ARTICULATION DOCUMENT T231 Analog Game Theory MODULE STRUCTURE Module Category: Diploma in Game Design Level (year of study): Year 2 Credit Units: 4 Modular Credits Curriculum Hours: 90 Contact Hours: 60 over 15 weeks (4 hours per week) Module Assessment: Continuous Assessment: 40% - 15 Daily Grades Summative Assessment: 60% Understanding Test 1: 15% (written and online, open book) Understanding Test 2: 15% (Graded Assignment) Understanding Test 3: 30% (open book, online) SECTION 2: MODULE OVERVIEW This document addresses the content related abilities, with reference to the module. Abilities of thinking, learning, problem solving and team work, communication, debating and defending are addressed by the system wide curricular practices at the institute. School of Technology for the Arts, Republic Polytechnic _____________________ (Insert Name of Module) Page 1 MODULE OUTCOMES AND LEARNING OUTCOMES Module Synopsis The Analog Game Theory module is a course using problem based learning with practical game design challenges to help students understand and apply principles and theories underlying the design of games and play experiences. Through rapid prototyping of games with analog media, students will learn to focus on the creative essence of game design without being impeded by technology, cost and skill. Rapid prototyping, mirrors real design practice, and provides a key tool in the hands of the designers to build a quick and rough model of their ideas to play and test over time. Designers will iteratively rework the model within a team until a desired “fun” experience is reached. Each class activity poses different design challenges for students to explore, experiment and apply game design principles through problem solving and prototyping of analog games. Module Objectives Class activity are design challenges for students to explore, experiment and re-apply principles of game design through thinking and practical prototyping of playable analog games under different design challenges and scenarios. This module aims to help students: 1. Build critical vocabulary of game design 2. Learning ideation, sketching, rapid prototyping, balancing, play-testing, research and analyze, evaluation, non-linear planning and documentation of game designs across an iterative process. 3. Form a play history and repertoire of mechanics and dynamics through hands-on activities in and out of class School of Technology for the Arts, Republic Polytechnic _____________________ (Insert Name of Module) Page 2 4. Students will form their own answers to central questions such as: What is play? What is game design and how to design games? 5. To add works to their portfolio by encouraging them to build an analog game project, with a team, that will contribute to their final test scores. Following are the content related abilities strengthened by the curricular processes of the module: Formal Game Elements To be able to understand that: 1. The role of a designers and players in the design process. 2. the different types of player’s are motivated (attracted to) by different experiences of play games types as described by R. Bartle such as: killer, achiever, socializer, explorer3. Games are systems of mechanics (rules) that player dynamically interact through some interface which create dynamic behaviour and creates an experience. Different games systems have different core dynamics and can induce different types of fun (Marc Leblanc). 4. The quality of engagement into any play experience can be seen as a: magic circle (huizinga), or flow (chen), or immersion (hocking). 5. Game system dynamics creates what are called feedback loops that are reinforcing or counter balancing rules which affects player’s experience. 6. Good games present interesting meaningful choices or decisions to players. 7. Some games are designed to offer conflicts or obstacles to provide a challenge to players such as puzzles. 8. Mechanics of time can be used in games to induce pressure for players. 9. The role of randomization and chance mechanics in games 10. Games can be designed for play experiences that are driven by social objectives 11. Games can incorporate a variety of player interaction models to enhance play School of Technology for the Arts, Republic Polytechnic _____________________ (Insert Name of Module) Page 3 12. Games can be designed to to challenge human dexterity with twitch mechanics. 13. Music and dance movement can be used for games create play through body sensations. 14. Fantasy/imagination such as character, theme can be used to develop a roleplaying experiences. 15. Games with narratives requires non-linear structures rules to provide meaningful decisions that affect the outcome and narrative of a game. 16. Narrative elements together with the game rules and choices work together to involve and immerse users fantasy/imagination, create suspension of disbelief. 17. Strategy games generally use tradeoff mechanics such as: auction, purchases, (dynamic) limited use abilities, explicit choices, limited actions, trade and negotiations, economics, cost and returns, operational and one-off costs. Process and Skills To learn how to: 1. Identify and connect with one’s own personal play history. 2. Sketch dynamic play experiences. 3. Identify and infer core dynamics and rules from games and write rules 4. Rapidily (paper) prototype game systems with: a) puzzles requiring maze, fog of war b) twitch based games c) Physical movement and musical rhythm and tempo d) Story elements such as theme and characters e) non-linear story-telling f) meaningful choices g) strategy decision making 5. Balance a game along the lines of: Skill vs Chance, challenge vs success, challenge School of Technology for the Arts, Republic Polytechnic _____________________ (Insert Name of Module) Page 4 vs skills/abilities, asymmetry, risk vs reward, competition vs collaboration, twitch skills vs chance and positive vs negative feedback loops. 6. Analyse, plan for play-testing with players (who may be experts, or amateurs). 7. To learn to critically analyze a game design objectively and with reflection. 8. Documentation across the game design process within a standard. 9. Pitch a game design concept. Allocated time per day Module Coverage Discussions in Study Cluster Resource gathering and team work Skills acquisition and practice Problem 01: Personal Play History 1. To be able to understand and apply the following principles by way of recreating play experiences as sketches: a. The role of a designers and players in the design process. b. Types of play experience. c. Types of motivations why people prefer some forms of play over others. Play experiences result from the player(s) interactions with what they are playing “with” (i.e. an object or environment) i.e. game designers do not create directly play experiences for players rather the means in which they can happen i.e. through games. d. The quality of any play experience can be seen as a “magic circle“(Huizinga). 4 1 1 Acquired skills and abilities (optional) 2. To learn how to sketch dynamic play experiences as a means to convey essential information that communicates effectively dynamic ideas such as games i.e. imply rules and their consequences. 3. To learn to identify and connect with one’s own personal play history. School of Technology for the Arts, Republic Polytechnic _____________________ (Insert Name of Module) Page 5 Problem 02: Rapid Paper Prototyping 1. Learn basic rapid paper prototyping by building a game system. 2. Understand that Rapid Paper Prototyping is a hands-on, practical & iterative process. 3. Understand the importance of Iteration - elements such as testing, balancing, evaluating etc. 4. Understand that Games are Systems of Mechanics (rules). 5. Games have formal design elements and over time patterns/types of game objectives and CORE dynamics have evolved. 4 1 1 4 1 1 4 1 1 Problem 03: Games are Systems of Rules – Converting Digital to Analog 1. To be able to re-create and/or derive working game designs from a given source. 2. Understand that Games are systems of mechanics (rules) affecting components/elements that player dynamically interact with. 3. Games have formal design elements and over time patterns/types of game objectives and CORE dynamics have evolved 4. To learn basic rapid prototyping process of a game system building that implies other aspects of testing, balancing, evaluating etc. Problem 04: Critique & analysis: Balancing a Games as a Systems 1. Games are Systems. 2. Changes made will affect the entire Game System. 3. MDA Framework (Mechanics, Dynamics, Aesthetics) 4. Games offer conflicts, problem, obstacles to challenge to players. 5. Determine how randomness influences, determines or compliments the play experience. 6. Identify and differentiate between how probability works across Independent (e.g. School of Technology for the Arts, Republic Polytechnic _____________________ (Insert Name of Module) Page 6 dice) and dependent (e.g. cards) mediums. Problem 05: Rules Writing 1. Rules (mechanics) need to be clearly written, or else would be open to misinterpretation/ contention of players that would otherwise break the game. 2. Rules would govern, determine & influence the play experience of the player(s). 4 1 1 4 1 1 4 1 1 Problem 06: Player Test and Documentation 1. Formulating a Test Plan. 2. How to playtest objectively. 3. Understand what is documentation and the role as an on-going process. 4. Coherent documentation of the development from activities within the game design process for communicating ideas. Problem 07: Re-producing core Strategy Games (War Game/ resource management) 1. Strategy games generally use tradeoff mechanics such as: - auction - purchases - limited use abilities - explicit choices & actions, - trade & negotiations, - economics - cost (operational & one-off) and returns 2. To understand the role of and how to apply the skill of balancing chance vs strategic skills through adding and subtracting of mechanics. 3. Be able to identify variables that would be used for strategic meaningful decisions within a game such as tradeoffs Risk (cost) vs reward (profit, time-saving) etc. School of Technology for the Arts, Republic Polytechnic _____________________ (Insert Name of Module) Page 7 2. Meaningful Decisions 3. Resource Management Problem 08: Social Play (Competition vs Collaboration) 1. Competition Vs Collaboration 2. Games can be designed for socially oriented play experiences. 3. Player interaction models can be used as mechanics to enhance play such as: - Single player versus game - Player vs player - Team competition - Multiple individual players versus game - Cooperative play - Team competition - Unilateral competition - Multilateral competion 4 1 1 4 1 1 4. Emergent properties e.g. collusion/diplomacy, sabotage/griefing Problem 09: Critique & analysis: Balancing Games as a Systems II 1. e able to map out decision matrixes/algorithms and understand the relationship with interesting decisions. 2. Balancing in game design is by adding, subtracting and merging and revising mechanics(rules) to adjust dynamics (such as positive/negative feedback loops) of prototypes versus the experiences (e.g. flow) that designers intends for their players. 3. Be able to identify the critical areas to balance against; in which is key to the design of the game or core dynamics or play experience. (e.g. Risk vs rewards. Skills vs chance, symmetry vs asymmetry etc.) 4. Games are systems School of Technology for the Arts, Republic Polytechnic _____________________ (Insert Name of Module) Page 8 Problem 10: Rules Writing II 1. Skill vs Challenge 2. Risk vs Rewards 3. Skills vs Chance 4. Symmetry vs Asymmetry 4 1 1 4 1 1 4 1 1 5. Rules (mechanics) need to be clearly written, or else would be open to misinterpretation/ contention of players that would otherwise break the game. Problem 11: Testing & documentation II 1. Game system dynamics reacts or creates feedback loops 2. Understand that any action of a system will result in an equal overreaction of an opposing system. 3. Game Balance 4. Understand what is documentation and the role as an on-going process. 5. Coherent documentation of the development from activities within the game design process for communicating ideas. Problem 12: Story based Games (Maps, Events, Encounters) 1. To be able to understand, analyse and apply the principles of game design to engage players through fantasy/imagination with story , character, theme to develop a role-playing experience such as: a. Using mechanical features of a MAP to develop story sequence/event/encounters b. Connecting story narrative elements to game elements e.g. character = School of Technology for the Arts, Republic Polytechnic _____________________ (Insert Name of Module) Page 9 player, goal of game and story are the same, obstacles are given representation as events on a board. However in story-based games, players control the character to determine the outcome by making choices for the character. The designer has to (therefore) understand and create the connection between choices and consequences in order to immerse players as the character of the story e.g. Suspension of disbelief 2. To be able to identify and explain the quality of any player’s “immersive” experience in story-based games as qualities described in a “magic circle“ (huizinga) or flow (chen) Problem 13: Story based Games (Planning & Play testing, Balancing Experience with Plotting and diagramming ) 1. To be able to plan and test a story-based game on a map, then plot, read and analyse charts below to make recommendations for balancing. a. A player/event chart b. A flow chart/directed graph of the story events 4 1 1 4 1 1 To be able to identify, distinguish linear and non-linear structures used in story-based games and how they might affect the degree of immersive play experience. Problem 14: Stories based games (Adding Puzzles to create challenge and engagement) 1. To be able to understand, analyse and apply the principles of puzzle design to add problem solving challenge that engages players within the context of story-based games that utilize narrative/fantasy/imagination: 2. All forms of puzzles use different combinations of text, image and logic (scott kim, bob bates et al.) in which the player must deduce a pattern in order to find the solution. All puzzles unlike games have only one solution or outcome. School of Technology for the Arts, Republic Polytechnic _____________________ (Insert Name of Module) Page 10 3. The role of randomization and chance in games e.g. for starting points to ensure different states to ensure different starting points. Problem 15: Twitch Games 1. Twitch skill (fast-choice) with mechanics such as: i. ii. iii. iv. v. Pure speed Timing Precision Avoidance Time pressure 4 1 1 60 15 15 2. Be able to simulate randomness of realistic physical experiences. 3. To understand: Twitch skills vs Chance, challenges vs success, for an enjoyable play experience. Total = 15 Problems = 90 hours TEACHING AND LEARNING This module equips students who wish to pursue a career in the Creative Industries with necessary creative, critical, and technical skills. The module emphasise traditional intellectual skills in terms of writing short reports, and conducting appropriate research when preparing for projects. Students are routinely required to conduct seminar discussions and presentations. The Module inspires and nurtures creative expression, in terms of both form and content, and in the context of both individual and group productions. Students are encouraged to analyse contemporary culture to develop their area of expertise. Throughout the module, engagement with new, digital technologies is emphasised. The module is predominantly delivered via a problem based learning style curriculum. However, up to 15% of the module uses a technical hands-on tutorial style curriculum. The module is predominantly taught in a classroom. School of Technology for the Arts, Republic Polytechnic _____________________ (Insert Name of Module) Page 11 LEARNING RESOURCES Brenda Brathwaite, 2008. Challenges for Game Designers. 1 Edition. Cengage Learning. Tracy Fullerton, 2014. Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Third Edition. 3 Edition. A K Peters/CRC Press. Jesse Schell, 2014. The Art of Game Design: A Book of Lenses, Second Edition. 2 Edition. A K Peters/CRC Press. MDA: A Formal Approach to Game Design and Game Research 2015. . [ONLINE] Available at: http://www.cs.northwestern.edu/~hunicke/MDA.pdf. [Accessed 15 January 2015]. School of Technology for the Arts, Republic Polytechnic _____________________ (Insert Name of Module) Page 12