Category > critical analysis

ideas for the freshman game classes

ideas for first semester

they need an assignment to play games and blog - we have categories of games - by genre, by hardware platform, by studio, by strongest characteristic, by success. They have to play games from each category and blog about them. Everybody could be doing a different category each week (so the games [...]

Continue reading

notes for week 9 in critical analysis

look at the page of notes from the peer evals - some good things - some very specific things people need to work on in the next project - better communication, more respect for the team, more idea generation, more respect for others’ ideas
talk about Craig’s game - radio game show - trivia quiz - [...]

Continue reading

, ,

reading notes - ch7 Rollings & Adams on Gameplay

Image by Getty Images via Daylife

their definition of gameplay - one or more causally linked series of challenges in a simulated environment
simulated enviornment - because we stop playing when we leave the game, the game is separate from life, from real life
challenges rather than choices - they thought choices too broad, couldinclude choosing to go [...]

Continue reading

notes for critical game analysis week 4

going to talk about character and work on pyramid game
Monday - quiz on character chapter
Monday - come up with 2 characters from a videogame you like - a protagonist and an antagonist - jot down how they move, what do they carry/what are they identified with, how you know they’re the antagonist/protagonist, are they animal/historical/fantasy/licensed/mythic, [...]

Continue reading

week2 notes critical analysis

things I like about the book - lots of videogame examples - games we could never hope to own so we get lots of examples to help us understand, covers a lot of info - gives good intro to many aspects of game design, there are some questions for each chapter to help guide your [...]

Continue reading

do bono info from wikipedia - to use in class doing brainstorming

Initial Ideas - Blue, White, Green, Blue
people take on roles during hte brainstorming and brainstorm session goes thru stages - that’s the blue, white, green,blue
green is the creative phase, blue is when ya think/talk about the process, white is the factual statement phase
there are other phases (other hats) for other kinds of group sessions - [...]

Continue reading

reading notes: Origin and oddities of cards from Jacoby & Morehead 1957

early playing cards were chinese - and they were either actually money or they were used as money and cards interchangably - almost hte same size, the same designs
origin of gaming and cards by catherine perry hargrave (article in this section)
“so much has been written in this wrold of ours about men’s work, and so [...]

Continue reading

reading notes - ch8 Novak - interface

big questions - main components of game interface, diff between passive/active interface, between manual/visual interface, importance of usability, questions from the end of the ch - #10 - define the visual interface style of a fave game, #6 - choose a game and suggest at least 3 changes to the interface to make it more [...]

Continue reading

reading notes from the Azeroth book about WOW

ch1 - Elegant Game Design by Scott Cuthbertson
notice on the WOW splash screen - only Blizzard name - no Vivendi or universal logo (wonder if that’s still true with the activision merger?) - they have a very strange relationship (unique) with their publisher -they get to delay game launch till they’re satisfied that it is [...]

Continue reading

reading notes - ch12 Novak - Marketing & maintenance

big questions - what role do advertising, pr, sales and promotion, customer support have in the game industry, how can we build and maintain fan communities, questions from end of chapter#6 - find some player communites around your fave game (or maybe the video game they’re analyzing) - and see if/how develoeprs are connecting with [...]

Continue reading

, , , , ,

prev posts