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Module Page Formatting

Welcome to Digital Game Design! A place where there is magic all around and all of your dreams can come true. As long as your dreams involve designing games...where there is magic...all around.. :) Okay, let's get to it.

This is a weekly module. Your first weekly module. Every week will have a new module made available to you on this class website just like this one. The format of each will follow the same consistent types of content, messages and instructions. There are a number of different call outs I will use throughout to draw attention to different pieces of information or actions you need to be aware of.

First let's talk a little bit about the todo list to the right. ------------------------------------------------------------------------------------>

This list represents the main tasks that you need to complete within this weekly module. Usually it will include a reference to reading/watching all of the lecture material, participating in online discussions on UNM Canvas, your quiz or exam, and your assignment. Though not always. The check boxes don't save between reloads though, so just use it as a means to check yourself.


Second, each main frame section that has a block header in dark blue will have links across the top to denote main sections of the module. This represents the main areas of instruction that has anchored links to jump around quickly

!! Now let's talk about module instruction formatting. First, this is a well. I'll use this to separate sub points within a module.

This is an instructional message denoted by the italicized font. I will use this when I want to emphasize something in the instructions being provided, but its not a specific action needing to be taken

1 This is an action step that will be used to direct action to be taken by you in the order as denoted by the number in the blue bubble to the left. 1 before 2 before 5 before 412... make sense?


This is a note. This will be used when I want to specifically call out related material that is especially important to take note of.


- This is a special notice. I will sparingly use this when I want to call out very specific special things for your to take note of or save in your memory. Hence the little save icon :) Cheeky I know

Okay, now that we know formatting, let's talk a little bit about instructional methods to be used in a weekly module.

Most of the material will be written text with organizational and notification formatting as I just described. However, each module will also have an overview instructional video usually as a starting point to complete. I will also include images to support instructional material as well.

All modules will have at least 1 overview video. Some may have many videos that cover different sections of content. DO NOT SKIP ANY VIDEOS as you work through the material. Some of it may have redundant elements within the text, but I will ALWAYS cover content in the video that isn't fully represented elsewhere.

There you go. That should cover the basics. Let's get started with the actual material.

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Course Structure

This course is split into weekly modules. Each module will consist of activities to be completed by the end of that weekly module all of which are due by 11:59pm each Thursday night. Those activities will be listed in the "Module Todo List" on the right sidebar of each module page. Most modules will consist of ALL of the following, but sometimes a listing of "None" will be listed indicating there isn't a requirement for that activity that week:

  • Review course content and lecture material
  • Complete the quiz that covers the instructional material for that week on the UNM Canvas System
  • Complete the section exam that covers the instructional material for that section on the UNM Canvas System
  • Complete the listed assignment and submit on the UNM Canvas system ensuring to follow the specific submission instructions including file formats, naming, and more.
As mentioned above you will be using both the UNM Canvas System AND this course content website in this class. Here is the breakdown of what each tool will be used for:
  • UNM Canvas
    • Quizzes
    • Section Exams
    • Assignment Submission
    • Review Your Grades
  • This Course Website
    • Weekly Module Instructional Material including lectures and specific assignment instructions
    • Course Syllabus
    • Links to class resources
    • Contact me (if you forget my email)

REMEMBER:
If you ever come to a place where you are confused about what is expected of you. Ask! Ask your fellow students. Ask me. Ask someone for clarification. If you don't get a response. Keep asking until you get your question answered.

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How To Succeed

1 Attend the weekly class lecture and participate in weekly lab exercises.

2 Log in sometime during the week and review all of the instructional material for the weekly module.

3 Complete the quiz after our weekly lecture (if one is assigned) while the material is fresh on your mind.

4 Make a plan for when in the week you will complete the section exam and/or assignment leaving plenty of time for "life" to get in the way. The sooner the better.

5 Work on your course material based on your plan. If "life" happens return to step 4 and repeat.

If you know of a timing conflict ahead of time please communicate that with me so we can work a plan with your conflict. If you let me know after, it'll be too late to adjust and will require proof to retroactively adjust.

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Elements of Games

Games are an art form. Like all art forms there is an infinite amount of outcomes and pieces of art to be created. However, not all art forms can be classified as games of course.

So what makes a game?

Glad you asked :-)

To really learn any art medium requires us to identify its basic elements. As we take games apart to see how they work, we can identify the 6 basic elements of play design:

  • actions
  • rules
  • goals
  • objects
  • playspace
  • and players

I (Brad) really like soccer. Go New Mexico United!. I also like that our primary reference book for the class utilizes soccer as a case-study to introduce the basic elements of games. I will be paraphrasing from the books ideas below. However, for the purposes of these illustrations we will also break down a popular digital game for its elements as well to compare and contrast the two.

can't wait to get started

Soccer

Let's break it down by the elements:


Actions
Actions are the things players do while playing a game. In soccer, the main actions performed by players are kicking the ball and running. These 2 main actions are combined as the 2 teams aim to maneuver the ball into the other team’s net. Beyond these main actions the combinations of running and kicking the ball flow to other secondary actions like dribbling and passing the ball.
Rules
Rules are what lets players know what actions they can perform and when. The rules indicate what players are able to do. In soccer that is kicking the ball around to get it into the opponents net within a specific amount of time while preventing the opponent from getting the ball into your own net. Game rules often are equally focused on what players cannot do. In soccer, the most obvious limitation is the prevention of touching the ball with your hands during open play except for the goal keepers. Rules govern actions in games through the permission and limitation of actions.
Goals
A game’s goal is the focus on what the players are trying to achieve through play. Actions in a game and rules of a game don't achieve much without the players trying to achieve goals. If soccer didn't have the goal it does (score the most points in 90 minutes of open play plus injury time) what would the players do instead? I can't imagine watching people kick the ball around alone would do much? (Though some argue that's really all soccer is, LOL) Interestingly, the presence of goals is what separates games from just toys. All alone, with the absence of the rules and goals of soccer, a soccer ball is just a toy. Without the structures around soccer, a soccer ball can be used for whatever you want. You could trow it, stand on it, kick it, dress it up like your uncle Eddie. Whatever you want. It's the rules, and goals within soccer that makes a soccer ball become a big part of a game.
Objects
Objects are the things players interact with during the game. There are two types of primary objects in soccer. The obvious one is he ball. Secondarily are the nets on either end of the field. However there is other equipment that is an extension of the players that includes their boots, shin pads, and uniform that aids in the play. However, primarily without the ball, soccer players would just be running around, and without the two nets, they wouldn’t have a location for attempting to kick the ball or to keep the ball out of.
Playspace
Most games need a space to put the objects into use and to create physical and conceptual boundaries to the play. This is the playspace. In the case of soccer, the field is the playspace which in this game defines the area in which the game takes place. There are also additional rules put in place that defines how these playspace boundaries are handled.
Players
The last basic element of games is the players. Players must be 100% considered as a part of the games design. In soccer, without players, the ball and nets just sit there on the field, and the rules are just words on a page. Players make soccer into the game it is, and their skill, endurance and ability drastically changes the gameplay in their pursuit of the goals using actions and objects within the playspace that is governed by the rules of the game. Players are the most important part of any game.


Tetris
NES Tetris Playspace Image

Now let's similiarly breakdown this digital game (without the descriptions of what the elements are):


Actions
The actions available to the player is to move the current falling tetromino left or right within the playspace and to rotate the current falling tetromino counter-clockwise or clockwise.
Rules
A block will be randomly selected for you, but you will have the next tetromino displayed for you. As the game progresses the tetrominos will fall at increasingly quicker rates. Players cannot choose which tetromino they get, nor can they elect not to play a tetromino that is selected for them. The tetrominos must also stay within the bounds of the play space and will stop if they hit the left or right wall due to player movement or rotation.
Goals
The primary goal is to gain as high of a score as possible. Points are earned by successfully filling an entire row from left to right with parts of tetrominos that fit together based on where they land after player movement and rotation. Players earn more points for clearing multiple rows at the same time and will receive maximum points for clearing the maximum amount of 4 lines at one placement (which is known as a tetris).
Objects
The main objects in Tetris are the tetrominos. There are 5 different tetrominos in Tetris.
Playspace
The playspace in Tetris represents a vertical rectangular area where the tetrominos will enter at the top middle and will be moved and rotated until the land on the bottom of the playspace or on top of another tetromino part. Other aspects of the playspace can include the next piece preview as well as current score and high score indications.
Players
As a single-player game (typically) the player is the person operating the game console and performing the actions to move and rotate the tetrominos and go for the ultimate goal of high score.

When we talk about playing games, we are talking about players taking an active role that has an impact on the substance and quality of the play whether you are a player participant or a spectator.

When we look at it, this statement is true for both of these games. Furthermore I can't think of any games where it is not true.

2 This is a simple, but helpful video overview of games from Crash Course. A good supplement to the material we have covered so far.

Let's recap

  • Actions: The activities players perform in their pursuit of the game’s goals
  • Goals: The outcome players try to achieve through their play of the game
  • Rules: The instructions for how the game must be played
  • Objects: The things players interact with to achieve the game’s goals
  • Playspace: The space, defined by the rules, on which the game is played
  • Players: The operators of the game

Additional important concepts:

Second-order design:
Designing games is a second-order design activity because we create the play experience indirectly through a combination of rules, actions, and goals. The game only takes form when activated by the player.

Space of possibility:
Because games are interactive, they provide for players a variety of possible actions and interpretations. While a designer can’t predetermine all the possible actions and experiences players will have, they can limit or open up the space of possibility through the game’s combination of actions, rules, goals, playspace, and objects.

Game state:
The “snapshot” of the current status of game elements, player progress through a game, and toward the game’s (or player’s) goals. Game state is constantly in flux based on player engagement with the game.

Text Attribution: Macklin, Colleen; Sharp, John. Games, Design and Play (Game Design) (pp. 9-14).

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Assignment

In our first module we discussed an overview of the basic elements of play found in games. Actions, Goals, Objects, Rules, Playspace, and Players. We also did a high level analysis of Soccer and Tetris within the module instructional material.

For this assignment, please select a game for you to do a high level analysis of the 6 elements of play found within that game and create a document containing a bulleted description of those elements. This game must be one that exists in public domain and not something you have made up. The more popular or widely known the better.

My suggestion would be to choose something simple, but it is completely up to you. Some suggestions to consider would be games like Tic Tac Toe, Playground Tag, Checkars, or Pong.

2 Create a Microsoft Word document that contains your bulleted analysis. Double check your formatting so it makes sense and please include your name within the document as well as the assignment title.

3 Save the Word Document with a file name matching this format. Replace 'Lastname-Firstname' with your actual name.
'Lastname-Firstname'_Assignment1.docx
(Example: Swardson-Brad_Assignment1.docx)

4 Click on Assignment 1 in the UNM Canvas Assignments Listing.

5 Scroll down to the file upload button and select the file you created and attach it to your submission for this assignment.

That's it for your assignment this week. This is just to introduce you to the process so it's nice and easy.

Please make sure you also complete the other requirements in your todo list like discussion post and quiz. Don't forget those!

Module Todo List
  • Instruction

    Class Lecture, Lab, and Review Module Written & Video Material
  • Reading

    Games, Design and Play: Chapter 1
  • Syllabus Quiz

    Complete Syllabus Quiz on
    UNM Canvas
  • Quiz

    Quiz 1
    on UNM Canvas
  • Assignment

    Assignment 1 - Game Elements Document
    on UNM Canvas