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
  • 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