Our design concept, ChemQuest, is a virtual roleplaying game created through the game engine RPGMaker MZ. The design features an interactive chemistry-themed world and an engaging narrative plot. Users advance through the storyline by winning turn-based battles using chemistry-based skills and attacks. Players can interact with the world by entering a variety of buildings and interacting with non-player characters. ChemQuest is designed to prioritize engagement while subtly introducing basic chemistry concepts, and utilizes a customizable user interface to be accessible for children of differing abilities. The game will be free and easy to implement in districts of varying sizes and income levels. Ultimately, ChemQuest will provide a positive first introduction to chemistry.
The following sections provide detailed descriptions and the rationale behind each component of the design.
Figure 2: ChemQuest Launch Screen Visual
ChemQuest was created using RPGMaker MZ, a virtual game-building engine. The design is a traditional role-playing game, in which the user assumes an identity as a playable character in a fictional setting. Role-playing games emphasize character advancement and encourage the player to connect with their chosen character’s growth and progress throughout the game. In addition, the game is inexpensive to create and distribute as a downloadable file (See Appendix D: Bill of Materials). The game is compatible with a variety of software types, including MacOS and Windows processing systems. To download a demo, click here.
Throughout the design process, both physical and virtual mediums were explored as possible options for the final game (See Appendix E: Secondary Research). However, a virtual medium was eventually selected as a result of user testing and discussions with the project partner (See Appendix A: Primary Research Interview and Appendix B: RPG Mockup User Testing). Dr. Mitra Hartmann's idea for this project was inspired by her experiences playing Pokemon Go, a viral gaming app, with her young niece and nephew. Our initial discussion about her inspiration encouraged our team to explore virtual mediums for the final design.
In addition, testing showed that users had a strong preference for virtual games over physical games. The two physical mockups, which included an element-battling card game and a molecule-building board game, were panned by proxy users. These physical mockups were criticized for being not engaging and difficult to understand (See Appendix F: Card Game Proxy User Testing and Appendix G: Board Game Proxy User Testing). The RPG mockup vastly outperformed the two physical mockups as the design received overwhelmingly positive reviews on both enjoyment and willingness to replay the game by users within the target age range (See Appendix C, F, and G - User Testing Appendices).
Finally, a virtual medium was selected due to the associated cost-effectiveness and ease of production. The RPG Maker MZ game engine only required a one-time purchase of eighty dollars to use (See Appendix D: Bill of Materials), which is extremely inexpensive when compared to the large costs required to mass-produce a physical game [2]. In addition, ChemQuest can be freely distributed to school districts via a downloadable file, which fulfills the need for the game to be accessible to all school districts regardless of income level (See Appendix H: Approaches to Ethical Concerns). The design has also been optimized to minimize software issues associated with installing the file (See Appendix B: RPG Mockup User Testing). The size of the game download file is small and has low hardware requirements (CPU, RAM), which means that the game can be run by the vast majority of computers and users (See Appendix I: Failure Modes and Effects).
ChemQuest features an intriguing, chemistry-based storyline. The description of the story-line is as follows:
“A devastating explosion at Dynamite Doom Mountain has sickened the whole periodic world, turning molecules into evil, aggressive substances. You, a lone adventurer, have awoken in a mysterious cave with little knowledge of the events that have transpired. You must harness your chemistry skills and weapons to voyage across a world teeming with nefarious enemies to find other characters to join your party and restore your memory. Together, your party must undertake the harrowing quest to Dynamite Doom Mountain to restore peace to the embattled land.”
Figure 3: Visual of Alchemist's House
Figure 4: Visual of Initial Spawn Screen
A narrative storyline provides the sense of progression needed to keep users engaged and invested in the game. Early research consisted of a proxy user observation during which one team member with limited video game experience played Paper Mario: The Original King (See Appendix J: User Observations). This observation highlighted the importance of a clear sense of progression, as she felt frustrated by the lack of instruction and plot development. This observation was supported by research into aspects of a successful video game. In his paper Good Video Games and Good Learning, James Paul Gee found that “new information on a need to know basis” was a necessity to keep players invested in a video game [3]. Similarly, users playing the demo version of the game expressed a desire for more story-telling elements. The final design incorporates an increasingly complex narrative story that results in a fluid reveal of information and sustained user engagement. The plot of the game also allows for the seamless incorporation of chemistry vocabulary in a manner that remains natural and consistent with the rest of the gameplay.
Figure 5: Portraits of Playable Characters
For the visuals of our game, we used RPGMaker default assets, hand-drawn original digital art, and free resources from charas-project, which is a site with customizable RPGMaker character sprites.
The character that the user plays as is selectable at the beginning of the game. Although these characters are not fully customizable, there is a wide variety of gender presentations, skin tones, etc. to allow players to feel represented and reflected in the game.
The game incorporates elements of several different design patterns from AbleGamers [4]. The easily customizable user interface, audio controls, and presence of multiple channels of information enable the game to be easily accessible to a wide variety of users.
The aesthetic design and user interface of ChemQuest was dictated by the project requirements of accessibility and user engagement. The visual appeal of the game was carefully crafted to immediately attract attention from users through the use of creative and interesting characters and enemies, as well as a bright color palette. In user testing (See Appendix B: RPG Mockup User Testing), the design received unanimously positive feedback on in-game aesthetics. This positive view was also held by groups outside the target age range, as the art-style of the game was also praised by peers during a design review session (See Appendix K: Design Review Summary).
In addition, the overall format of the game enables the design to be accessible to a variety of users. Role-playing games encourage players to see themselves reflected through their chosen character, and our design includes a wide variety of gender presentations and skin tones among the selectable characters in order to ensure player representation. All of the selectable characters are visually distinct in monochromatic and red-green filters, which allows color-blind and visually impaired users to interact with the design. Finally, the game incorporates a variety of design patterns from AbleGamers Charity, which is a non-profit organization aimed at creating more accessible games. By incorporating features such as captions, easily customizable sound controls, and the ability to manipulate text features like size and contrast, the game has built in avenues to ensure accessibility to users from a variety of different backgrounds and abilities.
The majority of the in-game interaction comes through a turn-based RPG battling system. Players use attacks and skills to deal damage to random chemistry enemies that spawn throughout the world. Once the player has selected and performed their attack, the enemy will have the opportunity to deal damage to the player in return. A battle concludes when the health of either the player or the enemy is completely depleted. If a player is successful in battle, they will receive collectible prizes such as gold or elements that can be used to progress through the game.
The class of the characters corresponds to one of the eight groups from the periodic table. A character can use elements and molecules from their periodic group as weapons. The special skills of each playable game character come directly from the physical and chemical properties of their associated periodic group. As the user advances through the game, they will meet new characters that correspond to new periodic groups.
Several demo battles can be played through our downloadable sample game file.
Figure 6: Visual of Character and Periodic Correspondence
Figure 7: Graphics of Assorted Chemistry-Inspired Enemies
The turn-based battle system allows for a gradual increase in difficulty in gameplay, and a system through which chemistry content can be naturally incorporated. As discovered through research and proxy user observation, a video game must have a natural increase in difficulty in order to keep users engaged. In the beginning, the game includes clear instructions and tips to guide users to victory. Early success engages users and encourages them to keep playing in pursuit of similar success. As the user advances through the game, the battles gradually become more difficult and require more advanced weapons and strategies to win, which gives players a sense of progression, keeping them engaged with the game. As our goal is to subconsciously increase the player's familiarity with chemistry (See Appendix C: Project Definition), the player is more likely to continue learning and engaging with the game if the player feels they are achieving something.
In addition, the turn-based battle system easily incorporates chemistry content. The player battles a variety of chemistry enemies, which may include acids, salts, and other basic molecules. These enemies introduce the names and provide accompanying pictorial depictions of various substances, which increases user familiarity with common elements and molecules. For some enemies, such as cations, the pictorial depiction is a pun on the name of the substance. The pictorial depictions can also subtly impart information about a substance's molecular shape. For example, the cyanide fish pictured in Figure 7 incorporates the triple bond that connects carbon and nitrogen in a cyanide molecule. Similarly, the water molecule in Figure 7 has the classic bent, mickey-mouse shape created by the two lone pairs present in an actual water atom. Although ChemQuest does not offer a direct explanation, the game provides cute, interesting pictorial representations that users can subconsciously internalize and later remember when they learn about molecular structure in their chemistry classes.
The battling system also provides a natural introduction to periodic groups and their properties. Each playable character represents one of the eight periodic groups, and the character can only use elements and molecules as weapons if they belong to their respective periodic group. Atoms with larger atomic radii (i.e. moving down a periodic group) have stronger attack ratings and can be organically obtained as the player advances through the game. Atoms can also be bonded together at the Blacksmith's Shop (see interactive world section below) to create stronger weapons and introduce users to basic ionic and covalent bonding principles.
Each playable character has a special category of attack options called periodic skills. These skills are distinct to each character class and arise directly from the properties of their respective groups. For example, the alkali metal character has three skills: Sharpen, Release Electron, and Add Water. Sharpen draws upon the malleability of alkali metal to increase the attack of a weapon. Add Water results in a powerful attack that corresponds to the explosive reaction that occurs when alkali metals come in contact with water. Finally, Release Electron can be used only once to increase both the attack and defense of the character. This last skill corresponds to the increased stability of an alkali metal atom upon releasing one electron to obtain a full octet.
Ultimately, the RPG battle system encourages players to learn and implement chemistry knowledge to win battles. The gameplay will remain fun and intuitive while improving the users’ overall familiarity with basic concepts and vocabulary. Additional instructions for equipping items and battling can be found in Appendix L: Instructions for Use- Gameplay.
Figure 8: Visual of the Inn
Blacksmith's Shop: The Blacksmith's Shop is the backbone of ChemQuest’s crafting system. The Blacksmith bonds together elements won through battles or collected from the larger world to make stronger molecular weapons.
Library: Players can read scrolls that explain the chemistry concepts behind the skills, characters, and enemies they encounter in the game. As the player interacts with new characters, new scrolls and chemistry concepts are unlocked. The player can also speak with the Librarian to learn the lore of the land.
Alchemist's House: The player's initial exploration of the alchemist's house launches one of the main game quests. When the alchemist is discovered missing from his home, the player must journey to find them and discover more about the sickness that has overtaken the land.
The Inn: The inn provides a resting place for the player. If the player opts to stay overnight, their health and valence electrons will be replenished.
Market: The player can spend their hard-earned resources at the market to purchase items like smoke bombs and ionization neutralization potions. These items allow players to boost their abilities and replenish their resources in battle or allow them to escape from sticky situations.
The inn, market, and alchemist all add more complex components to the game to create a fuller, more robust game experience. Although younger users might not use all of the in-game features, older users or players with more gaming experience will be able to enjoy advanced components like health items and escape items. The alchemist and library serve to flesh out the narrative aspect of the game, which was a feature requested by both direct users in testing and peers during the design review session (See Appendix K: Design Review Summary).
Finally, the blacksmith and the library also provide opportunities to implement direct chemistry learning (See Appendix K: Design Review Summary). As the game is meant to encourage students to seek out further chemistry information, the library provides an easily accessible source of supplemental chemistry explanation. The library can also be highlighted by science teachers as required in-game reading for their students. Finally, the blacksmith introduces the player to basic bonding systems, such as the formation of ionic and covalent bonds. The use of molecules as weapons are needed to win later battles within the game, and thus require players to gain a basic understanding of bonding.