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

Week 1: Advanced Game Design Philosophy

This is a continuation of the game design lessons from Survey of the Game Industry (Week 3 and Week 4). In addition to an explanation of both the Weekly Homework and Graded Course Project games that you'll be creating this quarter, the lesson material analyzed the elements of a successful game (including a listing game design do's and don'ts), and delve deeply into the game design pyramid metaphor. In addition, key macro-concepts will be presented and Game Theory discussed.

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

Homework: Week 1


Required Reading:

These links feature the supplemental material that you are responsible for knowing before the first exam (that takes place at the beginning of Week 4). Be sure to click on every link in this section!

Article: Simplification by Ernest Adams

Remember the first rule of game design...

Article: I Have No Words and I Must Design by Greg Costikyan

Make sure you read Greg Costikyan's article. It's long, but well worth the read as it reviews much of the material you learned about game design from Survey of the Game Industry (during Weeks 3 and 4), but from a slightly different perspective. This will help cement that material in your mind and may provoke a question or two that you can ask me in class.


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: Temptation and Consequence: Dilemmas in Videogames by Steven Bocska

This is a great article that very neatly explains the Prisoners Dilemma in game terms. The author believes that dilemmas, temptation, and consequence are crucial items in the game designer's toolbox and explains the whys and hows of using them.

Article: The Psychology Behind Games by Anders Hejdenberg

Anders Hejdenberg, the former lead designer for lead designer for Battlefield 2: Modern Combat's multiplayer sections, discusses how psychology and brain function can be analyzed to help design better games. "We are all familiar with the feeling we have when we are completely caught up in a great game. The state where we are completely focused on playing, and all other things become irrelevant. This article is about that feeling – why we get it when we play games, and how we can design games that give us more of it."

Article: Listing Positive Gameplay Experiences by Richard Vickery

The author proposes an intriguing system of game classification based on the primary gameplay experiences. Although the core idea of gaming is that its fun, there are clearly shadings within this experience of fun. Playing Chess is a very different experience from playing Charades: not just a difference in intensity, but also a difference in focus, in the skills exercised, and ultimately in the type of pleasure derived.

Article: Decision-Based Gameplay Design by Tynan Sylvester

Tynan Sylvester attempts to break down and expose one of the key elements of most good video game experiences, arguing that one of the most fundamental aspects of interactive games is that they present the player with a continuous stream of difficult and interesting decisions. (Remember the game recipe? One of the key ingredients is "cool decisions," and this article is all about that.)

Article: Bringing Back "Design is Law" by Matt Sakey

At the risk of stirring up some very alarming memories, the rule of the business should become “Design is law.”

Article: Why do People Play Games? by Chris Crawford

In other words, what's your motivation for designing games?

Article: The Elements of Gameplay: by Richard Rouse III from his book Game Design: Theory and Practice, chapter 7

Bibliography: Week 1


Formula Motor Racing is fast, fun, and very compact.Lab Games Examined This Week:

These are the games that we played and analyzed in class this week. If you want more information about them or wish to purchase a copy, see the links below:

FORMULA MOTOR RACING is, perhaps, the worlds fastest and most compact auto racing game. If you leave the box at home, the components can fit in your pocket and you can play it at restaurants while waiting for your food. It's great for all ages, easy to learn, and is the kind of game you want to play again right after you finish.

Where can you get thIs game?

Game Career Info. Bibliography Game Biz Quotes Game Making Tools Design Glossary Producer Glossary Top 10 Reasons Editorial Latin Practical Latin Practical Yiddish Where I get Games Emrich Home Page