I've met programmers that don't touch type, but I've never met a PC gamer that doesn't.
And yes, your idea would be awesome. That would actually be a sick WoW add-on. I doubt you can pull different localizations through the API though.
Characters would greet each other and converse in their native language, and the bilingual characters would help smooth this out. For example you could ask a bilingual shopkeeper "What does <word> mean?". If you say "Hi" to somebody and they say "Bonjour" back, it's not hard to figure out what they mean, and conversations would escalate in complexity as you progress through the game.
I got this project as far as the very early design stage. I've always been sorry I couldn't convince the execs to let us finish it.
Going the other way around, English - > Japanese or English -> Russian for example, would require additional guidance to explain the new characters.
I've thought first person games could be useful for self improvement in lots of other ways too. Such as getting comfortable with public speaking, or social anxiety in general.
For language learning, this might sound silly, but I've also thought a first person role playing game where you're a baby and everyone speaks to you like they do to babies in the language you're trying to learn. (My pet theory is that children aren't necessarily way better at learning language, but it's more how people interact with them: speaking slowly, using small words, telling them what they're doing, etc.
I do like the baby sim idea. I know some language learning systems go with a very gradual immersion in a similar way, and work in children's books and television as part of it, but I don't know how effective it was. Sounds like it should work well.
https://www.sparx.org.nz/index.html
Currently has an unuseful page about restrictions for anyone outside NZ.
Back to the topic, I do this thing called biking to and from work. It's more pleasant than taking the subway, and when you don't have an unlimited subway card, it's easy to keep up the habit. It may not be as fun as creating an MMO, but it's pretty low threshold.
I also bike to and from work and I've seen it have really positive effects on my friends who want to build muscle and lose some weight.
I actually try to structure my life similar to how this guy did his "MMO", with rules and systems that make it easy to live well. When you bike and walk everywhere, it's hard not to be in decent shape.
This doesn't seem too off-topic, we're just discussing alternatives to the topic in question. : )
I've heard a lot of stories of children learning english from playing multi-player xbox games. The quality of their english I'm not sure about though.
Consequently, I had some pretty massive incentives to try out these RPGs and muddle through the language (play the game months before my friends!). Unfortuantely most of the kanji was beyond my ability to divine, and I didn't know how to use a kanji dictionary effectively back then...so I often didn't really know what I was doing, and wound up getting the English versions too.
Still, if I had a bit more support (slash knew how to use a kanji dictionary), I could have imagined it really working to improve my Japanese ability. Now that the lag doesn't exist for game releases there's not as much incentive, but it would be interesting to see someone design a game with these sorts of things in mind.
I've got about 1000 images for my next release. I'll try to do some animations in the following release to clarify some of the verbs. Then hopefully make a SpriteKit game from there... Make Oscar 'pick up', 'carry' , 'pour'...
I put up 3 pictures on my FB page: https://www.facebook.com/h4labs
Duolingo is a language-learning website where you can gain experience points.
Unless you were trying to learn Japanese though, that's as far as you got -- you couldn't have the seamless "mata a 12 [green dragons]" unless you knew your hiragana/katakana.
On my walk home between posting my initial comment above and this one, I started thinking about how to make it happen as a side project and the conclusion I came to was writing the entire script/story out first as that would be the hardest part.
I'm getting flashbacks to learning Latin from "Lingua Latina - Familia Romana". Here's a book in Latin with a couple pictures. A pity you can't read Latin, not yet. There's a couple footnotes in English. Also there's enough Latin borrowed into English that you can figure some of it out. If you can puzzle out what the heck is going on, you'll learn Latin. Or you'll get very frustrated. Likely both.
Every couple years I put in an effort until I get annoyed and quit.
All I really remember is the first chapter was a discourse on the geography of the classical era Mediterranean world, so if you know anything about history and/or geography it was pretty easy to puzzle out, and the second (or so) chapter introduced you to your large host family. Later chapters discussed the concepts of time and money, if I recall correctly.
It doesn't really ebook well because of a lot of annotation to "help".
A modern analogy completely in the English language would be the "Diary of a wimpy kid" series. My son read those, and I occasionally wondered if the author of those books knew about or was inspired by "Familia Romana". I'm not implying Familia Romana was a comedy, the funniest part was probably some sibling rivalry in the host family. But it was a mix of pictures and words I haven't seen in a book since early grade school.
Also, Latin just has too many weird tenses and stuff to pick up that way, I would imagine. At least English to French or Spanish, there's shared grammar.
Hi, I see you guys are interested in making an MMORPG language learning game. It's a great idea. In fact, it's an idea that my brother, myself and a few other guys have been working on the past four years, ever since I graduated from Ohio State with my Master's in Foreign Language Education. We have already seen it work in our very alpha, alpha testing of some rough prototypes with high school Spanish students in our area.
To test the concept, we focused on just a few language concepts (teaching personal, descriptive adjective pairs, e.g. "tall/short; old/young", etc.) and set up an ambush scenario of the player by some orcs fitting the description. Then, we paired the player with a helper avatar. The avatar and the player each shot a different orc in every attacking pair. The avatar told the player which to target.
Second, we set up a castle maze, through which the player has to navigate as a spy, picking up needed ingredients for a weaponized spell along the way. The avatar helper already knows the lay of the castle. He instructs the player where he has to go to avoid detection.
We tested these two and a third game in a few area high schools last spring just before school let out. The response was overwhelmingly positive. The kids dubbed our one game the "Spanish flappy bird", because of how addictive it was.
While we'd like to develop more apps, eventually putting together an entire year's worth of curriculum for teachers, we need to redirect our focus to building an extensible framework and community to step up the development from what only a handful of people could otherwise produce.
I'm a teacher. I know state standards, which do work. I also know that a lot of the textbooks, etc. we use in schools to teach are not effective and, quite frankly, boring. Standards are good for accountability. Games are good for engagement.
So we're linking the two. We are building a framework which tracks a language learner's (not just high school; anyone's) progress through a given game and determines where he is in mastering all of the standards and, by extension, the language. The framework plots out his game experience, directing him to this or that "mission"/app targeting the concomitant standard based on his strengths and weaknesses.
The framework itself is open-sourced and built by a community of developers. This is where we need your help. Once it's fully operational, we open up the game development to both for and not-for-profit groups who are willing to create their games in accordance with state standards. That way our framework acts as a kind of clearinghouse. Teachers and the general public know that what is published in our community actually educates in addition to entertaining. Developers can work on a project as small-scale as just a particular vocabulary set or grammar concept. Or they can go whole hog and make a full-scale, MMORPG for an entire, say, year's worth of language instruction. Or anywhere in between. What unifies them is a common set of standards and a common performance database so that users, regardless of where they start or what they do, know a.) where they are in acquiring the language and b.) what games/missions, etc. will take them to the next level.
Another way of thinking about this framework from the user's experience is like Marvel's comics universe of characters and worlds.
We would like to kick this off with a forum and see where to go from there, who wants to develop what. You can find us at http://www.parthalan.com/forums/forum/parthalan-development-...
Somebody needs to create an MMO for language learning. Instead of "go kill 12 dragons" the questgiver would say "matar a 12 dragones" or "matar a 12 dragones verdes" or "matar al dragón en la cima de la montaña". The immersion and addiction would have hardcore players speaking 10 languages, I guarantee it.
And I think this could be extended to quantifiable human-necessary tasks, too. Like a mechanical turk, but fun.