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Library game design programs
 

Library game design programs

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    Library game design programs Library game design programs Presentation Transcript

    • Game Creation Programsin Libraries
      Scott Nicholson
      Syracuse University
      School of Information Studies
    • Overview
      Why Game Creation?
      Analog Game Creation
      Digital Game Creation
      Partnering with Schools
      Introducing the Community
    • Why Game Design?
      Theoretical Background: Constructionism (Seymour Papert)
      Comes from Constructivism
      Constructivism: Learners create their own knowledge
      Constructionism: New ideas developed when an external artifact is created and shared
      Benefit: Long-term retention
    • Why Game Design?
      Design is an active and creative process
      Multiple skill-sets (group engagement)
      Design->Playtest cycle teaches reflection
      Design is addictive!
      www.media.mit.edu/~mres/papers/wef.pdf
    • Structure for Game Design Programs
      Overall Concept
      Outcome – How will the game affect the players?
      Can be set by you or have groups determine and then vetted
      Constraints
      Time for Creation
      Format/Materials
      Time for Play & Complexity
      Additional constraints (theme, mechanism)
      “May not be” constraints (no asking questions)
      Prevents reuse of prior games
    • Organization
      Groups or Solo?
      Different time formats
      One session
      Intensive (Global Game Jam)
      Over months
      Importance of playtesting!
      Emphasize gameplay over look
      Demonstrations
    • Analog Game Creation
      Board and card games
      “Paper Prototypes”
      Paper, posterboard, index cards, Playing cards, dice, chips, cubes, card sleeves
      Educational supply store
      Print and Play from Prototype
      Writing the rules earlier in the process
    • Challenges in Analog
      Tend to be Roll and move or Abstract strategy
      Many other mechanisms out there: Auctions, trading, cooperative, wagering, pick-up and deliver, set collection, investment, area control/voting
      1 die = random, 2 dice = probability
      Alternates to roll-and-move: Cards from hand, fixed number of spaces
      Player’s actions representative of theme
    • Digital Game Creation
      Game creation toolkits
      Scratch – MIT, designed for 8-16
      Gamemaker, - Yoyo games, Older
      Sploder – Web-based, basic
      Little Big Planet, Level creation tools
    • Digital Game Creation
      Consider game experience for player
      How will player be changed?
      Storyboard first – what will happen?
      Game Design Document
      Integration of tutorial
      Playtest by others is critical (observed interaction without direction)
    • Digital Game Creation
      Rules vs. tutorial
      Integration of tutorial vs. presentation of rules
      Playtest by others is critical (observed interaction without direction)
    • Challenges in Digital
      Schmups and Platformers
      Don’t drop rocks on player’s heads
      Computers needed
      Focus too early on graphics and sound
      Loss of connection between desired outcome and gameplay
      Paper prototypes -> Develop game mechanisms first
      Focus on one level before moving on
      Something playable is important
    • Working with Schools
      Game creation as pedagogical tool
      Used after students learn a topic
      Focus on finding the game in the topic
      Player experience should come out of topic, not mechanisms of the game
      Teacher involved in the planning process with student groups
    • Involving the Community
      Open house to demonstrate games
      Invite press, local game stores, students from gaming programs
      Bring in speaker from gaming industry
      Career paths in programming, art, music, writing, math and physics
      Engage with larger events
      National Gaming Day @ Your Library
      Global Game Jam
    • Conclusions & Questions
      http://boardgameswithscott.com
      http://gamelab.syr.edu
      Twitter: snicholson & scottsturn
    • Let’s Make A Game
      Concept: Networking Activity
      Outcome: Players will know something new about other players that is valuable from a job perspective
      Constraints:
      Competitive – there must be a winner
      Timed – game ends in 10 minutes
      Simple – No more than 6 rules (write them down)
      Works for 5-10 people
      Must use at least one item
    • And now..
      Play your game!
      What did you learn?
      What would you change?
      Next steps..