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Library game design programs


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Library game design programs

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