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 5: Thinking Inside the Box - Level & Scenario Design; Rules Writing; Playtesting Particulars

In this lesson you'll learn about three crucial subjects, starting with level & scenario design. That is, what to do when the game already exists, but it's your job to extend it. Also, we take a very critical look at clear and concise rules writing, which includes all game documentation. Finally, we dissect the playtesting particulars of using and interacting with playtesters, evaluating and incorporating their feedback, as well as rewarding them.

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 final exam (that takes place at the beginning of Week 11). Be sure to click on every link in this section!

Game: The Battle for Angmar

This week, The Battle of Angmar is our fountainhead for scenario design and rules writing. Be sure to check the layout of the rules, their organization and style.

Article: Rules Guidelines as suggested by Michael Gray of Hasbro

This very brief, very succinct page gives you highly useful, bullet-point how-to tips for making great game rules. Elaborating on the Case System you learned in class, this is "must have" supplemental material.


Optional Reading:

These supplemental links are very special indeed. The first is an article entitled What is a "Wargame?" that is a composite piece by various authors about the subject. Each of the remaining links takes you to a complete introductory wargame, just a step up from Strike Force One. They're all free to download, print, and play so check them out!

Article: Manuals, They Can Be Good by Arnold Hendrick

Manuals are reviled as overblown, badly worded, uninformative dross that provide little or no help -- and unfortunately, this is sometimes true. But it doesn't have to be that way. Arnold Hendrick, game designer and manual writer, discusses some of the "dos" and "don'ts" of writing game manuals.

Article: Rules Guidelines by Michael Gray: game designer for Hasbro

This brief, bullet-point outline for writing rules comes from a true Jedi Master. Here, you will find much wisdom in few words.

Article: Level Design by various authors from Marc Slatzman's book Game Design: Secrets of the Sages

Article: Beginning Level Design, Part 1: Theory by Tim Ryan

To become a successful level designer, not only do you have to understand player expectations, you have to have a recognize the advantages and limitations of the computer game medium. Veteran game designer Tim Ryan presents the first of a two-part series targeting aspiring level designers, in which he concentrates on level design theory.

Article: Beginning Level Design, Part 2: Rules to Design By and Parting Advice by Tim Ryan

It’s the level design, stupid. In the second of his two-part series, Tim Ryan builds upon the level design theory he laid out last time. This week, he generously shares not one, not two, but 20 rules to design by, plus parting wisdom for aspiring level design gurus.

Article: Game Design: Theory & Practice 2nd Edition: "Not all Game Design Documents are Created Equal by Richard Rouse

This excerpt comes from Richard Rouse III's book Game Design: Theory & Practice. The book covers all aspects of game design, from coming up with a solid idea, through implementing the gameplay, to playtesting the final game. Along the way, before coding begins, a game's design typically takes the form of the infamous design document. But, as Rouse discusses in this excerpt from ‘Chapter 19: The Design Document,’ not all game design documents were created equal.

Article: A Symmetry Lesson by Ernest Adams

The complexities of symmetry in game design, including the boons of asymmetric surprises.

Game Component: Strike Force One Rules
Game Component: Strike Force One Map, Pieces and Combat Results Table
Game Component: Strike Force One Sample Game

Game Analysis: Strike Force One Game Design Analysis

Previously, I used Strike Force One as the game springboard for scenario design as well as an example of rules writing. You will be amazed how many big game design lessons can be found in this little game, as you'll read in the analysis article (and we will discuss in class).

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 links below:

THE BATTLE FOR ANGMAR is the first 'wargame' examined in this class and is available as a free download by clicking on the link above or the picture of the game map below. This tiny introductory game ties together many of the lessons taught in class to date. It affords us:The game board / map for The Battle for Angmar. Click here for a .zip file of the game.

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