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 4: Sequence of Play and Economic Models

In this lesson you'll learn about what constitutes the internal organization of the Game Design Pyramid, which is a game's Sequence of Play. All games have a Sequence of Play, even "real-time" games are constantly and rapidly doing things over and over in a prescribed order. In addition, we'll examine Economic Models, learning about resources and values.

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

You'll notice that the homework for the next few weeks is fairly 'light.' That's because I expect you do a lot of thinking about, writing, and prototyping of your Graded Course Project Game.

Homework: Week 4

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: The "Next Turn" Sequence of Play in Master of Orion by Alan Emrich & Tom E. Hughes, Jr.

Games don't operate well in a chaos medium. Therefore, a designer must also deal with issues of structure, sequence, and ordering activities. This article provides an example of what happens then the Next Turn button is pressed in the original space opera strategy game, Master of Orion.

Game Component: Settlers of Catan Player Aid

The Settlers of Catan's economic model is presented clearly and concisely. In addition, there are links to a large picture of the game, its rules, and how to get an internet-playable version of the boardgame.

Game Component: Tahiti Build Chart

Tahiti is a very simple but unusual game about clan warfare in Polynesia circa 759 AD. The economic model centers on the "Big Log" (the concept of which always makes me smile). However, this does underscore the lesson that, "Resources, by themselves, are not cool; it's what you can do with them that makes them cool."

Game Component: Twilight Imperium 2 Player Aid

Twilight Imperium 2 is the "uber" game for this class as it features just about every philosophy, principle, law, mechanic, and system taught here and rolls them into a single, playable package. On this page you'll find a player's race, special ability, starting position (forces, money, and technology), the Sequence of Play, and unit costs are all presented in an organized and cogent manner.


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: The Psychology of Choice by Jonn Hopson

What makes for cool decisions in games? This clinical look at the dilemmas faced by both players and designers, and when you consider economic models, you're really entering into the world of choices.

Article: Measurement Techniques for Game Designers by Ben Cousins

Ben Cousins, a former Lionhead and current Sony London designer, discusses why game designers, despite working in a technological and logical field, hardly ever use measurement in their work, suggesting some possible methods of empirical analysis that could help for game design. This is a very philosophical and may be a bit difficult to wrap your head around, but it is still beneficial to have encountered these concepts.

Bibliography: General Course References


Lab Game Examined This Week:

This is the game that we played and analyzed in class this week. If you want more information about it, see the link below or click on the game box illustration:

The Setterls of Catan in all its incarnations and vairants has sold over 100 MILLION units.THE SETTLERS OF CATAN burst on the game scene from Germany in 1995 and has spawned versions in many languages, plus expansions, and other games in the "Settlers" franchise. These include The Settlers of Catan Card Game, Starfarers of Catan, The Settlers of the Stone Age, and even a "Travel Edition" of the classic game! A simple 'race' game of building and development, the strategy is deep and play can become quite competitive (particularly near the end). Because this game is not particularly militaristic (although there is an expansion set for that!), it's perfect for getting your significant other and extended family to play. Everyone seems to find something to like about this game!

Want to meet the designer? An interesting interview with him can be found here.

To play an experimental web-based JAVA version of the game, click here. The official Microsoft Network version of the game can be found here.

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