School Trip - Game Concept
Field trips give children a welcome break in routine, they can learn in a more hands-on and interactive manner than they do in school. Students are energized by the excitement and anticipation of leaving the school environment for new and unknown experiences. They can look forward to and prepare for the field trip for several days or weeks. Usually the parents take care of the preparation process of the backpacking but it should be important to do this together. Until one day they will be completely responsible for.
The aim of this game is to amuse them and develop certain skills through the motivational push and enthusiasm of the kids regarding school trips. It’s for kids of Primary school (6-11 years old) and it can be used at home or at school.
The Rules
The single-player after choosing a character (with different skills and weak points) and a room, has to read carefully the school trip description and to find all the items hidden in the room. The school trip change every time, different place or in different conditions. Examples: museum, mountain excursion, zoo, archeologic area, workshop, sports camps, cinema… Later he/she has to decide which tools will be more useful for the school trip, and add these in the backpack. He/She must pay a lot of attention in this phase because the backpack can’t contain all of them. When the backpack is ready the school trip begins, and the player will follow the avatar in a little map and can interact with the game with the tools. There will be ironic feedback about the choices and a final rating of the trips.
Game elements
Mystery: because the player don’t know every details of the school trip and also some random situations may occur.
Challenge: although is not a multiplayer game, the player will be pushed to optimise his strategies in order to obtain a good final score. It will be possible also to play some fixed scenarios and then compare the final score with other players.
Involvement: because the player will be engaged in the matches, following the avatar in all the process: first choosing the setting and the specs of the avatar, then in the preparation phase and finally during the trip.Â
Risk: during the packaging phase the player will have to select some items instead of others. Or to chose to travel lighter and so giving up to fill completely the backpack.
Feedback: during the preparation phase it will be possible call a relatives and have a small hint. After during the school trip, there will be lot of feedback related to the situations and used items. Mostly with ironic tone.
Storytelling: the school trip will be present a story, with a starts, some events occur and it will end at school again.
Luck: always in the last part of the match the player will meet some obstacles, situations and advantages that it would be impossible to predict.
Story
The game starts when the avatar is at home and he/she has to prepare the backpack for the day after. When the player is ready, he/she clicks the button “go to sleep” and the PC process the info for a new trip. The school trip begins and it will be possible to follow the avatar during the experience. The player is called to interact sometimes and to face the situations and random events with the right items. It’s essential to offer different stories by variating starting points, quests and challenges in order to give an absorbing experience not at all repetitive.
And here an example of the first phase of the game:
(searching phase)


















