Showing posts with label class meeting. Show all posts
Showing posts with label class meeting. Show all posts

Wednesday, September 17, 2008

Playing Games


Today we will begin working on the first group projects in earnest.  Last time, each group decided on aproject idea based on an idea of one teammate for a "grid game."  Students have already looked closely at a grid game from last term (Power Border), which they played on the first day.  We will see if that game inspires them to do even better.

Thursday, February 14, 2008

Week #4: Arts & Crafts

Building a game is a lot like making art.

I decided to shift the class schedule back a week so that we can book our "Game Day" into a larger meeting room. That way we can have a catered lunch and invite some people to play with us. On "Game Day," teams will bring their invented games to play, and each student will bring an unusual game to share to help broaden our knowledge of games. We should end up with nearly 30 games to look at and try out.

I urged students to use the extra time to make their games as nice as possible so that they will present well to others. I suggested that some try using Adobe Photoshop to design their game boards, and I demonstrated how easy it is to set up a simple checker board, for example. But most students were enjoying the hands-on experience of "arts and crafts" game design.

Some took the time to create attractive boxes for their games.

The 8x8 checkers game "Power Border"

The box for the card game "Sibling Pains" with
instructions on the box so they don't get lost.


Others took the time to make sure that their games were fully playable and fun. Because if it's not fun, you'll be graded down!

If it's not fun, then something's wrong...

Next time, we will exchange games and do a "peer review." Basically, teams will switch tables and try each other's games, based purely on the set of instructions and the playing board or cards offered to them. We'll see how many puzzled expressions we get -- or how many students who exclaim "Cool!"

Monday, February 11, 2008

Week #3: 8x8 Prototypes and Rutgers Football

Students trying out their 8x8 game ideas

I had not recognized before teaching this class how much game design is essentially an experimental process. Our textbook calls it an "iterative process," which essentially means trying it again and again until you get it right. Basically, you can imagine all sorts of rules in a game, but until you try it out you really cannot know how it will "play." That's because games are essentially complex systems, so changes in even a single rule (however minor) can have all sorts of unpredictable ramifications -- sort of like the idea of a butterfly affecting the weather.

Last class, my students brought in their designs for 8x8 games using the pieces of a checkers game (or whatever additions they wanted to provide). I asked them, by a show of hands, how many had actually tested their designs by playing them. Fewer than 1/4 of the class had done so, which did not surprise me. And so I was also not surprised to find that their groups had a lot of trouble making any one of their designs work -- or, as was the case with one group, they very quickly latched onto the only game concept that anyone had actually tried out ahead of time. The interesting thing, though, was that most of the class period was spent trying out their games, and trying to get them to work through collaborative play and experimentation. If they learned nothing else from today's class, then, it was the importance of play testing!

I have been learning the value of play testing myself, first hand, as I try to develop my "Rutgers Football: The Board Game" concept. Initially, I had tried to make it work as an 8x8 game, but in playing it a bit with my nephew we quickly realized that something had to change. Either we needed a much bigger field or we needed fewer pieces -- something more akin to a backyard pickup game than a full-blown eleven-man squad.

Back to the drawing board!

At first I tried a 10x20 game board, but I also found that too small for 11 pieces. The working prototype turned out to be 20x40 -- or 800 squares! If you had told me when I started that the game would have to be that big to work like football, I would not have believed it. But the more I actually looked at the scale of a football field (which I did quite a bit searching for football field images), the more I realized that the game of football itself takes place on a gridiron of an even larger scale.

800-square prototype of Rutgers Football

I have still not settled on all the rules of the game -- but I also have not played it enough to know what it really needs. I do, however, have a fully functional and playable prototype so I can keep modifying and improving the rules. And I can try it out on other people.

Rutgers Football 20x40 game board

I was most proud of the game board, which I will eventually print out in color and on a larger scale than the black and white prototype I've put together. The way I made it is that I found an image online showing the Rutgers stadium field from above -- but at an angle -- and had to play with the "Edit">"transform">"skew" feature of Adobe Photoshop to get it to look like a bird's-eye view (above). I then added a custom grid to the picture -- creating a "custom pattern" on a transparent background, then stretching it over the image of the field I had created. I was surprised at how quickly the whole thing came together, though it took a lot of experimentation and prototyping -- just like creating the game itself. I then cut the image into three parts and pasted it into Word to create a three-page PDF for easy printing and sharing.
Fiki Football goal post and ball

I am waiting for the Fiki Football goal posts and balls and the green and black "Football Guy" plastic players I've ordered from Amazon before I generate the final prototype. I suppose I'll have to research ways of dying plastic plastic pieces red. But, if the game is playable, I'm very close to having everything I need for the final prototype. Then the real fun of promoting it begins... But at least my students can learn from my experiences -- as well as from their own.

Thursday, January 31, 2008

Week #2: Sibling Rivalry Game

sibling rivalry game groupsTeams begin work on a "Sibling Rivalry" game.

After the excellent summary of Chapters 1 and 2 in our book presented by the first Jigsaw group, we quickly set about working on today's project in our assigned teams.

The assignment for today was as follows:
Read a description of the game "Sibling Rivalry" (distributed in our first class meeting). Using only the core concept of "Sibling Rivalry," imagine a game that would use the elements of that competition between brother and sister as the basis for a competitive game (card game, board game, or combination of both). Come to class with at least a one page description of your idea to share with me and with your assigned group.
The idea was to get students to give significant thought to an idea for a game so that when they met in their groups they would be able to present their concepts and commit to a vision, perhaps incorporating ideas from other members in the development process.

sibling rivalry game groupsTeam Three's prototype board takes shape.

I actually feared a bit that individual students would cling to their own game concepts, even after a vote was taken, and that teams might end up in conflict between two or more warring ideas. But I was pleasantly surprised at how quickly and seemingly unanimously they came to agreement. As members of Team Two told me, for example, as soon as they heard the "daemon" card game that the first presenter described, they recognized its potential and realized it was more promising than anything they had thought of themselves. In fact, they didn't even bother presenting the other ideas, but instead jumped right into the brainstorming process!

sibling rivalry game groupsTeam Two develops a "daemon" card game.

I had brought various craft materials to class to help students construct their prototypes. These materials included blank index cards (for constructing game cards), manila folders (for possible board backings), colored paper, dice of various kinds (including some large plastic dice that could be modified), tape, scissors, markers, colored pencils, etc. I even had a big box of crayons.

sibling rivalry game groupsTeam Five decides on a manly adventure game.

Building a prototype is more akin to arts & crafts than to scientific experimentation. In fact, when I suggested to one group (who were mostly Pharmacy students) that our class environment should seem familiar to them, since they are used to doing chem labs and writing lab reports, they quickly dismissed the comparison, saying this was much more creative and "less cut-throat." In chem lab, they said, the goal is to follow the directions precisely and get exactly the result that would be expected. Creativity is not allowed. In fact, creativity is forbidden and even punished! If you make a single mistake in chem lab, your lab-mates will want to kill you and your grade will suffer. The atmosphere of chem labs is intense and stressful. Our class, by contrast, was more like pleasure and play. Creative expression was not only allowed, it was required!

sibling rivalry game groupsTeam One discusses the board layout.

Next time we will meet in the same groups to work on a concept for an 8x8 game as described on the syllabus (which can be 8x8 or smaller and should use checker pieces). I had distributed the sample game Ironclad, but students might also look at submissions to the 2001 8x8 Game Design Competition for ideas. I will supply Dollar Store checker sets and the same craft materials we had in class this time. Students are required to bring any additional (or superior-quality) craft materials or play pieces that their game concepts might require.

Final versions of the "Sibling Rivalry" and "8x8" projects should be done by the end of class on February 13th, with the goal of sharing and playing them on February 20th.

Saturday, January 26, 2008

Week #1: Card Game Analysis and Comparison

As you can see from my syllabus, the main activity for our first class session was to analyze and compare two card games, using Google Docs to generate a collaborative document recording those thoughts (on the model of Chapter 2 in our textbook, Game Design Workshop). My Card Game Analysis activity guide provided the basic "rules." Students played Blink, Uno, Loot, Rat-a-tat Cat, Slamwich, Ziggity, Chomp, Duck Duck Bruce, Quiddler, and Apples to Apples for Kids. You can see one group's final document (completed during the first class session) online.

To help students analyze the games, we spent some time discussing Roger Caillois's four fundamental categories of play (as described in his book Man, Play, and Games): Agon (or competition), Alea (luck), Mimicry (make believe characters), and Ilinx (vertigo). He also used the terms Ludus (rule bound play) and Paidia (improvization), setting forth a second category that can map over the other terms (since you can have games of mimicry that are rule bound, like charades, or improvizational, like playfully imitating a co-worker), but I chose to focus for now on the four fundamentals.

I encouraged students to broaden the definitions of these four categories rather freely to help capture different play elements and to help think about how each category can add another channel of engagement to a game. Consider games that engage only one of these four fundamental elements. For example, chess engages a structurally narrow channel because it is, essentially, a game of pure Agon where the player with superior understanding of its complexity will inevitably win unless he or she is matched with an equally strong opponent. That doesn't mean chess is not endlessly fascinating for those who get immersed in it, just that it is really only providing one channel of engagement (though I suppose we could argue that the feudal story suggested by the pieces might add an element of Mimicry to the proceedings). Craps, meanwhile, is a game of pure Alea, where everything depends on the chance careenings of the dice. It is definitely a fun game to play at the casinos, but it really only has one channel of engagement (though betting strategies can make it very complex).

A game like backgammon, by contrast to chess and craps, provides two channels of engagement because it combines fundamental categories of strategy and chance. Though you might be a very good backgammon player and know all of the strategies (including when and how to play a "back game" for long-term advantage), you can still lose to somebody who keeps rolling double sixes. The same is true of poker, which may explain some of its enormous appeal. While there is a lot of strategy in playing poker well, the game comes down to who gets the better cards, which is determined essentially by the luck of the draw. And we all have heard of "beginner's luck." When poker neophyte Chris Moneymaker went overnight from amateur internet gambler to professional poker player and world champion, he practically poured gasoline on the growing flame of the game's appeal. His name, and the multi-million dollar prize that he won, certainly didn't hurt.

The element that Caillois calls Mimicry can also add an interesting channel of engagement to a game by getting us to participate in a fantasy world for a while. Depending on the complexity of the game's mimetic universe, it might be possible to get completely immersed in the story, as happens with players of games like Magic, The Gathering, for example, which is practically like playing Dungeons & Dragons with cards. Even card games as simple as "War," "Go Fish!" and "Old Maid" suggest narratives by their very names. Several of the games that I gave students had clear narrative elements, encouraging players to see themselves as pirates (Loot), as cats chasing mice (Rat-a-tat Cat), or as fish fighting for food chain supremacy (Chomp!). The stories and graphics make these games attractive and more fun to play. More importantly, a good mimetic element provides a "cover story," if you will, for inevitable feelings of mutual aggression created by the competition. After all, I might feel bad "Looting" cards from my opponents in a normal social situation; but if I am acting like a pirate, then it's ok to steal!

Ilinx may be a little more difficult to apply to most board or card games. But if we think of it simply as the element of physical activity and bodily engagement with a game, I think there are a number of ways it can be incorporated to add another channel of engagement even with cards. For example, simply by adding rules that encourage speedy play, by disposing of turns as in Blink, can turn a card game into a physical challenge. And I remember a game of cards people used to play at the schoolyard in my youth that involved getting rapped on the knuckles if you lost!

These four elements were useful for thinking generally about the channels of engagement that a game can create. But how do games actually keep us engaged? A lot depends on the players involved. I had asked students to evaluate the "audience" for each game, trying to judge the type of player who might most enjoy it (including age level, obviously, but other elements as well). In this regard I introduced the concept of "Flow" based on the work of Mihaly Csikszentmihalyi (pronounced "chicks-send-me-high" I'm told), which provides a very good and easy to grasp model for how games (and many other activities) keep our interest and even can allow us to enter a state of optimal experience or "flow." The following diagram helped guide our discussion.


This simplified version of Csikszentmihalyi's "flow" diagram is from Bernie DeKoven's excellent online essay "Fun and Flow." It is a very useful image for explaining how games connect with some people and not others by providing just the right level of challenge and skill. Games that allow you to connect with them at even a low skill level are going to be very broadly appealing. But if a game is too simple or repetitive for you, or if it is too difficult or anxiety producing, you are not going to be able to enter a state of flow and so are not likely to enjoy it or do well at it.

Several students commented that the games they were given to analyze were not ones that they enjoyed playing or even fully understood. It may not have been that they were poorly designed, just that those students just were not the best audience for these games.

For next class, the assignment is to develop the concept (in about one or two pages) for a board or card game based on "Sibling Rivalry" as a narrative theme, providing an element of what Caillois calls "Mimicry" to whatever game they think up. I will divide them into groups and they will choose one concept (or some combination of two or more) to develop into a group project. I gave them the description of Richard Garfield's commissioned game of that title from Salen and Zimmerman's Rules of Play, but I encouraged them to go off in their own directions with only the "Sibling Rivalry" theme as their guide.

I will assign their groups when they come next time. I decided early on that I would assign groups for the first two projects and only allow them to choose their groups for the final project. This way, they get to know each other by working together in various contexts. And I get to play the game of social engineering. To help me do that, I had them fill out a Questionnaire, which gave me insight into their skills, interests, and abilities so that I could make up well balanced teams.

Among the readings I handed out for next time were two New York Times articles on game-related issues: Clive Thompson's "The Play's the Thing" (November 28, 2004) and Brooks Barnes's "Web Playgrounds of the Very Young" (December 31, 2007). Thompson's article discusses the the company Cranium (developers of Apples to Apples and Ziggity) and contrasts their "everyone wins" style of game design with the more standard "winner takes all the glory" standard of American games. I wanted students to read this just to expand their conceptual paradigms for designing fun and playable games. The Barnes piece talks about the work being done to create online play spaces for kids, which is clearly going to be an important and growing field for anyone interested in getting a job designing games or play spaces. I was interested in the article because one of my interns this past semester worked for Nickelodeon helping to develop web content for young people, including for Nick Games. Our discussions made me realize that sites like Nick Games and Webkinz (the focus of Barnes's piece) are going to be an increasingly important growth area for jobs related to game development and design. While I doubt many (or even any) of the students in the class will go into this field, I wanted to make them aware of how important games are becoming as a part of the entertainment industry -- very likely taking the place of reading and even television viewing in people's lives.

This detailed summary of our class may help students who join our class next week to catch up more quickly than they would otherwise. But I also hope it eventually helps teachers who want to try out the topic of game design.

Game Design (01:355:375:01)