*Note: Not every class session has audio recordings available. Selected audio lectures from Game Design, Fall 2013, covering designing, prototyping, testing, and revising, board, card, and other types of non-digital games. License: Creative Commons BY-NC-SA More information at ocw.mit.edu/terms
Generating ideas for rule changes and working through the implications on game play.
Play testing for to generate rules chagnes and the effects on social context.
Guest lecturer Jesper Juul on independent games, and their style and aesthetics. Note: due to a technical issue, the final few minutes of the lecture are missing.
The design and machanics of games in which players cooperate to achieve a goal.
Discussion of the physical space of game boards and play areas, and how they effect strategy, game play, aesthetics, and other game elements.
Guest lectures by Glenn Given from Games by Play Date and Mackenzie Cameron from the Game Makers Guild.
Explanation of the 3rd major course assignment, the final project.
Discussion of what simulations include and what they leave out; student pitches for assignment 3 projects.
Effects of the number of players on game play and strategy, incorporating feedback into design and thinking cybernetically.
Overview of the process of deciding which mechanics to add and cut, how to implement changes, and common problems.
Considering random elements in game play versus player-driven strategy and how they can complement and compete with each other.
An overview of the history of American board games, and how those forms continue to influence game design today.
Discussion of the competing and overlapping definitions and ideas of game, play, and sport.
The contributions of game aesthetics to the experiencing of game play.
A discussion of the MDA framework, based around the videogame Defense of the Oasis.
The role of player's lack of knowledge in game design and play, and dice's role in the history of randomness.
Making usable games and putting restraints on player actions.
In part 1 of the second class meeting the instructor leads a discussion of what kinds of player decisions have meaning, and why.
In part 1 of the third class meeting the instructor describes the process of prototyping a game.
In part 2 of the third class meeting the instructor suggests ways to alter rules and gives an overview of the process of playtesting.
In part 1 of the first class meeting the instructors introduce the course, give an overview, and detail the syllabus.
In part 2 of the first class meeting the instructor leads a discussion of what game mechanics are, how they work, and why they matter.
In part 2 of the second class meeting the instructor introduces and leads a brainstroming session to develop ideas for a game.