Exam #1 is this week:
This week features the first exam at the beginning of the class period. It is worth up to 15 points and covers the material from weeks 1 through 3 (including the required reading sections for those weeks on this web site).
The lecture track this weeks features the Mass Market Gamer. We will define this valuable 'target market,' discuss ways of ensure proper game design for the mass market, and look at why and how that elusive gold mine market is so often missed by our game products.
We will also dive into Game Maker and complete Tutorials 1 (Catch the Clown) and 2 (Evil Clutches) in class. If there is time left, we'll start on your homework lesson, Tutorial 3 (Galactic Mail).
The link below is the homework assignment due at the beginning of the next class session.
Required Reading:These links feature the supplemental material that you are responsible for knowing before the second exam (that takes place at the beginning of Week 8). Be sure to click on every link in this section!
Article: Compulsory Game Development for Everyone by Jacob Habgood
Co-author of the The Game Maker's Apprentice, Mr. Habgood is also researcher whose passion for games has lead him down the very interesting road covered in this article and in this course. That is, game literacy will help you in life and improve society as a whole.
Oh, if you haven't done so yet, you must buy the book The Game Maker's Apprentice right now for your homework this week. You'll find it very useful for this course and the next, Advanced Game Prototyping.
These supplemental links are worth pursuing only if you wish to really learn the subject matter of game design in the broadest possible sense. This material will not be directly included in the exams, but if you're serious about being a game designer and delving deeply into the subject of game design art, craft, and science, here's some more lessons from others who have also "been there."
Industry Resource: IGDA Casual Games SIG
Lots of stuff to help you as you foray into the world of the casual gamer and the mass market they've created (that, in turn, has created the job awaiting you at the end of school). In particular, read the 2006 Casual Games White Paper to really discover what it's all about.
Article: Designing for the Market by Chris Bateman & Richard Boom
Defining the mass-market and the criteria for successful game design is the subject of this very thoughtful piece which forms Chapter 2 of their book 21st Century Game Design.
Blog Entry: Common Game Prototyping Pitfalls by Danc
This is the voice of experience talking. How can you prototype successfully when:
- Your programmer tells you that he needs 8 months to implement the cool DX 9 engine you need and another 4 months to build out the game’s architecture. Only then can he start the prototype.
- People keep getting pulled off the prototype to work on other high priority projects
- Your prototypes end up being stupid mini-games that no one cares about
- You create games that are fun for you to play, but everyone else seems to hate them.
- Your idea for the next greatest FPS MMOG Adventure game seems far too big to prototype.
Bibliography: General Course References