🎮 Level 1 Quest Log: Circuits & Electricity (ISLT 9486)





Quest Context / Intro 

As part of Level 1 of Advanced Designing Games for Learning, I explored a curated group of games and simulations focused on circuits and electricity. This post serves as a reflective analysis of three selected experiences from this level and documents my observations, design notes, and classification decisions.

These notes will later inform my Level 1 Project, so the focus here is on understanding how each experience approaches learning through play, simulation, or a hybrid of both.


🔌 Game Group: Circuits & Electricity



📸 Screenshot: Group 3 – Circuits and Electricity



🕹️ Wired


What is the game/simulation about?

Wired is an atmospheric puzzle-platform game that tasks players with constructing functional electrical circuits to progress through levels. The game is built around a realistic physical model of electricity, requiring players to connect components such as power sources, wires, and switches to activate doors or mechanisms. Rather than abstracting electricity into symbolic mechanics, Wired emphasizes authentic behavior of electrical systems.

Structure (Dynamics, Mechanics, Goal)

  • Core Dynamic: Problem-solving through experimentation and iteration

  • Main Mechanics: Wiring components, completing circuits, activating environmental elements

  • Game Goal: Successfully construct working circuits to advance through the environment

Enjoyment & Motivation

I enjoyed the way Wired encouraged curiosity and experimentation. The puzzles felt approachable while still requiring logical reasoning, which aligns with motivational concepts such as competence and curiosity. At times, the lack of explicit guidance could feel slightly frustrating, but this also reinforced learning through trial and error.   I did find it very....odd running around in a hospital gown trying to fix circuits.  

Classification: Game, Simulation Game, or Simulation?

I would classify Wired as a simulation game. While it has clear game goals and progression, the mechanics are grounded in a realistic electrical model. The player is learning through interaction with a simulation, but within a structured, goal-oriented game framework.



Circuit Warz


What is the game/simulation about?

Circuit Warz is a serious game designed to teach advanced electronic and electrical circuit theory. The game presents players with challenges that require applying real-world circuit knowledge rather than discovering rules through play. Its design prioritizes accuracy and pedagogy over entertainment-focused mechanics.

Structure (Dynamics, Mechanics, Goal)

  • Core Dynamic: Knowledge application and analytical reasoning

  • Main Mechanics: Interpreting circuit diagrams, solving theory-driven problems

  • Game Goal: Correctly solve circuit challenges to progress

Enjoyment & Motivation

While Circuit Warz is clearly educational, it felt more demanding and less playful than the other experiences. Motivation came primarily from mastery rather than enjoyment. The experience assumes a higher level of prior knowledge, which may be effective for targeted learning but could be intimidating for novices.  Reading some of the reviews for the game, a few people criticized the game for the first-person shooter vibe, claiming that this game probably should have been either a 2D game, or a top-down game instead (Circuit Warz on Steam)

Classification: Game, Simulation Game, or Simulation?

I would classify Circuit Warz as a simulation rather than a game. Although it includes progression and challenges, its primary function is to model and assess understanding of circuit theory rather than provide game-like engagement.



🔋 Crack the Circuit


What is the game/simulation about?

Crack the Circuit is a browser-based puzzle game that introduces players to basic electrical concepts such as series circuits, parallel circuits, and short circuits. Players use components like batteries, bulbs, and switches to solve progressively complex circuit challenges.

Structure (Dynamics, Mechanics, Goal)

  • Core Dynamic: Puzzle-solving through logical arrangement

  • Main Mechanics: Drag-and-drop circuit components, testing outcomes

  • Game Goal: Successfully complete each circuit puzzle

Enjoyment & Motivation

This was the most immediately accessible and enjoyable experience of the three. The clear goals and visual feedback supported satisfaction and competence, making it engaging without being overwhelming. The gradual difficulty curve reinforced learning while maintaining motivation.

Classification: Game, Simulation Game, or Simulation?

I would classify Crack the Circuit as a game. While it represents electrical concepts, it simplifies and abstracts them for the sake of puzzle-solving and engagement rather than strict realism.



🎯 Closing Reflection 

Collectively, these three experiences demonstrate different approaches to learning through interactive systems—from playful abstraction to rigorous simulation. Comparing them highlights how design intent, realism, and player agency influence whether an experience feels like a game, a simulation, or something in between.

Reflecting on these three experiences also prompted me to reconsider my own design work from the previous course, particularly my game Circuit Breaker. Like Crack the Circuit, my goal with Circuit Breaker was to balance accessibility with meaningful engagement by simplifying electrical concepts into clear, puzzle-driven challenges.

In contrast, experiences like Circuit Warz highlight what Circuit Breaker intentionally avoids: heavy reliance on prior technical knowledge and minimal abstraction. Instead, my earlier design choices align more closely with the simulation game space demonstrated by Wired, where learning emerges through interaction, experimentation, and player-driven problem solving rather than direct instruction.

Viewing these Level 1 games through the lens of my previous project reinforces the importance of intentional classification. Decisions about realism, abstraction, and player guidance directly shape whether an experience functions best as a game, a simulation, or a hybrid. These insights will directly inform my approach to future projects in this course, particularly as I move toward more advanced, client-centered game design work.  


🎮 New Quest Unlocked: Advanced Designing Games for Learning


Saved games carry over 

Welcome to a new chapter of The Quest Log: Gaming for Learning & Fun.

This section documents my journey through ISLT 9486: Advanced Designing Games for Learning during the Spring 2026 semester, taught by Dr. Danielle Oprean. While this quest builds upon my previous work in Designing Games for Learning, it represents a new challenge level—one that moves beyond theory into client-based design, iteration, and real-world application.

In this advanced questline, the focus shifts from learning the rules of the game to designing meaningful play experiences for others. Throughout the course, this log will serve as my journal for tracking progress, reflecting on design decisions, and earning badges tied to serious game design competencies.

Along the way, I will document:

This post serves as my Level 0 entry for ISLT 9486 and marks the start of a new quest—one focused on applying game design principles to authentic learning problems and real-world contexts.

This advanced quest builds upon my earlier journey in Designing Games for Learning, where I explored foundational concepts in serious game design, game-based learning theory, and reflective play analysis. That original questline laid the groundwork for the skills, perspectives, and design approaches now being expanded and applied in this advanced course.

View the original questline here: The Quest Log: Gaming for Learning & Fun (September through December)

Quest status: Accepted.
Player ready.

🧭 Level 2 Quest Log: Exploring the Existing Landscape

  Quest Context / Intro One of the first steps in any game design process is understanding what already exists within a given topic space....