Ethan

Isabella

Mercedes

Bobby

Fiona

Jared

Norman

Charles

Georgia

Kaley

Oscar

Diane

Harold

Lawrence

Penelope


Now, from your table groups, you select heterogeneous groups, incorporating all different skill levels. These are the competition teams, which will accumulate points. I like to have the students name the teams, maybe make up cheers, so they feel some slight sense of belonging. You can even put the teams together the day before, when they don't even know what game they will be playing yet. So here are my teams for this class:

Paisley Moonbats

American Idiots

Pikachu Pals

Twilight Rocks!

Alice

Bobby

Charles

Diane

Ethan

Fiona

Georgia

Harold

Isabella

Jared

Kaley

Lawrence

Mercedes

Norman

Oscar

Penelope


I took the names as they appeared in order, but you might fool around with the groupings to get an even balance of genders, etc. The names are examples of the kinds of names I've had with these games over the past few years.

Now you are ready for your class. First put them in their TEAM groups (not the tables), have them come up with a name, put the names on the board.

Then, send them to their tournament tables--1, 2, 3, 4. The students sit in a circle at the tournament table. In my last few classrooms, the tournament tables are made up of those one-piece desk-and-chair combos arranged so the students face each other. Each table has one of the envelopes filled with slips, each with one question on it.

One student will take the envelope, remove one and only one slip, and read the question to the student on her left. If the student on the left has the right answer, they take and keep the slip. If the student does NOT have the right answer, the questioner does NOT read the correct answer. Instead, the questioner puts the slip back in the envelope.

"But," you think "that student might get that question later and they have already seen the right answer." The answer is--so what?--it's a review game, not a test, and everyone is just as likely as everyone else to benefit from that scenario. So you are rewarded for reading and remembering the correct answers.

Right or wrong, the questioner hands the envelope to the player on her left. The new questioner takes a slip and turns to the student on HIS left and asks him the next question, with the same procedure for right and wrong answers. They continue in a clockwise fashion until all the questions have been asked or you call time.

You might consider calling time and doing an interim score in the middle, especially if you have periods of 60 or more minutes, just to break up the monotony, and give a fresh spur to the students as they continue.

When they finish playing the students should all have some slips in their possession, of the questions they have answered correctly. That is not necessarily their point value. Otherwise, the high-skill level students will have higher numbers of than the lower-skill students. Instead, you use this scoring rubric, assigning points according to table RANK, not the absolute number of slips obtained:

TEAM GAME TOURNAMENT SCORING

For a Four Player Game

Player

No Ties

Tie for Top

Tie for Middle

Tie for Low

3-way tie for Top

3-way tie for middle

3-way tie for low

Tie for Low and High

Top Scorer

6 points

5

6

6

5

6

4

5

High Middle Scorer

4

5

4

4

5

3

4

5

Low Middle Scorer

3

3

4

3

5

3

4

3

Low Scorer

2

2

2

3

2

3

4

3

For a Three Player Game

Player

No Ties

Tie for Top Score

Tie for Low Score

Three Way Tie

Top Scorer

6 points

5

6

4

Middle Scorer

4 points

5

3

4

Low Scorer

2 points

2

3

4


So if at table A, Alice has 13, Bobby has 17, Charlie has 12 and Diane has 18 slips, their scores are Diane 6 points, Bobby 4 points, Alice 3 points and Charlie has 2 points. (Depending on your class, you might want to distribute chips for the points, so they don't confuse those numbers with the number of slips they acquired.)

Once all the tables have worked out their points earned, students return to their teams and add up the points. Properly done, the scores should be fairly close together, and the competition pretty tight. That is one of the objects of the game, besides providing review, to avoid blow-outs, and to make every student feel that they have a chance of making a significant contribution to their team's point total.

This may seem a little complicated and does require a good amount of prep, but once you've done that, you can just wind it up and watch it go. Just explain the rules and keep moving around to handle questions or help people get unstuck. Don't get sucked into adjudicating or giving hints on answers. They're right or wrong, and there are lots of other chances. Everyone should try and move as swiftly as possible to cover as much material as possible.

One caveat--upperclassmen in high school may be a bit too "cool" to be motivated by competition. You have to gauge your room and figure out what motivates them for review. But I guarantee it is more effective than simply handing out a sheet with the "important information." (Which I do anyway.)