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.
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.
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:
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.
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.
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:
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.
Let's break it down by the elements:
Now let's similiarly breakdown this digital game (without the descriptions of what the elements are):
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
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).
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!