Up Course Introduction Strategy vs. Tactics Syllabus Your Current Grade Extra Credit Ideas Course Project Info 1: Adv. Philosophy 2: Victory, Unit, World 3: Military Matters 4: Seq. & Economic 5: Level, Rule, Test 6: Tech & Special 7: Random, Dip., & AI 8: Character & Focus 9: Human Elements 10: Reality Checks 11: Project Due

 

Principles of Game Design

Course Objective and Grading Criteria

 

Course Prerequisite

GA1121 Survey of the Game Industry

 Required Text

Game Development Essentials: An Introduction, by Jeannie Novak (Thomason / Delmar Learning) 2005, ISBN # 1-4018-6271-3. [Note, this is the same book used in Survey of the Game Industry, so you should have a copy already.]

Methodology

 

The primary methods of instruction are through lectures presented by the instructor; students can pose questions and answer them (with the possibility to earn an extra credit point at the instructor's discretion) at any time. Supporting the lectures are ‘laboratory’ gameplay sessions. Here, students will play a games and analyze their elements that highlight each lesson.

 

In addition, there are two game projects that students work on in this class. The instructor will subjectively evaluate these.

Evaluation and Grading

 

Evaluation of Student Performance

Homework Assignments (10)

50 points 1

First Exam

25 points

Second Exam

30 points

Final Exam 2

35 points

Course Project 2

60 points 3

Total 4

200 points 5

 

1. The 50 points for Homework assignments vary. Each week's assignment has a value of from 4 to 9 points.

2. This means that over one quarter of the points for the class are earned on during the final session. That is: 5 points for the last Homework Assignment + 52 for the Course Project; this equals 57 out of 200 possible points!

3. The 60 points for the Graded Course Project are broken down into individually graded categories as follows: Concept [4], Ergonomics / Ease of Use [4], Physical Component Quality [8], Ease of Setup and Play / Clarity of Goal [8], Rules [12], and the Fun Factor [24].

4. Note that extra credit assignments are usually provided during the course and extra credit points might also be awarded for class participation. Students may voluntarily participate in extra credit assignments but are not required to do so. Points earned for extra credit are in addition to the above schedule.

5. A student’s final score, including extra credit, will be divided by two to get a percentage (100 scale) value. Grades based upon that result are as follows:

Grading Scale (percentage):

A   =     4.0     100 to 92

A-  =     3.7     91.9 to 90

B+ =     3.4     89.9 to 88

B   =     3.0     87.9 to 82

B-  =     2.7     81.9 to 80

C+ =     2.4     79.9 to 78

C   =     2.0     77.9 to 72

C-  =     1.7     71.9 to 70

D+ =     1.4     69.9 to 67

D   =     1.0     66.9 to 60            

F   =     0.0     59.9 and below 

* How your grade is computed, simply:

1. Add up all of the values of the optimum possible number of points that you could have earned to date.
2. Divide the number in your Total * column on the far right side of the table by the sum from step 1.
3. Multiply the result by 100 to obtain your Percentage Score.
4. Compare your Percentage Score with the Grading Scale above, and that's where you currently stand.

For example, let's say that, to date, the optimal possible score would be 55. Your total score, including -1 point for a tardy and +1 point of extra credit, is currently only 38 out of that possible 55 points, so the math works out thus: (38 / 55) * 100 = 69.1 (when rounded up to the nearest tenth of a point). If you look up 69.1 on the above Grading Scale, you're only getting a D+. (However, you're very close to a C-, so just try a little harder!)

Course Policies

Exam Schedule

First Exam

Week 4

Second Exam

Week 7

Final Exam

Week 10

Course Project Due

Week 11

 

Lessons and Homework by Week (Course Syllabus)

 

Below is a detailed, week-by-week look at the course, complete with hyperlinks to various materials in this web site. If you get lost during a given week of class, you can always find you way back by looking here. Note: the various lecture links provide the weekly Review Sheet notes for students; these are password protected files.

 

Click here to get Acrobat ReaderYou will need Adobe Reader to view most of the lecture files. If you don't have have it, don't panic; it's a free download from Adobe. Just click on this button and download the proper version.

 

Week

Lectures and Labs

Weekly Assignments

Course Project

1

Explain course subject, teaching methodology, grading methodology, and web site.

Lecture: Advanced Game Design Philosophy: Elements of a Successful Game (Theory of Fun, designers “To Do” List), The Game Design Pyramid (how the critical design elements fit); Macro-Concepts (Design for Effect, when to research, Roman design); and Game Theory (zero sum games, non-zero sum games, Prisoner’s Dilemma)

Lab: play Formula Motor Racing.

Homework: Write an Inception Document (learned in Survey of the Game Industry) for your Weekly Homework Game (WHG); it must be centered on ships, ship activities, and ship interactions. (5 points)

Textbook: Chapter 6, Gameplay.

Conceptualization, Part I: Think of a theme / game concept for your Graded Course Project game.

2

Lecture: The Process (digital & analog game making) Winning at Game Design (fulcrums, victory conditions; intermediate player goals), Unit Design, and World Design

Lab: play Fluxx and Ancients.

Homework: Write a game attributes matrix (4 points) and game victory conditions
(3 points)  for your WHG.

Extra Credit: Create and bring a copy of next week’s game, Cold War Naval Battles.

Conceptualization, Part II: Ask a lot of “wopen” questions about it in your mind, noting any good answers; focus the vision.

3

Lecture: Military Matters (simulation technique; conflict resolution; sequencing, military features); Damage States; Game Scale

Lab: Play Cold War Naval Battles

Homework: Describe your Weekly Homework Game’s conflict resolution model(s). (8 points)

Concept Development: Write an Inception Document for your analog Graded Course Project game. (5 points)

4

Lecture: Sequence of Play / Events (how units meet the world; turn types) and Economic Models (the value of a dollar, growing economic models, resources, real world economic models in games)

Lab: Play Settlers of Catan

Exam 1 (25 points)

Homework: Create an economic model for your Weekly Homework Game. (5 points)

Due: Inception Document.

Pre-Production: Write down the game’s key rules for its core gameplay mechanics.

5

Lecture: Rules Writing (the Case System); Level and Scenario design (questions for ‘modding’ a game); and Playtesting, Parts I & II (the four stages; playtesters)

Lab: Play Battle for Angmar (A Strike Force Two game from Survey of the Game Industry, Week 2)

Homework: Create ‘mods’ (optional rules, variants, and scenarios) for Battle of Angmar. (5 points)

Pre-Production: Flesh out the rules with a complete first draft.
(8 points)

6

Lecture: Playtesting, Part III & IV (feedback; fixes & balancing acts); Eureka! (technology, magic, research and development); Special Abilities

Lab: Play Cosmic Encounter

Homework: Create a magic/tech tree and add special abilities for your Weekly Homework Game. (5 points)

Due: Rules first draft.

Production, Part I: Build a Prototype: Create a “working” prototype of the game.

7

Lecture: Expecting the Unexpected (random events, diplomacy); Artificial Intelligence

Lab: Play Guillotine and I’m the Boss

Exam 2 (30 points)

Homework: Create random events for your Weekly Homework Game. (5 points)

Production, Part II: Gross Playtesting: Play your game, solitaire or with a close friend; iterate a new build as a first playable (Alpha) version.

[Optional: bring to class for playtesting next week.]

8

Lecture: Philosophy Potpourri (Iterative Process, Human RAM, Rules for Digital Audience, Player Motivation, Rewards & Punishment); Cutting for Focus (and The COW Factor)

Lab: Play Citadels and Kill Dr. Lucky

 

Completion, Part I: In-House Playtesting: You must bring the Alpha prototype of your Graded Course Project game to class next week for playtesting; incorporate feedback; iterate a second playable (Beta) version.

9

Lecture: The Human Element in Game Design, Part III (designing for players) and The Human Element in Game Design, Part IV (when players play)

Lab: Playtest student game projects (round 1)

In-class Assignment (part 1): How effective a playtester are you? (Instructor’s in-class evaluation; extra credit)

Completion, Part II: Blind Testing – Due: You must bring the Beta prototype of your Graded Course Project game to class next week for playtesting.

10

Lecture: Things to Remember (reality checks for game designers, the Tao of game design)

Lab: Playtest student game projects (round 2)

Exam 3 (35 points)

In-class Assignment (part 2): How effective a playtester are you? (Instructor’s in-class evaluation; extra credit)

Homework: Write a review / analysis of the class; suggest improvements (5 points)

Completion, Part III: Final Testing – Due: Iterate a new version based on feedback; create a nice, clean final prototype of your Graded Course Project game.

11

Free Bonus Lecture: The Human Element in Game Design, Part V (critics)

Lab: Play Twilight Imperium

 

“Publication” – Due: Your final prototype must be submitted during class. (52 points via rubric)