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Underlying Philosophy

The game is a battle game. The players are battling the Alaskan wilderness for survival.

Beginning the Game

Beginning the Game

First a player sets up an account for the game which includes name, email, teacher’s name and school district. If this is the first time playing the game, the player can choose an avatar from a small library. The choices will be male/female and then hair color and one or two outfit options). The person will also be able to name the avatar and have a username and password to enter into the game environment.

To play the game, the player will then choose what “Adventure” he or she wants. Adventures will be a list of “rooms” or instances of play that are occurring. The player can see if an “Adventure” has any other players or if they are the only one. The idea behind having multiple “Adventures” is that the number of players is limited in each Adventure. You could also think of the “Adventures” as chat rooms.

Opening
The game opens on a snowy, windswept side of a mountain. A team of researchers has been exploring the Alaskan wilderness looking for samples when their radio informs them of an upcoming snow storm. When they first started gathering samples, the team thought they would just be out for an afternoon with plenty of time to get back to base camp by nightfall. However, an earthquake and resulting avalanche has cut-off their path back to base camp and it will take 3-days to clear the path.

earthquake1
earthquake2

This huge landslide from an unnamed 7,000-foot-high peak in the Alaska Range, less than 10 miles west of the Trans-Alaska Oil Pipeline, was triggered by the 2002 Denali Fault earthquake. The fault rupture offset the ice of the mile-wide Black Rapids Glacier, in the foreground, which the landslide subsequently covered.

The introductory video/animation will show this; and show the effects of the earthquake.

The team members decide they need to build a shelter to keep them warm enough for the night since the temperature is dropping rapidly.  They will use the shelter as their temporary camp location and go out on expeditions from the shelter to gather supplies or other materials they may need to survive. Other impediments (high winds and snow) will present other challenges necessitating continual (over the three-day period) improvements to the shelter. The team will stay in their shelter for three days and will be able to return to their base camp only after the snow has been cleared from their path.

Navigation

navigation

The avatars can run or walk, if they choose to run, it will use more health because of fatigue which will be greater if they decide to run. We also need to decide what it looks like when they open their map and what materials should be in the knapsack and what is shown when it is clicked.

Each player will have a “dashboard” illustrating a number of items. An energy/fatigue meter, inventory, (stuff they pick up and carry, looks like a backpack), computer, and a phone. There will also be a map icon which, when clicked will show the location of the team and the location of their temporary camp so they know where to return when they venture out from the camp.

The view of the game will be “over the shoulder” or 3rd person (you will see your character). It might be good to have the option of first person view as well.

image

Each player has a limited amount of “energy” that increases or decreases based on score that is a combination of “warmth” (how warm the avatar is) and “Fatigue” (how much energy the avatar has exerted).  The colder an avatar, the faster he or she becomes fatigued. Players will also have an amount of “engineering” knowledge that increases as they solve problems or input information into the game. There will also be a clock telling you how much time they have before the first snowstorm arrives.