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Бакалаврская программа «Медиакоммуникации»

Introduction to Game Design

2018/2019
Учебный год
ENG
Обучение ведется на английском языке
2
Кредиты
Кто читает:
Институт медиа
Статус:
Курс по выбору
Когда читается:
1-й курс, 4 модуль

Course Syllabus

Abstract

This course is an introduction to the primary concepts of gaming, and an exploration of how these basic concepts affect the way gamers interact with our games. In this course you will understand what defines a “game” and the mechanics and rules behind different types of games. Through four linked assignments you'll learn ways to create and describe a game concept, and specifically what makes a compelling game. This course focuses on the conceptual underpinnings of games, and all assignments can be completed with a pencil and paper – no previous programming knowledge is required.
Learning Objectives

Learning Objectives

  • Introduction to the primary concepts of gaming, and an exploration of how these basic concepts affect the way gamers interact with games.
Expected Learning Outcomes

Expected Learning Outcomes

  • Can Make a Simple Paper-Based Game.
  • Can Make Refining the Rules on Paper-Based Game.
  • Can Make Narrative Elements for Paper-based Game.
  • Can Make Multi-Player Paper-Based Game!
Course Contents

Course Contents

  • The Simplest Games.
    What are the principles of very simple games, like Hangman and tic-tac-toe? How do these games work? Why do people play them? What are the elements that define games and the gaming experience? And finally, what do games have in common with each other, and what sets them apart? In addition to covering the basics and ground rules for this course, we'll conclude this week with a very simple, low-tech assignment: create a game on a single sheet of paper.
  • Rules and Discovery.
    How does a player learn the mechanics of your game? How do they learn anything about your game? This week we will talk about the rules that define gameplay, and how those rules are communicated to your players. We also discuss the way rules are bent and broken by players.
  • Tell a Story.
    How does narrative drive a player to start playing your game? Or to finish it? This week we'll look at some of the ways you can make your game more compelling with story, and discuss some of the ways story can drive gameplay forward, or enable a player to make their own way through it.
  • The Friend and the Enemy.
    What purpose does an enemy serve in a game? What effect does a second player have on two-player games? Can a game work without an adversary or a final goal? We'll address all of those questions in this last week of the class, and work towards finalizing your board game project with characters.
Assessment Elements

Assessment Elements

  • non-blocking Make a Simple Paper-Based Game
  • non-blocking Refining the Rules on Your Paper-Based Game
  • non-blocking Narrative Elements for Your Paper-based Game
  • non-blocking Multi-Player Paper-Based Game!
Interim Assessment

Interim Assessment

  • Interim assessment (4 module)
    0.25 * Multi-Player Paper-Based Game! + 0.25 * Make a Simple Paper-Based Game + 0.25 * Narrative Elements for Your Paper-based Game + 0.25 * Refining the Rules on Your Paper-Based Game
Bibliography

Bibliography

Recommended Core Bibliography

  • Categorizing Game Design Elements into Educational Game Design Fundamentals. (2019). Retrieved from http://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=edsbas&AN=edsbas.75594E53

Recommended Additional Bibliography

  • Pedersen, R. E. (2003). Game Design Foundations. Plano, Tex: Jones and Bartlett Publishers, Inc. Retrieved from http://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=edsebk&AN=79018
  • Staffan Björk, Sus Lundgren, & Jussi Holopainen. (2003). Game Design Patterns. Retrieved from http://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=edsbas&AN=edsbas.E4976D93