Showing posts with label syllabus. Show all posts
Showing posts with label syllabus. Show all posts

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.

Friday, January 25, 2008

Topic: Game Design

I developed Collaborative Writing Practices: Game Design after reading Richard Louth's The Game Project, which describes how his students designed games as a collaborative writing exercise in a technical writing course back in the 1980s. It seemed to me that such a course would be especially exciting and interesting today with our much expanded ability to use technology in the classroom. Everything involved in the course is much easier to teach than in the past, since there are so many good tools now to aid with design, collaborative writing, and game development.

Teaching design and collaboration are aided tremendously by new technologies. Whereas Louth's students were presumably limited to what they could accomplish with "arts and crafts" design, our students today can use Adobe Photoshop, Illustrator, and a host of other programs to produce a professional looking final product. And with new Web 2.0 technologies (especially Google Docs, Google Page Creator, Blogger, and Zoho), they can generate professional-quality marketing and support materials (including webpages, blogs, online collaborative documents, wikis and a host of other documents) using easy-to-learn, free, and web-based software. I am especially pleased with Google Docs, which makes collaborative writing easy and universally accessible -- as described in the wonderful YouTube video Google Docs in Plain English.

Meanwhile, teaching games is much easier than ever before -- even if the definition of what counts for games (which now includes many more video and computer games) is much broader than it was in the 1980s. There are now a wide range of textbook options to support designing and making games, and "Game Design" has become an increasingly popular college course topic -- taught in courses devoted to art, education, English lit, computer science, engineering, and even (of all things) architecture, so there are even model syllabi on the web. There is even a blog devoted to teaching game design. Katie Salen and Eric Zimmerman's books Rules of Play: Game Design Fundamentals and The Game Design Reader: A Rules of Play Anthology have practically laid the theoretical groundwork for game design as a new academic discipline, drawing on ideas from such fields as sociology, psychology, literary criticism, film studies, semiotics, cultural studies, art, computer science, etc. The book I chose for the course, Game Design Workshop: Designing, Prototyping, and Playtesting Games by Tracy Fullerton (soon to be in a second edition), sets forth a very practical program for designing games. And there are a number of other texts on the market.

In my original plan, as I conceived it years ago, I was going to make the focus of the course "Communicating in Small Groups," using the expensive and widely known textbook of that name. But the theory they offered seems now so generalized and abstract (as is typical of any "textbook") as to make it practically unusable. Besides, I think you learn collaborative writing by doing it in a very realistic and engaging setting. I can't think of a better topic than game design for creating that realistic setting in a way that really engages students.

The classroom, however, is the most important setting of all -- and teaching in the unique "collaboratory" of the Writers House at Rutgers completes the picture. This computer lab is not only designed for collaboration, it practically insists on it. While each student is able to have a Mac laptop to do individual work, they are also seated at six tables with a collaborative computer and screens so that they can literally compose together. It's an amazing space and makes collaborating easy and even fun.

I have put together my syllabus and met my first class. So far, so good. I'll keep everyone posted (including my students) in this space about what we've done and how things are going. I hope I also have a chance to show off some of their work for other audiences than just ourselves alone.

Game Design (01:355:375:01)