| Game and Interactivity I (DAA-350) | ||
| Fall 2008 - Syllabus | ||
Cogswell Polytechnical College |
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| 1) Sept. 6 - Introduction | ||
Basics of game design: definition of a game, terminology and basic design categories. |
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| Workshop | ||
| Design a team game that can be played by everyone in the class. You can only use items found in the classroom. | ||
| Homework | ||
| Pick a non-computer game you enjoy playing and play the game with a group of friends.Analyze the game using the topics discussed in class. Write a review of the game. | ||
| Links | ||
Optimal Game Design
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| 2) Sept. 13 - Game History | ||
A brief history of gaming from early folk games to today’s game corporations. An overview of popular game genres will also be presented. |
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| Workshop: Goals | ||
| In a small group, design a game with 3 different goals. There should be one sub-goal for the early game, one for mid-game, and an ultimate winning goal for the end game. Write out the rules and playtest the games with others. | ||
| Homework | ||
| Begin work on your final project. Come up with a theme for your game and write up a short description of your game idea. You will present this idea to the class next week. | ||
| Links | ||
| 3) Sept. 20 - Writing Rules | ||
Students will present their final project ideas to the class. After the presentations, we will discuss a basic framework for writing game rules. |
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| Workshop: Decision Making | ||
Divide into small groups and create a game that requires players to make a choice between 2 different interesting options each turn. Each choice should advance the player towards victory, but in a slightly different way. Write up the rules and playtest your game with other groups |
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| Homework | ||
| Using the techniques discussed in class, write an outline of the rules for your final project. | ||
| Links | ||
| Four Square rules Download Rules Template (.doc file) |
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| 4) Sept. 27 - History of Computer Games | ||
Overview of computer games, from early Teletype text games to the latest generation of consoles. We will also examine the different genres of computer games. |
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| Workshop: Opposition | ||
Design a game where players must work together to stop a rampaging robot from destroying a nearby town. Design the AI for the robot, then try to beat your own creation. |
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| Homework | ||
| Work on your final project and bring the rules and pieces to class next week for playtesting with the group. | ||
| Links | ||
The first videogame
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| 5) Oct. 4 - Final Project Review 1 | ||
Students will present their final projects to the class. |
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| Workshop: Playtesting | ||
We will playtest the games and provide feedback and critiques to the designer. |
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| Homework | ||
| Play your final project with your friends or family members. Take detailed notes about their interest levels and the comments they make. Using your notes, write a paper that describes changes you would like to make to your game. Explain why. | ||
| 6) Oct. 11 - Play Balance | ||
Play balance theory and practical techniques used to balance games. |
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| Workshop: Asymmetry | ||
Create a game where a lone hero must battle a giant army of weak foes. |
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| Homework | ||
| Play a single player game on Kongregate.com and write a paper that describes the game balance. Was the opposition balanced? Did the game get more interesting as you played? Were the decisions that you made balanced against each other? | ||
| Links | ||
Official Rock Paper Scissors Strategy
Guide
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| 7) Oct. 18 - Statistics and Probabilities | ||
Thorough game design requires an understanding and analysis of the odds and probabilities in the game. In this class we will cover simple statistical formulas that can be used to analyze a game. |
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| Workshop: Odds | ||
Make a gambling game from a collection of dice and blank index cards. Create odds tables based on the different events that might occur. Play the game with others in the class and record the actual numbers. How does the reality correspond to the odds? |
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| Homework | ||
Solve all the problems on the probability worksheet. |
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| Links | ||
| 8) Oct. 25 - Psychology and Replayability | ||
Why are we compelled to keep playing certain games when our bodies are telling us to eat or sleep? We will take a look at some basic psychological studies and apply the results to game design. We will also examine many different types of games and try to understand why some can be played repeatedly, while others are played once then shelved. |
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| Workshop: Resources | ||
Design a card game with at least 3 resources. Each turn you can collect or spend resources, based on your cards. Different resources have different effects and can be combined to make new winning possibilities. |
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| Homework | ||
| Replay the game from Kongregate.com that you played 2 weeks ago. Write a paper that describes the reward system. How does the game reward and penalize you? | ||
| Links | ||
| Slot Machines
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| Horseshoes, Hand Grenades - and Slot Machines? | ||
| Going for Broke | ||
| 9) Nov. 1 - Layout and Level Design | ||
We will talk about general design principles for designing a level. Many of these techniques can be applied to both board games and computer games. |
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| Workshop: Obstacle Course | ||
Make an obstacle course using random objects (buttons, toothpicks, etc.) and create a set of movement rules. Each player selects a token and tries to move it through the course. |
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| Homework | ||
Update the rules for your final project and make sure your game is ready for others to play. Bring the rules and the game in next week. |
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| 10) Nov. 8 - Final Project Review 2 | ||
Presentations of the students’ final projects. |
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| Workshop: Playtesting | ||
Play and critique the final project games. The game designer will not be allowed to settle rules disputes and questions. Instead, the players must rely completely on the rulebook. |
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| Homework | ||
| Bring in a board game for next week’s workshop. | ||
| 9) Nov. 15 - Atmosphere | ||
While a game can be abstract, adding a theme can help draw players into your game world. This week’s lecture will examine how the “flavor” of a game can enhance the game player’s experience. |
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| Workshop: Mash-up | ||
In a group of two, combine two board games together and make a new game. We will also take a look at recent commercial updates to classic games. |
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| Homework | ||
Write a second draft version of the rulebook for your final project. Include illustrations. |
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| Links | ||
| MIT
Mystery Hunt
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| 12) Nov. 22 - Design Documents | ||
While some card and board games can be designed and created by one author, many games (especially computer games) require a large team. This class will discuss writing a design document to keep large projects organized. |
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| Workshop: Simulation | ||
Pick a favorite video game and create a simulation of it using only blank index cards, tokens and dice. You will lose the graphics, the sound effects and input controllers. But what elements of the game survive the conversion from electronics to paper? |
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| Homework | ||
| Write a mini design document for a fictitious computer game. Also, bring in your final project for the next workshop | ||
| Links | ||
Design Document Outlines (28K Word file) |
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| 13) Nov. 29 - Thanksgiving Break | ||
| 14) Dec. 6 - Multiplayer | ||
The latest trend in computer games is the massively multiplayer online games. With so many participants these games present many new challenges for a game designer. How do you balance cooperation vs. competition? What happens when the players begin to play the game in ways the original designers never intended? |
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| Workshop: Playtesting | ||
| This is the last chance to playtest your final project game. Work on formalizing the rules, enhancing the player interface and polishing the play mechanics. | ||
| Homework | ||
| Finish your final projects and bring them to class next week. Be prepared to discuss your game and its evolution. What changed and why? Your final game should be extensively playtested. (You will need to turn in your playtest results along with a statistical analysis). | ||
| Links | ||
MMOGChart (MMOG growth tracking)
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| 15) Dec. 13 - Final Projects | ||
Presentations of the students’ final projects. |
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| Workshop: Playing games | ||
| We will play the final projects. | ||
| Homework | ||
| No homework. | ||
| Grading Policy | ||
Grading is based on a percentage scale from 0 – 100%. Attendance is worth 60%, homework counts as 15% and the final project is worth 25%. |
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| Attendance | ||
Since this is a workshop class, grading will primarily be based on attendance and class participation. 65% of a student’s grade will be determined by attendance; there are 14 classes, each worth approximately 4.6% of your grade. Attendance is the most important factor of a student’s final grade. In addition to losing the attendance score, missing a class will usually result in another minus 1% because of the late homework. There is no way to make up a missed class. |
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| Homework | ||
There will be one homework assignment each week. Homework must be turned in the following week. Late homework assignments will be accepted, but will not add to a student’s final grade. Ten of the assignments are worth 1 point each. Homework assignments must be written on a computer and printed out prior to class. Homework sent through email will not be accepted. |
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| Final Project | ||
Final projects count for 25% of each student’s grade. The final project is a complete game and is graded as follows: |
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| Download as a Microsoft Word document
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