[CGD] = Brathwaite, Brenda, and Ian Schreiber. Challenges for Game Designers: Nondigital Exercises for Video Game Designers. Cengage Learning, 2008. ISBN: 9781584505808.
[GDW] = Fullerton, Tracy. Game Design Workshop: A Playcentric Approach to Creating Innovative Games. 2nd ed. CRC Press, 2008. ISBN: 9780240809748. [Preview with Google Books]
Note: This section is intended to give an integrated overview of the course and how its different components fit together. Not every class session includes every kind of resource (readings, audio lectures, etc.).
Please note that audio lectures are currently unavailable as we transition to our new platform. Thank you for your understanding.
SES # | TOPICS & ACTIVITIES | Readings & AUDIO LECTURES |
---|---|---|
1 |
Course Introduction & Overview Assignment One: Single Mechanic (PDF) What is a Game? Game LabSet, Set Enterprises, 1988. ASIN: B00000IV34 Buffalo, Tiltfactor, 2012. ASIN: 0984416528 Excape, Rio Grande Games, 1998. ASIN: B001QFYZNG Tier Auf Tier (Animal Upon Animal), HABA, 2005. ASIN: B001IM4CSU Code 777, Stronghold Games, 1985. ASIN: B00422KWAK Going, Going, GONE!, Stronghold Games, 2013. ASIN: B00GXBISWM Blokus, Mattel, 2000. ASIN: B001P06GX4 |
[CGD] Chapter 1: “The Basics.” Session 1 Part 1: Introduction, Overview, and Syllabus Session 1 Part 2: Game Mechanics |
2 |
Meaningful Decisions, Visibility Assignment 1 team formation Game LabLast year’s CMS.608 games |
Norman, Donald. “The Psychopathology of Everyday Things.” In The Design of Everyday Things. Basic Books, 2002. ISBN: 9780465067107. Session 2 Part 1: Meaningful Decisions in Gameplay Session 2 Part 2: Brainstorming |
3 |
Prototyping Playtest |
[GDW] “Prototyping” and “Playtesting” Session 3 Part 1: Prototyping Session 3 Part 2: Altering Rules & Playtesting |
4 | Mechanics, Dynamics, and Aesthetics: The MDA Framework |
Hunicke, Robin, Marc LeBlanc, and Robert Zubek. MDA: A Formal Approach to Game Design and Game Research (PDF). 2004. Session 4: Mechanics, Dynamics, Aesthetics - The MDA Framework |
5 |
Imperfect Information and Dice Playtest |
Partlett, David. “The Role of Dice.” In The Oxford History of Board Games." Oxford University Press, 1999. ISBN: 9780192129987. Session 5: Imperfect Information and Dice |
6 |
Constraints and Usability Game LabAscending Empires, Z-Man Games, 2011. ASIN: B004QL7U84 Pitchcar, Ferti, 1995. ASIN: B0006HIZRW Container, Valley Games, Inc., 2007. ASIN: B0012CMNXC Stratego, Spin Master Games, 1947. ASIN: B0045OV9IO Villa Paletti, Wiggles 3D, 2001. ASIN: B001KVMDN0 |
Norman, Donald. “Knowing What To Do.” In The Design of Everyday Things. Basic Books, 2002. ISBN: 9780465067107. Session 6: Constraints and Usability |
7 |
Assignment 1 due and presentations Assignment 2 team formation |
Session 7: Aesthetics and Player Experience |
8 | Assignment 1 report and changelog due |
[CGD] Chapter 2: “Game Design Atoms.” Audio not available |
9 |
Randomness and Player Choice Game LabRace for the Galaxy, Rio Grande Games, 2007. ASIN: B000YLAOEW Tikal, Rio Grande Games, 1999. ASIN: B0007YDBTG Thebes, Queen Games, 2007. ASIN: B000UH7SVW Puerto Rico, Rio Grande Games, 2002. ASIN: B00008URUT Dominion, Rio Grande Games, 2008. ASIN: B001JQY6K4 Agricola, Z-Man Games, 2007. ASIN: B001C7617Q |
Kaufeld, John. “Randomness, Player Choice, and Player Experience.” In Tabletop Analog Game Design. Lulu.com, 2011. ISBN: 9781257870608. Session 9: Randomness and Player Choice |
10 |
History of American Board Games Game LabMonopoly, Hasbro, 1933. ASIN: B00CV5PN2W Clue, Hasbro, 1949. ASIN: B00349MPQQ Scrabble, Hasbro, 1948. ASIN: B00000IWDB Uno, Mattel, 1971. ASIN: B00004TZY8 Candy Land, Hasbro, 1949. ASIN: B00000DMF5 |
Orbanes, Philip. “Learning the Game 1898-1910.” In The Game Makers: The Story of Parker Brothers, from Tiddledy Winks to Trivial Pursuit. Harvard Business Review Press, 2003. ISBN: 9781591392699. Session 10: History of American Board Games |
11 |
Game, Play, Sport–Definitions Playtest Game LabSteam, MayFair Games, 2009. ASIN: B002B54VAM Empire Builder, MayFair Games, 1982. ASIN: B001PB0V66 Power Grid, Rio Grande Games, 2004. ASIN: B0007YDBLE |
Partlett, David. “Welcome Aboard.” In The Oxford History of Board Games." Oxford University Press, 1999. ISBN: 9780192129987. Session 11: Defining Game, Play, and Sport |
12 |
Game LabZooloretto, Rio Grande Games, 2007. ASIN: B000S0PY2G Ra, Rio Grande Games, 1999. ASIN: B002PNCP30 Settlers of Catan, MayFair Games, 1995. ASIN: B000W7JWUA Modern Art, MayFair Games, 1992. ASIN: B0006HCVYU Acquire, Wizards of the Coast, 1964. ASIN: 0786950072 7 Wonders, Asmodee, 2010. ASIN: B0043KJW5M |
Salen, Katie, and Eric Zimmerman. “Games as Systems of Information.” In Rules of Play: Game Design Fundamentals. MIT Press, 2003. ISBN: 9780262240451. [Preview with Google Books] Audio not available |
13 |
Cybernetics and Multiplayer Game LabHoity Toity, überplay, 1990. ASIN: B0006HCWIA Risk, Hasbro, 1959. ASIN: B004MRZGC4 El Grande, Rio Grande Games, 1995. ASIN: B000BXHNX8 Lifeboats, Z-Man Games, 1993. ASIN: B000LQK4EA |
Costikyan, Greg, and Drew Davidson, eds. “The 3 Player Problem.” In Tabletop Analog Game Design. Lulu.com, 2011. ISBN: 9781257870608. Session 13: Cybernetics and Multiplayer |
14 |
Adding and Cutting Mechanics Playtest |
[CGD] Chapter 14: “Adding and Subtracting Mechanics.” Session 14: Adding and Cutting Mechanics |
15 |
Assignment 2 Game Due and Presentation Game LabTammany Hall, Pandasaurus Games, 2007. ASIN: 0615637507 Kolejka, Instytut Pamici Narodowej, 2011. ASIN: 8376293419 Source of the Nile, Avalon Hill, 1978. ASIN: B002ZFOPZY |
Session 15: Assignment 3 |
16 |
Simulation and Assignment 3 Assignment 2 report and changelog due Assignment 3 team formation Assignment 3: Perspective (PDF) Game LabZpocalypse, GreenBrier Games, 2013. ASIN: B00BIOXIH4 We Didn’t Playtest This At All, Asmadi Games, 2007. ASIN: B001N11OI2 Innovation, Asmadi Games, 2010. ASIN: B004196Y06 The Raccoon is at the Candy Shoppe (PDF - 3.1MB), Games by Play Date, 2014. Slash: Romance Without Boundaries, Games by Play Date, 2013. Element 313 (PDF - 13.7MB), Games by Play Date, 2013. |
Frasca, Gonzala. “Simulation 101: Simulation vs Representation.” ludology.org. 2001. Session 16: The Simulation Gap & Assignment 3 Pitches |
17 | Guest lecture: Game Makers Guild and Games By Playdate | Session 17: Guest Lectures by Professional Designers |
18 | Guest lecture: Geneva University of Art and Design | Audio not available |
19 |
Space Control Pitch and playtest Game LabTicket to Ride, Days of Wonder, 2004. ASIN: 0975277324 Carcassonne, Z-Man Games, 2000. ASIN: B008ULAMSG Through the Desert, Fantasy Flight Games, 1998. ASIN: 1589942140 Qwirkle, MindWare, 2006. ASIN: 1933054395 Panic Station, Stronghold Games, 2011. ASIN: B0064C7ZMY |
Partlett, David. “Space Control” and “Corner Your Fauna.” In The Oxford History of Board Games." Oxford University Press, 1999. ISBN: 9780192129987. Session 19: Space Control |
20 |
Cooperative Games Playtest |
GoogleTechTalks. “Cooperation and Engagement: What can board games teach us?” April 30, 2008. YouTube. Accessed August 22, 2014. https://www.youtube.com/ watch?v=cdTVcFo2EQw Session 20: Cooperative Games |
21 |
Social Play Game LabPandemic, Z-Man Games, 2008. ASIN: B00A2HD40E Forbidden Island, Gamewright, 2010. ASIN: B003D7F4YY Descent, Fantasy Flight Games, 2005. ASIN: 1616611898 Dungeons & Dragons Wrath of Ashardalon, Wizards of the Coast, 2011. ASIN: 0786955708 Shadows over Camelot, Days of Wonder, 2005. ASIN: 0975277383 Battlestar Galactica, Fantasy Flight Games, 2008. ASIN: 1589944607 |
Salen, Katie, and Eric Zimmerman. “Games as Systems of Information.” In Rules of Play: Game Design Fundamentals. MIT Press, 2003. ISBN: 9780262240451. [Preview with Google Books] Session 21: Social Play |
22 |
Changing Rules Game LabCosmic Encounter, Fantasy Flight Games, 2008. ASIN: 1589944968 Seafarers of Catan, MayFair Games, 1997. ASIN: B000W7G78A Quarriors, WizKids, 2011. ASIN: B004U5RD1A Risk Legacy, Hasbro, 2011. ASIN: B005J146MI |
Olotka, Peter. “Fair Isn’t Funny: The Design of Cosmic Encounter.” In Tabletop Analog Game Design. Lulu.com, 2011. ISBN: 9781257870608. Session 22: Changing Rules I |
23 |
Dekoven Game Lab(Subject to weather): Ninja |
De Koven, Bernard. “Changing the Game.” In The Well-Played Game: A Player’s Philosophy. MIT Press, 2013. ISBN: 9780262019170. [Preview with Google Books] Session 23: Changing Rules II |
24 |
Indie Games Final playtest and Guest Lecture: Jesper Juul |
Session 24: Indie Games and Aesthetics with Jesper Juul |
25 | Final work session | Audio not available |
26 |
Final Presentations Changelogs and report due |
Audio not available |