Course Schedule
Wk 0: Introduction
Wk 1: Games, Play and Design
Exercises: Game Element Identification; Game States; Space of Possibility
Read: Introduction; Chapter 1: Games, Design and Play
Topics:
- The differences between game design, game development and game production
- Games as dynamic systems
- The basic elements of game design:
- Actions
- Rules
- Goals
- Objects
- Playspace
- Players
- From six elements, limitless play experiences
- Space of Possibility
- Game States
Wk 2: Basic Game Design Tools
Exercise: What If… 1
Read: Chapter 2: Basic Game Design Tools
Topics:
- Constraint: Flywrench, Octodad, Treachery in Beatdown City
- Direct and indirect actions: Pinball, SUNBURN!, Proteus
- Goals: Slam City Oracles, Dog Eat Dog, Sunset
- Challenge: Ninja, Perfect Woman
- Skill, strategy, chance and uncertainty: Darts, Roulette, Basketball, Texas Hold’em Poker
- Decision-making and feedback: Chess, Speed Chess, Nidhogg, Howling Dogs
- Abstraction: Go, Tennis, Pong, Pandemic
- Theme: Chess, Way, Kentucky Route Zero
- Storytelling: Braid, Gone Home, Dog Eat Dog, Conversations We Have in My Head
- Context of Play: Tiny Games, Jenga
Wk 3: The Kinds of Play, Part I
Exercise: Mix and Match Game Design 1
Read: Chapter 3: The Kinds of Play
Topics:
- Play styles and play tastes instead of genre and platforms
- Competitive play: Nidhogg, Canabalt, Desert Golfing, Johann Sebastian Joust, Spy Party
- Cooperative play: Pandemic, Portal 2, Way
- Skill-based play: The Witness, Super Meat Boy
- Games of chance and uncertainty: Threes, Android: Netrunner, Candy Land
- Simulation-based play: McDonald’s Videogame, Papers, Please
Wk 4: The Kinds of Play, Part II
Exercise: Mix and Match Game Design 2
Read: Chapter 3: The Kinds of Play
Topics:
- Experience-based play: Dear Esther, Analogue: A Hate Story
- Whimsical play: Roller Coasters, QWOP, Hit Me!, Tenya Wanya Teens
- Role-playing: Lesberation: Trouble in Paradise, The Path
- Performative play: Charades, Twister, Johann Sebastian Joust, Coffee: A Misunderstanding
- Expressive play: Queers in Love at the End of the World, Deadbolt
Wk 5: The Player Experience, Part I
Exercises: What If… 3; Action Theory Analysis; What If… 4; Grokking a Game
Read: Chapter 4: The Player Experience
Topics:
- Action Theory as framework for understanding play
- The Five layers of player experience: sensory, information, interaction, frame, purpose
- The sensory layer
- Player point of view and player perception: Alabaster, Hugpunx, Thirty Flights of Loving, Journey
- The information layer
- Reflexive and executive attention: Journey
- Information spaces: Chess, Android: Netrunner, Basketball
- The interaction layer
- Affordances: Super Mario Bros., Braid
- Crampon-Smith’s 5 characteristics of well-designed interactivity: Drop7, basketball, Journey
- Clear mental model
- Feedback
- Navigability
- Consistency
- Intuitiveness
- Failure
- The frame layer: Perfect Woman, Train
- The purpose layer
- Bartle’s 4 player types
- Achievers: The Path
- Explorers: Walden, a game, Proteus
- Socializers: Dungeons & Dragons, Lesberation: Trouble in Paradise
- Killers: Dog Eat Dog
- Bartle’s 4 player types
- Contexts of play (who, when, where, why): Soccer, Foosball, Hokra
Wk 6: The Iterative Game Design Process
Read: Chapter 5: The Iterative Game Design Process
Exercise: Lightning Round Game Making
Topics:
- Origins of iterative design
- Shewhart’s “Plan-Do-Study-Act”
- Dreyfus’ designing for people
- HCI model
- The iterative game design cycle
- Conceptualize
- Prototype
- Playtest
- Evaluate
- A repeated process, not a single cycle
- Embracing failure to succeed
Wk 7: Conceptualize Your Game, Part I
Read: Chapter 9: Conceptualizing Your Game
Exercises: Idea Speed Dating; Noun Verb Adjective; Team Formation
Topics:
- Coming up with ideas
- Brainstorming techniques
- Creating teams
- Motivations
Assigned: Game Project Proposal
Wk 8: Conceptualizing Your Game, Part II
Due: Game Project Proposal
Read: Chapter 6: Design Values; Chapter 8: Collaboration & Teamwork
Exercises: From Motivations to Design Values; How Might We… silent brainstorm
Topics:
- Introducing design values
- “How might we…” investigations
Assigned: Team Agreement, Game Design Document
Wk 9: Prototyping Your Game
Due: Team Agreement, Game Design Document
Read: Chapter 10: Prototyping Your Game
Exercise: Create a Paper Prototype; Create a Physical Prototype
Topics:
- Prototypes are playable questions
- Paper prototyping
- Physical prototyping
- Prototyping play
Assigned: Playable Prototype 1
WK 10: Playtesting and Evaluating Your Game, Part I
Due: Playable Prototype 1
Read: Chapter 7: Documenting Your Design; Chapter 11: Playtesting Your Game; Chapter 12: Evaluating Your Game
Exercises: Playtest Plan; Playtest!; Compare Playtest Notes; Playtest Outcomes and Solutions
Topics:
- Getting answers through playtesting
- Preparing for a playtest
- Running a playtest: introduce, observe, listen, discuss
- After a playtest
- The differences between input and feedback
- Reviewing playtest results
- Conceptualizing solutions: review, incubate, brainstorm, decide, document
Assigned: Revised Game Design Document, Playable Prototype 2
Wk 11: Playtesting and Evaluating Your Game, Part II
Due: Revised Game Design Document, Playable Prototype 2
Read: Chapter 8: Collaboration & Teamwork; Chapter 13, Moving From Design to Production (case studies)
Exercises: Playtest!; Playtest Note Review
Topics:
- Collaboration and conflict
- Different approaches to iteration
- The Metagame
- Johann Sebastian Joust
- The Path
- Queers in Love at the End of the World
Assigned: Core Game Prototype
Wk 12: Work Session
Due: Core Game Prototype
Assigned: Complete Game Prototype
Wk 13: Final Play Session
Due: Complete Game Prototype
Playtest session