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 – [...]
Tag Archive > Game design
notes for week 9 in critical analysis
reading notes – giving players choices
improving players’ choices – by tracy fullerton and some other folks – her game design owrkshop is a good book – in 2nd edition as of 2009
choice is an important aspect of fun in games
choices have to have consequences to be meaningful choices, should affect whether they win or lose – because players want to [...]
emotioneering article
we read this after the lazarro article on emotions
huge differences between movies and games – but both want to make things interesting and make them deep
emotion in movies – movies are linear – series of scripted circumstances that occur to a character, in a specific order with exact timing set up by the writer, writer [...]
reading notes ch4 Novak – Storytelling
key questions that might make some good discussions – how are game stories different from stories in movies/tv – (could we compare games based on movies wiht the movies?), what is interactivity, how does story affect immersion in a game, – at the end of hte chapter be able to answer #1 (good discussion quesion [...]
common mistakes ch from chris crawford’s on game design
several big mistakes
- don’t obsess about cosmetics unless they add to the central game play – lots of games have realistic blood, but it doens’t add anything – the blood isn’t slippery for instance. same with big piles of bodies – they look cool – but if the enemy can just walk thru them with [...]
reading notes – interactivity chapter from Chris Crawford’s on game design
fun hard to define, no word in any other language, we have lots of words for humorous and enjoyable and playful but hard to sumup fun – “informality, enjoyment, and near-vulgarity that our word ‘fun’ connotes” (p. 71)
the key point – the reason for being – of games is at first look “play” – that’s [...]
reading notes from Brathwaite and Schreiber Challenges for Game Designers
book full of non-digital exercises for game designers – good to do in class when ya don’t have cmputers or not everyone can program yet
ch1 – Building Blocks
what’s a game – lots of definitions – an activity with rules, a form of play sometimes involving conflict, most games have goals but not all, defined start [...]
reading notes: Buxton – Sketching User Experiences
Bill Buxton, Sketching User Experiences, 2007
heard about it at Future Play in Toronto
going to be useful in the game design classes – starting int he sophomore class for sure – is there anyway to use it in the freshman classes – maybe in the critical analysis – make sketches while you’re coming up with ideas [...]
4 weeks are over
And I’m pretty sure folks aren’t reading the homework. So gota work in quizzes and reading updates I think. And I have to start calling on people by name and giving them points (or not if they can’t answer)
We started playing board games – and they hadn’t read the instructions – maybe ya can’t read [...]