Episodes
Generating ideas for rule changes and working through the implications on game play.
Published 11/03/14
Play testing for to generate rules chagnes and the effects on social context.
Published 11/03/14
Guest lecturer Jesper Juul on independent games, and their style and aesthetics. Note: due to a technical issue, the final few minutes of the lecture are missing.
Published 11/03/14
Published 11/03/14
The design and machanics of games in which players cooperate to achieve a goal.
Published 11/03/14
The social context of games and play.
Published 11/03/14
Discussion of the physical space of game boards and play areas, and how they effect strategy, game play, aesthetics, and other game elements.
Published 11/03/14
Guest lectures by Glenn Given from Games by Play Date and Mackenzie Cameron from the Game Makers Guild.
Published 11/03/14
Explanation of the 3rd major course assignment, the final project.
Published 11/03/14
Discussion of what simulations include and what they leave out; student pitches for assignment 3 projects.
Published 11/03/14
Effects of the number of players on game play and strategy, incorporating feedback into design and thinking cybernetically.
Published 11/03/14
Overview of the process of deciding which mechanics to add and cut, how to implement changes, and common problems.
Published 11/03/14
Considering random elements in game play versus player-driven strategy and how they can complement and compete with each other.
Published 11/03/14
An overview of the history of American board games, and how those forms continue to influence game design today.
Published 11/03/14
Discussion of the competing and overlapping definitions and ideas of game, play, and sport.
Published 11/03/14
The contributions of game aesthetics to the experiencing of game play.
Published 11/03/14
A discussion of the MDA framework, based around the videogame Defense of the Oasis.
Published 11/03/14
The role of player's lack of knowledge in game design and play, and dice's role in the history of randomness.
Published 11/03/14
Making usable games and putting restraints on player actions.
Published 11/03/14
In part 1 of the second class meeting the instructor leads a discussion of what kinds of player decisions have meaning, and why.
Published 11/03/14
In part 1 of the third class meeting the instructor describes the process of prototyping a game.
Published 11/03/14
In part 2 of the third class meeting the instructor suggests ways to alter rules and gives an overview of the process of playtesting.
Published 11/03/14
In part 1 of the first class meeting the instructors introduce the course, give an overview, and detail the syllabus.
Published 11/03/14
In part 2 of the first class meeting the instructor leads a discussion of what game mechanics are, how they work, and why they matter.
Published 11/03/14
In part 2 of the second class meeting the instructor introduces and leads a brainstroming session to develop ideas for a game.
Published 11/03/14