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.]
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.
The first is the Weekly Homework Game that sharpens a particular design skill learned in class that week. This game project will not result in finished game, but is intended to build up the student’s newly discovered game design ‘muscles.’
The second is the Graded Course Project Game. It is a complete game intended as an original ‘portfolio piece.’ It will demonstrate the student’s ability to conceptualize and communicate a complete, coherent game design.
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Homework Assignments (10) |
50 points 1 |
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First Exam |
25 points |
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Second Exam |
30 points |
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Final Exam 2 |
35 points |
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Course Project 2 |
60 points 3 |
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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!)
Learning the material in this
course involves hearing the lectures, participating in class discussions,
reading the "Required Reading" section on each week's web page, and completing the weekly homework assignments.
Negative points are scored for absenteeism. The penalty of -1 point
is assessed per tardy (with attendance taken twice per session) and -3 points
for a complete absence. The life lesson here being that "half of success is
just showing up."
You must turn in assignments at
the beginning of class. If you must miss a class meeting, please
contact me in advance to make alternative arrangements for submitting that
week’s homework.
Click here
to send me an email.
No late homework assignment
will be accepted after one week. All late homework assignments are
worth one less point for being late regardless of the reason.
If you miss an exam, attend the next class session 1/2 hour early. You will be given a special make-up exam at that time only. Any other special arrangements for making up exams or homework will be made entirely at the instructor’s discretion.
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First Exam |
Week 4 |
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Second Exam |
Week 7 |
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Final Exam |
Week 10 |
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Course Project Due |
Week 11 |
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.
You
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 |
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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. |
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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 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. |
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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) |
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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. |
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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. |
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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. |
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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.] |
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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 |
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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. |
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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. |
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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. |
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Free Bonus Lecture: The Human Element in Game Design, Part V (critics) Lab: Play Twilight Imperium |
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“Publication” – Due: Your final prototype must be submitted during class. (52 points via rubric) |