Up Course Introduction Course Project Info Game Maker Syllabus Your Current Grade Extra Credit Ideas 1: Intro, Analog 2: Core, FPS, Demo 3: Analog Final 4: Mass Mkt; GM 1-3 5: Motivation; GM 4, 5 6: Rules; GM 6, 7 7: Feedback; GM 8 8: Interface; GM 9 9: Concept Docs 10: Beta Testing 11: Final Projects

Game Prototyping

Week 5: Player Motivation and Punishments; Game Maker Tutorials 4 and 5

This week's lecture track explores the psychology of player motivation and how to keep them hammering away at your game. The opposite side of this coin is also explored, as we touch up player punishments and how to keep them reasonable and in check.

In the lab track, we will be working on Game Maker Tutorial 4 (1945) in class all day. This scrolling shooter features a lot of exploratory lessons (including the use of Time Lines) and we'll be building on this game at the beginning of class next week as we convert it into a 2-player game and learn how to build 'Boss Monsters.' If there is time left at the end of class, we'll start on your homework lesson, Tutorial 5 (Lazarus).

The link below is the homework assignment due at the beginning of the next class session.

Homework: Week 5

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: Improving Player Choices by Tracy Fullerton, Christopher Swain, and Steven Hoffman

This is an excerpt from their fine book, Game Design Workshop. In particular, read the section on Player Rewards and Punishments, but the whole chapter is very good.


Optional Reading:

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."

Article: Expectations, Values, and Groups by Russell Madden

This paper examines the nature and development of expectancy-value theories. The first section, which is historical in nature, has considerable application to understanding game player psychology and motivation.

Article: Mind of the Player: The Motivations for Video Game Use by Ethan Levy

Statistical data is analyzed and your own game design theories can be developed based on this data.

Article: The Importance of Risk in Basic Game Design by James A. Portnow

In this design article, Portnow looks at the fascinating concept of risk in video games, "one of the key factors in what makes a game too tedious to play or too easy to endure," from Ultima to Silent Hill.

Bibliography: General Course References

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