Game Design Workshop

 

Instructors: Tracy Fullerton and Chris Swain

 

Contact Info:

Tracy Fullerton

Chris Swain

tfullerton@cinema.usc.edu

cswain@cinema.usc.edu

 

Course Description:

Games are one of the oldest forms of human interaction; every culture over the ages has designed and played games that reflect the aspirations, fears, interests and challenges of its people.  Today’s complex digital games are just the latest iterations of this ancient art, however the popularity of digital games and the growth of the industry for developing these games are creating tremendous new opportunities for creative game designers and developers. 

 

This course is a hands-on workshop in the fundamentals of game design.  Students will learn an iterative process of ideation, prototyping and playtesting game systems using curriculum developed at the Electronic Arts Game Innovation Lab at the USC School of Cinema-Television. This process, which stresses physical prototyping and integration of player feedback throughout the design cycle, requires no background in programming or electronic game production.  The focus of the workshop is on learning to create innovative, balanced play mechanics and to understand the role of the game designer in the development process.

 

Students will:

·         Be exposed to the history and development of seminal games in both traditional and electronic forms.

·         Analyze the formal, dramatic and dynamic elements of classic game systems.

·         Design and prototype their own games.

·         Playtest and critique fellow students’ games.

·         Gain the foundation of knowledge necessary to become a professional game designer.

 

Meeting Information:

Week 1:  Tuesday May 24, Thursday May 26

Week 2:  Tuesday May 31, Thursday June 2

Week 3:  Tuesday June 7, Thursday June 9

Week 4:  Tuesday June 14, Thursday June 16

Week 5:  Tuesday June 21, Thursday June 23

 

Pre-requisites: N/A

 

Evaluation of student performance:

a.  Assignments and Quizzes (see full descriptions below):

1.       In-class Design Exercises (7)

2.       Design Projects (2)

3.       In-class Quizzes (2)

 

b.      Criteria for grading:

 

Participation

10

In-Class Design Exercises

25

Quizzes (2)

30

Design Project 1

15

Design Project 2

20

Total:

100

 

Course content (summarized by class meeting)

 

Meeting 1: Overview of the Course and Introduction to Game Structures

Lecture (RTF): Overview of the course.  Role of the game designer.  What is a game?  Formal and dramatic structures of games.

Reading:

“Game Design Workshop”, by Fullerton and Swain

·         Chapters 1-2

 

Meeting 1 Lab:  Re-design a simple game system (in class exercise 1)

 

Meeting 2: Formal Elements of Games: Objectives, Procedures, Systems and Rules

Lecture (RTF):  Discussion of elements that make up the formal structures of game systems.  Analysis of game rules from classic games.  Conceptualizing and brainstorming game ideas.

Reading:

“Game Design Workshop”, by Fullerton and Swain

·         Chapters 3 and 6

 

Meeting 2 Lab:  Ideation (in class exercise 2)

 

Meeting 3: Dramatic Elements of Games: Metaphor, Characters, Roles, and Story

Lecture (RTF):  Applying traditional tools of drama to game design.  Analysis of character, plot, story and metaphor in well-known games.  Prototyping game systems.

Reading:

“Game Design Workshop”, by Fullerton and Swain

·         Chapters 4 and 7

 

Meeting 3 Lab:  Prototype a game concept (in class exercise 3)

 

Game Design Exercise 1 Assigned: Game variant prototype

 

Meeting 4: Dynamic Elements of Games:  Emergence

Lecture (RTF): Complexity Theory, Conway's Game of Life, Gearheads, SimCity, RollerCoaster Tycoon.  Testing your game for functionality, completeness and balance.

Reading:

Game Design Workshop

·         Chapters 5, 8 and 9

 

Meeting 4 Lab:  Playtesting and iterative design (in class exercise 4)

 

Meeting 5: Creating Interesting Choices

Quiz #1

Lecture:  Game theory, Minimax theory, strategy games.  Tic-tac-toe, Connect Four, Chess, Warcraft II. 

Reading:

Game Design Workshop

·         Chapters 10

 

Meeting 5 Lab:  Designing better choices (in class exercise 5)

 

Meeting 6: Resources & Economies

Lecture:  Types of resources, information structures, game economies.  Magic: The Gathering, Settlers of Catan, Pit

 

Meeting 6 Lab:  Play and analyze Settlers of Catan (in class exercise 6)

 

Meeting 7: Narrative and Social Play

Lecture: Development of interactive drama.  Interfilm, Kino-Automat, Eliza, Catz.  Social roles and player interaction.  Killer, Pictionary, You Don’t Know Jack, Acrophobia, NetWits.

 

Game Design Exercise 2 Assigned: Original game prototype

 

Meeting 8: Role-Playing Games and Online Communities

Lecture:  Dungeons & Dragons, Hack, Diablo, Ultima Online.  M.U.L.E., Habitat, Battle.net, Sony Station.

 

Meeting 8 Lab:  In class work on original game prototypes

 

Meeting 9: Puzzle Games

Lecture:  Set, Tetris, Smart Games, MetaSquares, Incredible Machine, Myst. 

Reading: 

Game Design Workshop

·         Chapters 11

 

Meeting 9 Lab: Level design for a puzzle game (in class exercise 7)

 

Meeting 10: Concept through Delivery and the Business of Games

Quiz #2

Lecture: Discussion of teams, process and documentation.  Design and planning documents from actual products will be distributed.  Game market statistics, publisher/developer relationships, royalties & deal structures.

Reading: 

Game Design Workshop

·         Chapters 12-16

 

Meeting 10 Lab: Playtest Game Design Exercise 2

 

In-Class Design Exercises:

The In-Class Design exercises will consist of short, focused assignments that can be completed and playtested during the lab time.  These exercises will give students hands-on experience with core concepts in game design, including breaking and balancing systems, changing game variables and system scope, designing for meaningful choice, brainstorming, conceptualization, and responding to player feedback.

 

Game Design Assignments:

The class includes two design assignments that will be worked on outside of class.  Students will present their work during lab time for critique by the instructors and their peers.  During in class play tests students must clearly explain their game system to the play testers and lead them through a 20-minute play session.  After the group has played the game, the designers will lead a critique of their own game, eliciting as much feedback as possible from their play testers.  At the end of the session, the designers must submit a) a copy of the game description and rules, and b) a critique document from the comments of the play testers.  Both of these documents will be evaluated as part of the assignment grade.

 

 

Reading Requirements:

The course for the class is “Game Design Workshop:  Designing, Prototyping and Playtesting Games.”

 

Additional Suggested Bibliography and Game List:

Books

Rules of Play, by Eric Zimmerman and Katie Salen

Game Over, by David Sheff

Hackers, by Stephen Levy

Computers as Theater, by Brenda Laurel

Hamlet on the Holodeck, by Janet Murray

Inside Electronic Game Design, by Arnie Katz and Laurie Yates

The Art of Computer Game Design, by Chris Crawford

Playing the Future, by Douglas Rushkoff

 

Board Games

Carcassonne, by Klaus-Jurgen Wrede

Seafarers of Catan, by Klaus Teuber

Scotland Yard, by Ravensburger

El Grande, by Wolfgang Kramer & Richard Ulrich

Modern Art, by Reiner Knizia

Illuminati, by Steve Jackson

Puerto Rico, Andreas Seyfarth

Acquire, by Sid Sackson

Cosmic Encounter, by Bill Eberle, Jack Kittredge, and Bill Norton

 

Digital Games

Sissyfight 2000 – web game

Oasis – web game

Animal Crossing – Gamecube

Zelda: The Wind Waker - Gamecube

MarioKart DoubleDash – Gamecube

WarioWare, Inc. – Gameboy Advance

The Sims – PC

Battlefield 1942 – PC

Knights of the Old Republic – Xbox

Worms Armageddon – Playstation 2

Prince of Persia: Sands of Time – Playstation 2

EyeToy – Playstation 2

Amplitude – Playstation 2

 

Instructor Bios:

The instructors are Tracy Fullerton and Chris Swain.  Tracy and Chris are professors at the USC School of Cinema-Television where they teach and research game design.  Their first book, “Game Design Workshop” was released in February 2004 by CMP Books.

 

In addition to their work as educators, Tracy and Chris are working game designers with over a decade of professional experience.  Their recent freelance clients are Disney Imagineering, Acclaim Entertainment, Bandalong, and F/X Network.  They were founders of game developer, Spiderdance, Inc.  Spiderdance’s mass audience interactive television games included NBC’s Weakest Link, MTV’s webRIOT, The WB’s No Boundaries, History Channel’s History IQ, and Game Show Network’s Inquizition among others.

 

Before starting Spiderdance, Tracy and Chris were founding members of the New York design firm R/GA Interactive.  As Creative Director and Executive Producer they created over 150 games and interactive products for clients that include Disney, America Online, Warner Brothers, BBC, PBS, Children’s Television Workshop, Discovery Channel, and Activision among many others.  Notable projects include:

  • Sony’s Multiplayer Jeopardy! and Multiplayer Wheel of Fortune - available at www.station.sony.com
  • MSN’s NetWits - the first mass audience online gameshow
  • PBS’s Frank Lloyd Wright: Poetry of Structure - which is the convergence companion to the Ken Burns’ documentary.

 

Their work has received numerous industry honors including best Family/Board Game from the Academy of Interactive Arts & Sciences, ID Magazine’s Interactive Design Review, Communication Arts Interactive Design Annual, multiple gold Invision awards, iMix Best of Show, The Digital Coast Innovation award, IBC’s Nombre D’Or, and Time Magazine’s Best of the Web.