Open-ended Quests

In an MMO, a quest is a directed task that a player is asked to complete. The Radix Endeavor will largely be structured by sequences of quests in certain topic areas. We want some of these to be more open-ended quests, which might seem like a paradox but it’s one of the design challenges we’ve been thinking over since the beginning of the project. As we have conceived of them, open-ended quests don’t leave players completely on their own, but they don’t have just one right answer either.

critterOne example of an open-ended quest is an environment where players are asked to build a box that will fit a certain creature, perhaps with requirements such as extra space to store the creature’s food. There is no one right box that players can build, and different players’ boxes may look quite different.

goldSimilarly, in the marketplace where players are asked to trade items to get as much gold as possible, they can complete the quest by earning any amount of gold. However, by exploring more vendors and finding a more efficient sequence of trades, they may be able to get even more gold.

Quests like these can still be assessed by the game and its data collection methods because there is a stated goal, but players can feel some autonomy and begin to get creative with the tools available to them. Another key part of open-ended quests comes in the bridge curriculum – if the game is played outside of class, teachers can use class time to have students share their strategies and results from these quests, which will vary widely. The teacher can facilitate discussion around pros and cons of different approaches, and what other situations students might apply these skills to. In this way, we hope that open-ended quests will encourage students to reflect and think more about what choices they are making in the game and why.


How long does a quest take?

Yesterday we presented a workshop on The Radix Endeavor at the MassCUE conference. We gave participants an overview of our concept of an educational MMO for STEM learning, and we had them play around with the Radix World Preview as well as an early prototype of the shape building tool. We got a great response from teachers and tech directors who were engaged in the demos and are excited to see how the final game comes out!

We also got a question that really gets at some of the important things we are trying to create in the Radix experience. That question was: How long does a quest take? This is naturally a very important question for teachers who will need to know how to plan their class time or their students’ homework assignments, and once the game is more developed we do hope to have some quantifiable answers to help teachers gauge those things.

However, we also feel that in a way if this question is unanswerable, it’s a sign that we’re going in the right direction. In the real world, some tasks are quick and easy to accomplish, and others are multistep, challenging problems that take many tries to solve. Not all jobs fit into a class period! Especially if you need some down time in between to think things over before you come up with a solution to a hard problem, which is the type of problem-solving experience we want students to have. And perhaps most important is that different students will be most interested in different content areas – Radix should provide a space where they can complete their task and move on, or choose to go deeper and “mess around” with an intriguing concept. Given the opportunity and motivation to experiment, many students will thrive and make discoveries on their own which is one of the most valuable experiences we can hope to create for them!