[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 focuses only on the readings assigned for the course. Not every class session has assigned readings. A full listing of all the course components, including these readings, can be found in the Calendar section.
SES # | TOPICS & ACTIVITIES | READINGS |
---|---|---|
1 |
Course Introduction & Overview What is a Game? |
[CGD] Chapter 1: “The Basics.” |
2 |
Meaningful Decisions, Visibility |
Norman, Donald. “The Psychopathology of Everyday Things.” In The Design of Everyday Things. Basic Books, 2002. ISBN: 9780465067107. |
3 |
Prototyping |
[GDW] “Prototyping” and “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. |
5 |
Imperfect Information and Dice |
Partlett, David. “The Role of Dice.” In The Oxford History of Board Games. Oxford University Press, 1999. ISBN: 9780192129987. |
6 |
Constraints and Usability |
Norman, Donald. “Knowing What To Do.” In The Design of Everyday Things. Basic Books, 2002. ISBN: 9780465067107. |
8 | Assignment 1 report and changelog due | [CGD] Chapter 2: “Game Design Atoms.” |
9 | Randomness and Player Choice | Kaufeld, John. “Randomness, Player Choice, and Player Experience.” In Tabletop Analog Game Design. Lulu.com, 2011. ISBN: 9781257870608. [Preview with Google Books] |
10 | History of American Board Games | Orbanes, Philip. “Learning the Game 1898-1910.” In The Game Makers: The History of Parker Brothers, from Tiddledy Winks to Trivial Pursuit. Harvard Business Review Press, 2003. ISBN: 9781591392699. |
11 |
Game, Play, Sport–Definitions |
Partlett, David. “Welcome Aboard.” In The Oxford History of Board Games." Oxford University Press, 1999. ISBN: 9780192129987. |
12 | Game Lab | 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] |
13 | Cybernetics and Multiplayer | Costikyan, Greg, and Drew Davidson, eds. “The 3 Player Problem.” In Tabletop Analog Game Design. Lulu.com, 2011. ISBN: 9781257870608. [Preview with Google Books] |
14 | Adding and Cutting Mechanics | [CGD] Chapter 14: “Adding and Subtracting Mechanics.” |
16 | Simulation and Assignment 3 | Frasca, Gonzala. “Simulation 101: Simulation vs Representation.” ludology.org. 2001. |
19 |
Space Control |
Partlett, David. “Space Control” and “Corner Your Fauna.” In The Oxford History of Board Games." Oxford University Press, 1999. ISBN: 9780192129987. |
20 | Cooperative Game | 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 |
21 | Social Play | Salen, Katie, and Eric Zimmerman. “Games as Social Play.” In Rules of Play: Game Design Fundamentals. MIT Press, 2003. ISBN: 9780262240451. |
22 | Changing Rules | Olotka, Peter. “Fair Isn’t Funny: The Design of Cosmic Encounter.” In Tabletop Analog Game Design. Lulu.com, 2011. ISBN: 9781257870608. |
23 | Dekoven | De Koven, Bernard. “Changing the Game.” In The Well-Played Game: A Player’s Philosophy. MIT Press, 2013. ISBN: 9780262019170. [Preview with Google Books] |