Digital Play – Games and Virtual Worlds CUSP 104/107 Fall 2009 Date: Tuesdays and Thursdays 8:45-1:05 Place: UW2 141 Instructor: Wanda Gregory and Skaff Elias Email: wgregory@u.washington.edu, Office Hours: after class and by appt Course Description: With revenues exceeding 30 billion dollars, video game industry is now one of the largest segments of the entertainment industry. The massively multiplayer online game (MMO) World of Warcraft that launched in 2004 now has over 11 million subscribers worldwide. Today we have players spending thousands of dollars on virtual characters and digital items. Games have and will continue to become a major part of our culture today and a key component of the ever-growing digital entertainment industry. The class integrates lectures, presentations, guest lecturers, case studies and of course game play, thought, and critique. We will look at a variety of games (paper based and digital) along with participation in team projects. Topics include: overview of the game industry, the structure and process of game design, game aesthetics, playtesting and UI design, narrative and character development, economic and business models, social design, sociological and psychological dimensions of games and play, identity and community. We will also study and evaluate characteristics important to all games. The goal will be to develop a vocabulary and tools for those interested in critiquing their own and others game designs. Aims of the Course: The learning objectives for the class are as follows: Understand the structure of games: including economic systems, formal models, games as systems Understand the fundamental principles of high level and low level game design, including rules, balance, feedback, motivation, progression, and genre-based tricks Understand the social and psychological aspects of game play Understand the development of the player experience including character development, narrative and social play Understand design considerations in the creation of online environments and games Develop a vocabulary for the analysis and critique of games Assignments will include: Weekly readings Short game description Three papers Take home essay test Team project – creation of game concept, paper and presentation Play Games!! Papers: Short game description Identity paper Response paper (topic assigned in class) Game review paper Team Project – Game concept, pitch, write up and group presentation 1 Students will work in teams to create a game concept, pitch and write up. The team will submit a one-page summary for class review and suggestions during week 5. In week 10, teams will present their game concept, and design to a panel of industry experts. More information on this as quarter progresses. Take Home Essay: Will be discussed in class. Credit for assignments: Short game description (5%) Take home essay test (20%) Identity paper (10%) Game review paper (10%) Response paper (10%) Final group project and paper (20/25%) Reading Requirements: There are no required texts for the course In advance of certain lecturers required readings will be provided either by photocopied materials, pdfs or Internet links There will be a form of lecture notes on the class website. However these will not match the lectures exactly in content, so beware. Suggested/Optional Books: Between Play Worlds, by TL Taylor Synthetic Worlds, by Edward Castronva Designing Virtual Worlds, by Richard Bartle Theory of Fun for Game Design, by Ralph Koster Rules of Play, Eric Zimmerman and Katie Salen The Game Design Reader, Ed. Eric Zimmerman and Katie Salen Oxford History of Board Games, David Parlett Oxford History of Card Games, David Parlett The Study of Games, Elliott M. Avendon and Brian Sutton-Smith Useful Web Sites: Terra Nova The Escapist Magazine Nick Yee/Daedalus gateway Water Cooler Games Gamasutra International Game Developers Association (IGDA) Penny Arcade Joystiq Kotaku Slashdot Games MMORPG.com 2 Course Schedule: This schedule may need to be adjusted as the quarter progresses (class with notice). Th Oct 1 Overview of the Course and Introduction to Game Structure Definition of “game” Tu – Oct 6 Overview of the Game Industry Game Genres Game Fundamentals: Playtime, Players, Positional asymmetry Th– Oct 8 What is Play? Mind of the Playcognitive aspects of game play Readings: Costikyan, I have no words I must design, http://www.costik.com/nowords.html#What_is Barton, Matt. The History of Computer Role Playing Games, www.gamasutra.com/features/20070411/barton_01.shtm l Stevens, T. “Filling the Immersion Gap” Varney, A. “Lifegame 2.0” Drake, S. “The New Gaming Society” www.escapistmagazine.com/features/issue/53 SHORT GAME WRITE UP DUE Readings: Salen and Zimmerman, Chapters 22, 23 and 25 Rules of Play Csikszentmihalyi, M. Chapters 3 & 4, The Flow Tu– Oct 13 Game Fundamentals: Heuristics, interactivity, Politics Hejdenberg, A. The Psychology Behind Games, Gamasutra. www.gamasutra.com/features/20050426/hejdenberg_01. shtml IN CLASS GAME PLAY: Shoot-out Guest Lecture: Kristin Olm, Business Development Manager, Playfirst Discussion of Casual Games Industry. IP Development and Narrative Play Readings: Jenkins, Game Design as Narrative Architecture, pdf Rogers, “Playing Smart with IP,” Game Developer Magazine, June/July 2005 Costikyan, G. “Games, Storytelling and Breaking the String.” Second Person pdf Hindmarch, W. “Storytelling Medium.” Second Person. pdf Th – Oct Player Identity games as a Creative Guest Speaker: to be confirmed Readings: 3 15 and Character Development Thurkle, Sherry. Aspects of the Self, chapter 7, Life on the Screen Bartle, R. Players. Bartle, “Hearts, Clubs, Diamonds, Spades: Players who Suit MUDs pfd Perron, “From Gamers to Players and Gameplayers: The Example of Interactive Movies” The Video Game Theory Reader pdf Goffman, E. The Presentation of Self in Everyday Life, Introduction Stephenson, N. excerpts from Snow Crash Tu– Oct 20 Girl Games Readings: Jenkins, H. “Chess for Girls: Feminism and Computer Games”, From Barbie to Mortal Kombat pdf Jenkins, H. “Future Reflections”, From Barbie to Mortal Kombat. pdf Bryce, Rutter, “Killing Like a Girl: Gendered Gaming and Girls Gamers Visibility” pdf Jenkins, H., “Gendered Space.” From Barbie to Mortal Kombat, pdf Guest Speaker: To be confirmed IDENTITY PAPER DUE Th– Oct 22 Transmedia Properties – Case Study of Nanovors Readings: Handouts in Class Game Fundamentals: Elimination, Kingmaking, Standards, Spectation Tu – Oct 27 Social Gaming, Virtual Worlds and Online Gaming Communities Readings: Bartle, R. “Alice and Dorothy Worlds.” Beyond Video Games, Ed. Chris Batman. pdf Yee, N. The Labor of Fun, “Games and Culture”, http://www.nickyee.com/daedalus/archives/001500.php Game Fundamentals: Rules, Downtime, Busywork, Snowball and Catchup Taylor, TL. Living Digitally: Embodiment in Virtual Worlds, http://www.itu.dk/~tltaylor/papers/TaylorLivingDigitally.pdf Boyd, d. “Why Youth Love Social Network Sites. www.danah.org/papers/WhyYouthHeart.pdf 4 Th – Oct 29 Virtual Worlds and Online Economics – Case Study of ourWorld Game Fundamentals: Reward/Effort Ratio, Game Arc, Game Balance Tu – Nov 3 IN CLASS GAME PLAY Online Economics Game Fundamentals: Strategic Collapse, Rewards, Hidden Information Th – Nov 5 Business and Marketing of Games Console Wars – case study of Xbox Live, Sony and Wii Readings: Castronova, E. The Economics of Fun: Behavior and Design (chapter 8) Synthetic Worlds pdf Register for ourWorld.com Explore other sites including: Second Life Avion World of Warcraft Xbox Live Sony Home Free Realms Readings: Chinese Gold Farmers: Preview http://www.youtube.com/watch?v=ho5Yxe6UVv4&eurl Doctorow, C. Anda’s game. Short story from Salon.Com November 15, 2004. http://dir.salon.com/story/tech/feature/2004/11/15/anda s_game/index.html?pn=1 Book, B. These bodies are FREE, so get one NOW!: Advertising and Branding in Social Virtual Worlds http://papers.ssrn.com/sol3/papers.cfm?abstract_id=536 422 Readings: Michael Wolf, “Brand Empire,” The Entertainment Economy Pdf Anderson, T. Introduction, Chapters 1 & 3, The Long Tail, pdf RESPONSE PAPER DUE Tu – Nov 10 Advergaming Game Fundamentals: Randomness Luck and Skills, Costs Th – Nov 12 Readings: Edery, D. “Advergames.” Changing the Game. pdf Edery, D. “Adverworlds: An Intro to Games and Why they Matter.” Changing the Game. pdf Guest Speaker: Alex St. John, Former CEO of Wild Tangent Legal Aspects of Games, Governance, Privacy, Deviant Behavior Readings: Jenkins, The Virtual World as a Company Town-Freedom of Speech in Massively Multiple On-line Role Play Games, “Journal of Internet Law”, http://papers.ssrn.com/sol3/papers.cfm?abstract_id=565 181 Game Taylor, TL. 'Whose Game Is This Anyway?'“ Negotiating 5 Fundamentals: Victory Conditions, the metagame Corporate Ownership in a Virtual World http://virtual-economy.org/ Guest Speaker: to be confirmed Tu – Nov 17 IN CLASS GAME PLAY: Game Ethics – Violence, Identity and Deception Readings: Donath, J., Identity and Deception in the Virtual Communities http://smg.media.mit.edu/people/Judith/Identity/Identity Deception.html Bruckman, A. Gender Swapping on the Internet http://wwwstatic.cc.gatech.edu/elc/papers/bruckman/genderswapping-bruckman.pdf Th – Nov 19 Alternate Forms of games – Pervasive, narrative based games GAME REVIEW PAPER DUE Readings: McGonigal, J. Why I Love Bees: A Case Study in Collective Intelligence Gaming. pdf McGonagall, J. “The Puppet Master,” pdf Walz, S. and Ballagas, R. Pervasive Persuasive: A Rhetorical Design Approach to a Location-Based Spell-Casting Game for Tourists. IN CLASS GAME PLAY: McLuhan, M. “Games”, Understanding Media Serious Games – training, health and education Readings: James Gee. Chapter 1. What Video Games have to teach us about learning and literacy? pfd Finalize Presentations Aylett, Vala, Sequeira, Paiva. FearNot!–An Emergent Narrative Approach to Virtual Dramas for Anti-bullying Education. [http://www. springerlink.com/index/g54771761631r095.pdf] Th – Nov 26 THANKSGIVING – NO CLASS PLAY GAMES! Work on Projects!! Tu – Dec 1 Final Presentation Th – Dec 3 Final Presentations W – Dec 9 FINAL PAPERS AND PROJECTS DUE!!! Tu– Nov 24 6