TODAY
1. Icebreaker
2. Tech check-in/making sure stuff is set
3. The First Major Assignment!
4. Juul
5. Gee
6. Our Thoughts
7. Homework
Icebreaker
Since last time we lost the network… I came up
with this for my icebreaker.
Tell us your name (of course) but then tell us
what you used to do as a kid when the power
went out.
Tech
We need to check on three things, techwise:
1. Are you on the class Blogroll?
2. Are you in the Google+ community?
3. Are you in a Yahoo FFL league?
I’m going to go to the specific pages to show you
what we might need to act on now. Alt+tab
time!
Skill Set Portfolio
I’m going to pull the assignment up while we
talk about it. You can see it on the course
website, under assignments.
Juul
The Juul reading’s beginning probably didn’t
surprise you at all. Evolving out of what we did
at the end of last class, it’s a bunch of game
definitions and some reflection on his own new
(at the time) definition.
Reading check
Think fast!
Hold up the number of fingers equal to the
number of features that Juul’s definition has.
Remember that he numbered them for you.
Reading Check 2
Shout out the name of one of
the six features.
RULES
VARIABLE, QUANTIFIABLE
OUTCOME
VALUE ASSIGNED TO POSSIBLE
OUTCOMES
PLAYER EFFORT
PLAYER ATTACHED TO
OUTCOME
NEGOTIABLE CONSEQUENCES
So…
How is this framework potentially useful for us?
This piece– like the Gee piece– is written more
for the audience of game STUDIES and not game
DESIGN, but what can we as designers learn
from and gain from this construction?
Oh, Em… GEE!
The James Gee piece is the original
essay that led to his book What Video
Games Have to Teach Us About
Learning and Literacy. While again,
it’s targeted at looking at what games
can do to inform learning… what can
we as designers take from it? Let’s
look at it!
And that means…
Given the content of these two readings, what
do we now see as the definition of a game from
the perspective of a game designer?
I’d like each of you to write your definition and
send it to me (alexanp3 at Miami OH dot EDU).
We will start next class looking at them and
galvanizing some key ideas.
Homework
This week:
1. Play Angry Birds
2. Read Shell ch. 3-5
3. Set your fantasy line-up post-
draft
4. Remember your Tumblr posts
See you Thursday!

Game Design, September 3rd, 2013

  • 2.
    TODAY 1. Icebreaker 2. Techcheck-in/making sure stuff is set 3. The First Major Assignment! 4. Juul 5. Gee 6. Our Thoughts 7. Homework
  • 3.
    Icebreaker Since last timewe lost the network… I came up with this for my icebreaker. Tell us your name (of course) but then tell us what you used to do as a kid when the power went out.
  • 4.
    Tech We need tocheck on three things, techwise: 1. Are you on the class Blogroll? 2. Are you in the Google+ community? 3. Are you in a Yahoo FFL league? I’m going to go to the specific pages to show you what we might need to act on now. Alt+tab time!
  • 5.
    Skill Set Portfolio I’mgoing to pull the assignment up while we talk about it. You can see it on the course website, under assignments.
  • 6.
    Juul The Juul reading’sbeginning probably didn’t surprise you at all. Evolving out of what we did at the end of last class, it’s a bunch of game definitions and some reflection on his own new (at the time) definition.
  • 7.
    Reading check Think fast! Holdup the number of fingers equal to the number of features that Juul’s definition has. Remember that he numbered them for you.
  • 8.
    Reading Check 2 Shoutout the name of one of the six features.
  • 9.
  • 10.
  • 11.
    VALUE ASSIGNED TOPOSSIBLE OUTCOMES
  • 12.
  • 13.
  • 14.
  • 15.
    So… How is thisframework potentially useful for us? This piece– like the Gee piece– is written more for the audience of game STUDIES and not game DESIGN, but what can we as designers learn from and gain from this construction?
  • 16.
    Oh, Em… GEE! TheJames Gee piece is the original essay that led to his book What Video Games Have to Teach Us About Learning and Literacy. While again, it’s targeted at looking at what games can do to inform learning… what can we as designers take from it? Let’s look at it!
  • 17.
    And that means… Giventhe content of these two readings, what do we now see as the definition of a game from the perspective of a game designer? I’d like each of you to write your definition and send it to me (alexanp3 at Miami OH dot EDU). We will start next class looking at them and galvanizing some key ideas.
  • 18.
    Homework This week: 1. PlayAngry Birds 2. Read Shell ch. 3-5 3. Set your fantasy line-up post- draft 4. Remember your Tumblr posts See you Thursday!