Module: GDT4000-20 Rules of Play
Level: 4
Credit Value: 20
Module Tutor: James Newman
Module Tutor Contact Details: j.newman@bathspa.ac.uk
1. Brief description and aims of module:
In this module we explore the concept of play – looking at game design principles, the psychology behind games and the history of games (pre electronic) to help you build an understanding of how and why they are played. We analyse what traditional games can teach us about the fundamental dynamics and behaviour of play, and look at how to turn a theme, feeling or behaviour into meaningful and enjoyable game mechanics. You learn how to view a game through the context of player experience and examine what rules and mechanics may communicate to the player, while investigating methods of encouraging a player to explore the range of possibility that a game’s system lays out.
Rules of Play provides an opportunity to apply play and game design theory to the practical design and development of a tabletop game. As such, we tap into a contemporary industry that is known for its innovative application, extension and continual reimagining of established game design principles. You develop your tabletop game in teams, therefore revealing how pooling ideas, experience and perspectives can lead to novel and surprising results. Your team will undertake ideation activities and follow an iterative design process, deploying such methods as paper prototyping, playtesting and peer review to trial, critically evaluate and adapt game concepts. Following the development of your game, you will create an accompanying guide or ‘rule book’. This allows you not only to develop skills in designing the game itself, but also an ability to articulate its themes, rules and objectives to others.
2.Outline syllabus
Outline syllabus
● Foundational game design principles
● Ludology - the study of games and of play
● Defining rules and game structure
● Communicating game rules, structure and goals to players
● Cultural and development application of play
● History of play and traditional games
● Iterative design methods
● Player experience design
● Visual and graphic design
● An overview of key tabletop game genres
● Strategies for tabletop game design
3.Teaching and learning activities
Class Hours
You begin this module by attending seminars that focus on the history, psychology, math and science of play. Learning then moves to a workshop/studio based approach that provides time for you and your team to experiment with game themes, rules, mechanics and objectives through the development of a tabletop game. You use the visual design skills you are developing in 2D Game Art to craft the look of your game, drawing on tutors for advice and support. As player testing is crucial to the development of any game system, regular time for playtesting and peer/tutor feedback is provided to help you translate game concepts into playable prototypes.
Independent Learning
Playing games is key to this module. You are encouraged to experiment with new tabletop game types, and learn the intricacies of a range of rule systems. Outside of contact time your team is expected to continue working on your tabletop game, which includes playtesting with peers and gathering critical feedback.
Assessment Type: Coursework
Description: Tabletop game. With accompanying documentation.
% Weighting: 100%