Game Design, October 15th, 2013Presentation Transcript
1. What did we learn from WoW?
2. This week’s play: Card Hunter
3. Work time and reminder of what will happen
next class/what is due
For this week I want you to try a game called
Card Hunter. It’s fairly new, but the premise
behind it certainly isn’t.
As you play, think about the nostalgia factor, but
also ask yourself if you find it as much fun as
some… people seem to love this little indie
For the rest
You have work time to work with your team on
your paper/analog prototypes. You also have
time to ask me questions, if you have them.
Please use this time carefully; if you fly out of
the room, then you tell me next meeting you
wish you’d been able to ask me questions, there
shall be no sympathy.
I also wanted to walk you through what will
happen in class on Thursday. We will be playtesting your prototypes.
To grade you, instead of collecting what you
have– I’m going to video tape someone playing
We will make sure each team gets a chance to
show what they have/I will tape so I can grade.
I have come up with the following criteria for
grading (you can ask me to change them now if
you wish– they’re currently negotiable)
100 points: can we actually PLAY the game?
To get 25 points: we can start… but we can’t get
To get 50 points: we can play, but it’s not clear
what the results of our input are/what the goal is.
To get 75 points: We can play, and it feels solid, but
it’s not quite fun or intuitive.
To get 100 points: We can play, and it’s FUN. We
see where it’s going.
The other 50 points:
10 points: is the prototype polished/does it look
10 points: how well did you frame what we’re
testing? Do we know what is going on?
20 points: Can I tell you’re discovering new things
from the play test?
10 points: Have you made moves to simulate
what a digital model will do?
Come in ready. We will spend
the entire class looking at your
prototypes. I’ll be taping,
people will be playing, and we’ll
generally hope to have lots and
lots of learning fun.