Week Two began on Monday November 16, 2015
We are doing a livestream discussion on Saturday November 21 at 9 am ET.If we can swing it, we will be having a Periscope on Wednesday or Thursday on Jungian archtypes.
Last week our first question was "what is your ultimate game?" This week it is "can a computer make you cry?" Emotion is also the first Lens in the Art of Game Design. We'll be following our favorite fictional novice game designer through designing a game, presenting at E3 and asking what type of emotion can a game evoke. Russell will give us a peak at how to design for every type of player and the Company-Destroying Bug Eradication Committee.
Can a Computer Make You Cry?
Image courtesy of Blake Patterson on Flickr https://www.flickr.com/photos/blakespot/3872619822
Janet Murray (author of Hamlet on the Holodeck) vimeo
Dramatic Agency:The Next Evolution of Storytelling
Janet Murray - Dramatic Agency: The Next Evolution of Storytelling from Future Of StoryTelling on Vimeo.
You by Austin Grossman
pages 128 - 255
TED Talk - Are Games Better Than Real Life?
David Perry
Who Won E3? (one video example may want to start at 3:30)
Next E3 2016 - June 14 - 16
Los Angeles
More on the Epistemic Frame of Game Development
Supporting Computation Practices Harvard Site on Scratch Programming for Computational Thinking
Experimenting and Iterating
Testing and Debugging
Reusing and Remixing
Abstracting and Modularizing
Reddit - subredit on Game Dev thread on game design documents
https://www.reddit.com/r/gamedev/comments/2ejx32/need_game_design_document_template/
Game Design Document (GDD) There is no test - just for you to skim and browse
Creating A Great Design Document
http://www.gamasutra.com/view/feature/131632/creating_a_great_design_document.php
The Anatomy of a Design Document, Part 1: Documentation Guidelines for the Game Concept and Proposal
http://www.gamasutra.com/view/feature/131791/the_anatomy_of_a_design_document_.php
The Art of Game Design pages 113 - 201
p. 115 - 126 Lens #19 Lens of the Player
This is where the author states "Five Things Males Like to See in Games" and "Five Things Females Like to See in Games."
Lens #21 The Lens of Flow
p. 139 Csikszentmihalyi's Flow State
Lens #24 The Lens of Novelty
Lens # 26 The Lens of Functional Space
Lens #28 The Lens of State Machine
Lens #33 The Lens of Rules
Discussions for this Week
Can a computer make you cry? What do you think of EA's Manifesto?
How do we keep the player involved in the story and how do we make the story seem to unfold naturally around the player? How do good games do this?
During this week's readings in You, the author talks about legacy code and how Black Arts used it. Legacy code and systems are not limited to programming and appear in all businesses and organizations. What are some of the pros and cons of continuing on with Legacy systems? Or is there always something left to haunt us like the Mournblade?
In You, Chapters 30 to 34, the author describes the Realms II game and tournament. What lenses do you feel most apply to the descriptions that the author gives?
Russell goes to E3! Pick any game you are currently playing, what would be the five minutes worth of gameplay that you would put up if you were marketing it to E3? Would it look different if you were marketing to educators? Or you could find us another "Who Won at E3" type video and share it with us.
Girls & Boys. Yes it's coming up once again. The author has a section on it in The Art of Game Design p. 115 - 126. He associates it with Lens #19 Lens of the Player. In the book, he lists it as "Five Things Males Like to See in Games" and "Five Things Females Like to See in Games." So let's discuss. He pulls in Bartle's test but we could also look at BrainHex time http://survey.ihobo.com/BrainHex/