Wednesday, September 28, 2011

MIT OPENCOURSEWARE 2011: Game Design















Game Design

As taught in: Fall 2010

Five students sit around a table, playing a board game.
Students test "Black Hat", a board game where players attempt to hack the Gibson supercomputer. See more games designed by students under Assignments.

Instructors:

Philip Tan
Jason Begy

MIT Course Number:

CMS.608 / CMS.864

Level:

Undergraduate / Graduate
 

Course Features

Course Description

This course provides practical instruction in the design and analysis of non-digital games. Students cover the texts, tools, references and historical context to analyze and compare game designs across a variety of genres, including sports, game shows, games of chance, card games, schoolyard games, board games, and role–playing games. In teams, students design, develop, and thoroughly test their original games to understand the interaction and evolution of game rules. Students taking the graduate version complete additional assignments.

Syllabus

Course Meeting Times

Lectures: 2 sessions / week, 1.5 hours / session
Lab: 1 session / week, 3 hours / session

Description

This course provides practical instruction in the design and analysis of non-digital games. Students cover the texts, tools, references and historical context to analyze and compare game designs across a variety of genres, including sports, game shows , games of chance, card games, schoolyard games, board games, and role–playing games. In teams, students design, develop, and thoroughly test their original games to understand the interaction and evolution of game rules. Students taking the graduate version complete additional assignments.

Class Requirements and Grading

The grade of the course will be determined by preparedness for classes and participation in classes and forum discussions (25%) and three team game design projects (25% each). As long as each game project meets the basic parameters of each assignment (see "Assignments" below), grades will be based exclusively on teamwork (5%), adherance and rigorous use of the iterative design process (10%), and responsiveness to tester and faculty feedback from week to week (10%). Grades will not be determined by the quality or "fun" of your games. Because of this, deadlines are fixed and extensions will not be granted. Last-minute heroics will neither be necessary nor useful.
Because this class emphasizes participation and teamwork, and because you will have to play many games with your classmates, the faculty reserve the right to warn and dock the participation grade of any student who engages in antisocial or disruptive behavior. Regular and consistent class attendance is mandatory. You may receive a failing grade if you miss more than more than 3 classes without justification and approval from the instructors. However, this class intends to be lenient on absences due to illness and discourages working while you are sick. Meeting up with classmates in person when you may have a contagious illness is particularly discouraged!
While this class does not emphasize essay writing, game rules and text are expected to be clear, spell-checked, and demonstrate a high proficiency in written English. Full acknowledgment for all information obtained from sources outside the classroom must be clearly stated in all written work submitted. Quotations from other sources must be clearly marked as distinct from the student's own work. Students who plagiarize will receive an F in the class.

Textbook

Amazon logo Brathwaite, Brenda, and Ian Schreiber. Challenges for Game Designers: Non-digital Exercises for Video Game Designers. Boston, MA: Charles River Media/Course Technology, 2009. ISBN: 97815845058081.

Assignments

You are expected to write a minimum of one paragraph on the forum on the course website every week. When you are not working on a team project, you should write at least one forum post about the readings that week. Feel free to disagree or otherwise complicate the ideas in the readings. Participation in a forum thread is encouraged. "First!;" or one-line forum posts do not count.
When you are working on a team project, you must write at least one forum post a week detailing the work you and your teammates have done on the game over some part of the previous week. It could just be an account of what changed in your game that day or a collection of feedback from a playtest. Every member of the team must write a different post. Explain or demonstrate how your team is applying the iterative design process in the development of your game. Discussion between teams and members is encouraged.
All original IP for the game designs will belong to the members of the team.
 
 

Study Materials

Readings are taken from the course text and other sources, listed by session in the table below. Lab sessions also include a list of games that may be played in class. All assignments must be turned in at the beginning of class.
[CGD] = Amazon logo Brathwaite, Brenda, and Ian Schreiber. Challenges for Game Designers: Non-Digital Exercises for Video Game Designers. Boston, MA: Charles River Media/Course Technology, 2009. ISBN: 9781584505808.
SES #TOPICSREADINGS / Games
1Introductions and basic terminology 
2Iterative Design[CGD] Chapter 1
Zimmerman, Eric. "Play as Research: The Iterative Design Process." July 8, 2003.

Games

Euchre
Amazon logo Uno, Mattel, 1971.
Amazon logo Pit, Winning Moves, 1904.
Amazon logo Fluxx, Looney Labs, 1997.
Amazon logo Falling, Titanic Games, 1998.
Amazon logo Chez Geek, Steve Jackson Games, 1999.
3Where do ideas for games come from?
Core dynamics, MDA, verbs
[CGD] Chapter 2
Hunicke, Robin, Marc LeBlanc, and Robert Zubek. "MDA: A Formal Approach to Game Design and Game Research." In Proceedings of the Challenges in Game AI Workshop at the 19th National Conference on Artificial Intelligence. San Jose, CA: AAAI Press, 2004. (This resource may not render correctly in a screen reader.PDF)
Church, Doug. "Formal Abstract Design Tools." Gamasutra, July 16 1999.
4Prototyping
Guest Lecture, Sara Verrilli, Singapore-MIT GAMBIT Game Lab
Amazon logo Fullerton, Tracy. "Playtesting." Chapter 8 in Game Design Workshop. Boston, MA: Morgan Kaufmann, 2008. ISBN: 9780240809748.
5Assignment 1 (Card Game) Brainstorming and Team Formation
Guest Lecture, Abe Stein, Singapore-MIT GAMBIT Game Lab
Amazon logo Osborn, Alex F. "Creative Collaboration by Groups." Chapter 12 in Applied Imagination. New York, NY: Scribner, 1953. ISBN: 9780930222734.

Games

Amazon logo Incan Gold, Gryphon Games, 2006.
Amazon logo Saboteur, Z-Man Games, 2004.
Amazon logo Crunch, Exile Game Studio, 2009.
Amazon logo Chrononauts, Looney Labs, 2000.
6The Social Function of GamesChurch, Doug. "Formal Abstract Design Tools." Gamasutra, July 16, 1999.
Amazon logo Caillois, Roger. "The Social Function of Games." Chapter 3 in Man, Play, and Games. Urbana, IL: University of Illinois Press, 2001. ISBN: 9780240809748.
7Chance, Probability, Alea[CGD] Chapter 5
Amazon logo Caillois, Roger. "Competition and Chance." Chapter 8 in Man, Play and Games. Urbana, IL: University of Illinois Press, 2001. ISBN: 9780252070334.
8Strategy, Skill, and Chance, Part 1[CGD] Chapter 6
Amazon logo Poundstone, William. "Game Theory." The Game Design Reader: A Rules of Play Anthology. Edited by Katie Salen and Eric Zimmerman. Cambridge, MA: MIT Press, 2005. ISBN:9780262195362.

Games

Amazon logo Munchkin, Steve Jackson Games, 2001.
Amazon logo Bohnanza, Rio Grande Games, 1997.
Amazon logo Bang!, Da Vinci, 2002.
Amazon logo Lunch Money, Atlas, 1996.
9Strategy, Skill, and Chance, Part 2[CGD] Chapters 7 and 8
10Assignment 1 Internal Playtest 
11Adding and Subtracting Mechanics[CGD] Chapter 14
Juul, Jesper. "The Open and The Closed: Games of Emergence and Games of Progression." In Computer Games and Digital Cultures Conference Proceedings. Edited by Frans Mäyrä. Tampere, Finland: Tampere University Press, 2002.

Games

Amazon logo San Juan, Rio Grande Games, 2004.
Amazon logo Race for the Galaxy, Rio Grande Games, 2007.
Amazon logo Dominion, Rio Grande Games, 2008.
Amazon logo Naval Battles: World War II on the High Seas, Mayfair Games, 2004.
12Knowing Your Players[CGD] Chapter 11
Bartle, Richard. "Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs." April 1996.
13Assignment 1 Playtest with GAMBIT Staff 
14Learning an Unfamiliar Genre[CGD] Chapter 12

Games

Amazon logo Carcassonne, Rio Grande Games, 2000.
Amazon logo Blokus, Mattel, 2000.
Amazon logo Flibbix, Merillian Games, 2008.
Amazon logo Stratego, Milton Bradley, 1947.
Amazon logo Ticket to Ride, Days of Wonder, 2004.
Amazon logo Excape, Rio Grande Games, 1998.
15Holiday – No ClassLeacock, Matt. "Cooperation and Engagement: What Can Board Games Teach Us?" April 30, 2008. YouTube. Accessed on March 7, 2011. http://www.youtube.com/watch?v=cdTVcFo2EQw
16Assignment 1 Showcase 
17Game Bits[CGD] Chapter 4
Amazon logo Norman, Donald. "The Psychopathology of Everyday Things." and "Knowing What To Do." Chapters 1 and 4 in The Design of Everyday Things. New York, NY: Basic Books, 2002. ISBN: 9780465067107.

Games

Amazon logo Thurn and Taxis, Rio Grande Games, 2006.
Amazon logo The Settlers of Catan, Mayfair Games, 1995.
Amazon logo Ad Astra, Fantasy Flight Games, 2009.
Amazon logo Roll Through The Ages, Gryphon Games, 2009.
Amazon logo Scrabble, Hasbro, 1948.
Crokinole
18Puzzles[CGD] Chapter 3
Kim, Scott. "What is a Puzzle?"
19Abstraction and Simulation
Assignment 2 (Board Game) Team Formation
Starr, Paul. "Seductions of Sim; Policy as a Simulation Game." The American Prospect, March 21, 1994.
20What is Intellectual Property?[CGD] Chapter 9

Games

Amazon logo Endeavor, Z-Man Games, 2009.
Amazon logo Pandemic, Z-Man Games, 2008.
Amazon logo Scotland Yard, Ravensburger, 1983.
Mob City, Van der Veer Games, 2005.
Amazon logo Container, Valley Games, Inc., 2007.
21Games as Teaching Tools
Guest Panel, Konstantin Mitgutsch, Dan Roy, Scot Osterweil, Education Arcade/Learning Games Network
[CGD] Chapters 18 and 19
22Assignment 2 Internal Playtest 
23Creating Sequels
Guest Lecture, Sara Verrilli, Singapore-MIT GAMBIT Game Lab
[CGD] Chapter 10

Games

Amazon logo Battlestar Galactica, Fantasy Flight Games, 2008.
Amazon logo Brass, FRED Distribution, 2007.
Amazon logo Puerto Rico, Rio Grande Games, 2002.
Amazon logo Thebes, Queen/Rio Grande Games, 2007.
Chinatown, Alea, 1999.
24Assignment 2 Playtest with GAMBIT Staff 
25"Fiction and Stories in Games."
Guest Lecture, Clara Fernandez-Vara, Singapore-MIT GAMBIT Game Lab
Johnson, Soren. "Theme Is Not Meaning." Part I, Part II. Designer Notes, June 2010.
Amazon logo Juul, Jesper. "Fiction." Chapter 4 in Half-Real. Cambridge, MA: MIT Press, 2005. ISBN: 9780262101103.
26Heavyweights

Games

Amazon logo Agricola, Z-Man Games, 2007.
Amazon logo Le Havre, Lookout Games, 2008.
Amazon logo Power Grid, Rio Grande Games, 2004.
Amazon logo Cosmic Encounter, Fantasy Flight Games, 2008.
Amazon logo Caylus, Rio Grande Games, 2005.
27Games As Art
Guest Lecture, Abe Stein, Singapore-MIT GAMBIT Game Lab
[CGD] Chapter 17
Frasca, Gonzalo. "Videogames Of The Oppressed." Electronic Book Review, June 24, 2004.
28Guest Lecture, Scott Nicholson, Library Game Lab, Syracuse UniversityHave games ready for playtesting!
29Assignment 2 Showcase 
30Clients for Assignment 3 (Game for a Client) Visit
Guest Lecture, Cezar Cimpeanu and James Cartreine
Rueve, Marie, and Randon S. Welton. "Violence and Mental Illness." Psychiatry 5 (May 2008): 34-48.
Schwartz, Thomas L., and Tricia L. Park. "Assaults by Patients on Psychiatric Residents: A Survey and Training Recommendations." Psychiatric Services 50 (March 1999): 381-383.
Ogloff, James R. P., and Michael Daffern. "The Dynamic Appraisal of Situational Aggression: An Instrument to Assess Risk for Imminent Aggression in Psychiatric Inpatients." Behavioral Sciences and the Law 24 (2006): 799-813.
Antonius, Daniel, et al. "Psychiatric Assessment of Aggressive Patients: A Violent Attack on a Resident." American Journal of Psychiatry 167 (March 2010): 253-259.
DSM-IV Criteria for Substance Use Disorders. "Schizophrenia." DSM-IV-TR #295.1-295.3, 295.90.
31Assignment 3 Brainstorming and Team Formation 
32Live Action Games 
33Ethics in Games
Guest Lecture, Mia Consalvo, Comparative Media Studies
Amazon logo Sicart, Miguel. "The Ethics of Game Design." Chapter 7 in The Ethics of Computer Games. Cambridge, MA: MIT Press, 2009. ISBN: 9780262012652.
34Assignment 3 Group Work 
35Assignment 3 Internal Playtest 
36Assignment 3 Group Work 
37Assignment 3 Playtest with GAMBIT Staff 
38Assignment 3 Group Work 
39      Assignment 3 Showcase

Audio Lectures

Recordings of selected lectures are available below. All guest lectures are used with permission. Assigned readings and lecture slides (if any) for these sessions are listed under the Related Resources tab of each recording. A full schedule of reading assignments is given on the Study Materials page.

Textbook

[CGD] = Amazon logo Brathwaite, Brenda, and Ian Schreiber. Challenges for Game Designers: Non-Digital Exercises for Video Game Designers. Boston, MA: Charles River Media/Course Technology, 2009. ISBN: 9781584505808.

Lecture 2: Iterative Design
Go to this audio track

Lecture 3: Where Do Game Ideas Come From?
Go to this audio track

Lecture 4: Prototyping
Go to this audio track

Lecture 5: Assignment 1 Brainstorming and Team Formation
Go to this audio track

Lecture 6: The Social Function of Games
Go to this audio track

Lecture 8: Strategy, Skill, and Chance, Part 1
Go to this audio track

Lecture 9: Strategy, Skill, and Chance, Part 2
Go to this audio track

Lecture 12: Knowing Your Players
Go to this audio track

Lecture 18: Puzzles
Go to this audio track

Lecture 19: Abstraction and Simulation
Go to this audio track

Lecture 20: What is Intellectual Property?
Go to this audio track

Lecture 21: Games as Teaching Tools
Go to this audio track

Lecture 23: Creating Sequels
Go to this audio track

Lecture 25: Fiction and Stories in Games
Go to this audio track

Lecture 27: Games as Art
Go to this audio track

Lecture 30: Clients for Assignment 3 Visit
Go to this audio track

Lecture 31: Assignment 3 Brainstorming and Team Formation
Go to this audio track

Lecture 32: Live Action Games
Go to this audio track

Lecture 33: Ethics in Games
Go to this audio track
 

Assignments

All student work presented on this page is published with permission of the authors.

First Assignment: Card Game

Design a simple competitive or cooperative card game using only a deck of identically-sized cards (no tokens, dice, variations in card sizes, etc.) that can be set up and played between 5 minutes and 10 minutes. Design your cards to emphasize legibility, clarity, and ease-of-use. Visual artistry may be appreciated but will not be graded. We encourage using tools that speed up iteration. You only need to design and test the game for a fixed number of players: two, three, or four players. If your game accommodates different-sized groups, state any rule changes necessary.
To complete the assignment, you must design and provide a hardcopy deck of cards. Submissions will not be returned to students after grading but will be made accessible in the GAMBIT Game Lab for future classes. You must also upload PDF copies of your game rules and cards to the course website. Scans of your cards are perfectly acceptable; provide color scans if your cards have color. Rules should be properly typed and formatted.
Session #5: Team formation
Session #10: Internal playtest
Session #13: Playtest with GAMBIT Staff
Session #16: Online and deck submission deadline

Student Work

GroupsFiles
Jeremy Rossman, Brian Basham, Andrew Sugaya, Andres Lopez-Pineda. "A Wizard Did It..."Rules (PDF), Cards (This resource may not render correctly in a screen reader.PDF - 1.2MB)
Jason Strauss, et al. "The Game of Conquest."Rules (PDF), Cards (PDF)
Michele Pratusevich, Patrick Rodriguez, Justin Zhang, et al. "Family Dysfunction."Rules (PDF), Cards (This resource may not render correctly in a screen reader.PDF 1 of 2 - 8.2MB) (This resource may not render correctly in a screen reader.PDF 2 of 2 - 7.5MB)

Second Assignment: Board Game

Design a board game that adapts or abstracts some real-world system of your choosing, e.g. a nuclear reactor, a black market, global climate, high school popularity, MIT. Your game must be playable by two or four players. State any rule changes necessary for different-sized groups. New players need to be able to set up, learn, and complete your game under 45 minutes. Players already familiar with your rules should be able to complete a full session in under 30 minutes. Design your game bits to emphasize legibility clarity, and ease-of-use Visual artistry may be appreciated but will not be graded. Be prepared to announce the system you have chosen by the first Internal Mechanic Playtest.
To complete the assignment, you must select, design, and provide all the necessary game bits to play your game. Submissions will not be returned to students after grading but will be made accessible in the GAMBIT Game Lab for future classes. You must also upload PDF copies of your game rules, game board, and any custom cards to the course Web site. Scans of your board and cards are perfectly acceptable; provide color scans if your cards have color. Rules should be properly typed and formatted. Include a list of all the game bits and props used by your game.
Session #19: Team formation
Session #22: Internal playtest
Session #24: Playtest with GAMBIT Staff
Session #29: Showcase and submission deadline

Student Work

GroupsFiles
Alec Thomson, Andrew Sugaya, et al. "Black Hat."Rules (PDF), Cards (This resource may not render correctly in a screen reader.PDF), Board (This resource may not render correctly in a screen reader.PDF)
Michele Pratusevich, Brian Basham, Jason Strauss, et al. "Tough Luck, Dodo."Rules (PDF), Cards (This resource may not render correctly in a screen reader.PDF - 1.5MB)

Third Assignment: Game For A Client

Design a game that can be set up and played between 20 minutes and 40 minutes. You will be given a client who needs a game designed to fulfill certain requirements that will be provided at the beginning of the assignment. The game could be a card game, board game, live-action game etc. (The game should not require significant athletic activity; keep it safe for all participants involved.) The game will be played in a single classroom. This session may be recorded on video. You will have to host/GM a session of your game, live, during the last day of classes. The intent is to provide a game that the client could host/GM themselves.
To complete the assignment, you must select, design, and provide any necessary game bits or props to play your game. You may use prototyping materials available in the GAMBIT Game Lab. Submissions will not be returned to students after grading but will be made accessible in the GAMBIT Game Lab for future classes. You must also upload PDF copies of your game rules and printed materials to the course website. Include a list of all the game bits and props used by your game.
Session #31: Team formation
Session #35: Internal playtest
Session #37: Playtest with GAMBIT Staff
Session #39: Showcase and submission deadline

Student Work

GroupsFiles
Andres Lopez-Pineda, Alec Thomson, Owen Macindoe, Jayson Lynch. "Patience With Patients"Rules (PDF), Cards (PDF), Character Sheets (PDF), Words (PDF)
Michele Pratusevich, Andrew Sugaya, Ian Ynda-Hummel, et al. "I Can't Get No Satisfaction."Rules (PDF), Cards (This resource may not render correctly in a screen reader.PDF 1 of 2 - 7.9MB) (This resource may not render correctly in a screen reader.PDF 2 of 2 - 9.9MB)
Brian Basham, Jeremy Rossman, Jason Strauss, et al. "Keep Your Cool."Rules (PDF), Cards (This resource may not render correctly in a screen reader.PDF)
 

Related Resources

Amazon logo Parlett, David. Oxford History of Board Games. New York, NY: Oxford University Press, 1999. ISBN: 9780192129987. See especially chapters 1, 2, 3, 5, 6, 11, 12, and 16.
Amazon logo ———. A History of Card Games. New York, NY: Oxford University Press, 1991. ISBN: 9780192829054. See especially chapters 1, 2, 3, 4, 6 and 18.
Barwood, Hal, Noal Falstein, et al. The 400 Project.
Amazon logo Bjork, Staffan, and Jussi Holopainen. "Games and Design Patterns." In Salen, Katie, and Eric Zimmerman. The Game Design Reader: A Rules of Play Anthology. Cambridge, MA: MIT Press, 2005, pp. 410-437. ISBN: 9780262195362.
Amazon logo Bateman, Chris, and Richard Boon. "Myers-Briggs Typology and Gamers." Chapter 3 in 21st Century Game Design. Boston, MA: Charles River Media, 2005. ISBN: 9781584504290.
Amazon logo Orbanes, Philip E. "Learning the Game: 1898-1910." Chapter 2 in The Game Makers: The Story of Parker Brothers, from Tiddledy Winks to Trivial Pursuit. Cambridge, MA: Harvard Business School Press, 2003. ISBN: 9781591392699.
Stewart, Sean. "Alternate Reality Games."
Amazon logo Halpern, Charna, et al. Truth in Comedy: The Manual of Improvisation. Colorado Springs, CO: Meriwether Publishing, 1994, pp. 59-63. ISBN: 9781566080033.
Piccione, Peter A. "In Search of the Meaning of Senet." Archaeology 33 (July/August 1980): 55-58.
Curry, Andrew. "Monopoly Killer: Perfect German Board Game Redefines Genre." Wired, March 23, 2009.
Costikyan, Greg. "Randomness: Blight or Bane?" Austin, TX: Game Developers Conference, 2009.
Game Ontology Project
Frasca, Gonzalo. "Simulation 101: Simulation versus Representation."
Amazon logo Caillois, Roger. "Definition of Play," and "The Classification of Games." Chapters 1 and 2 in Man, Play, and Games. Urbana, IL: University of Illinois Press, 2001. ISBN: 9780252070334.
Juul, Jesper. "Swap Adjacent Gems to Make Sets of Three: A History of Matching Tile Games." Artifact 1 (2007): 205-216.
 

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