Indicative Content
Here is a guide to the topics that will be covered in this module.
Applications of both traditional and experimental gameplay in modern games
Evolution of gameplay mechanics
Gamification & Behavioural Economics
Modifying Gameplay for all ages
Gameplay for Casual Games
Gameplay in an Analogue context
Games as Art
Emergent Gameplay
Passive Gameplay
Co-operative Gameplay
Game Balancing
Non-Liner Gameplay
Games for Learning & Education
Games for Fun
Designing Replayability
Future Challenges for Gameplay
Learning Strategies
1 x 2 hour interactive lecture per week.
Texts
Flow: The Psychology of Optimal Experience (Paperback) by Mihaly Csikszentmihalyi. Publisher: Harper Perennial
Critical Play: Radical Game Design (Hardcover) by Mary Flanagan. Publisher: MIT Press
Producing Games: From Business and Budgets to Creativity and Design, Cohen, D. S., Bustamante. Publisher: Focal Press
Keith, Clinton. Agile Game Development with Scrum. - Upper Saddle River, NJ: Addison-Wesley, 2010. Publisher: Addison Wesley
Todd, Deborah, Game Design: from blue sky to green light. - Wellesley, Mass. A K Peters, 2007. Publisher: A K Peters/CRC Press
Challenges for Game Designers (Paperback) by Brenda Brathwaite. Publisher: Delmar Publishing
Resources
Game Engines Library, Digital Academy, Word, Powerpoint, Internet, Projector, Dice, Timers, Counters and Other Game Creation Items.
Assessment Details
Pitch video describing your game (maximum 2 minutes) with accompanying short text description of your game (500 character limit). (Learning Outcome 1) 20% weighting
Work in Progress documentation including English Rules PDF, How To Play Video and updated short text description of your game (500 character limit). (Learning Outcomes 2 and 3) 20% weighting
Finished, playable physical prototype, including English rules and all necessary components. (Art is not required but the game should have all necessary graphic elements for play) with final updated short text description of your game (500 character limit). (Learning Outcome 4) 40% weighting
Critique and evaluate your game and your work throughout the module. (Learning Outcome 5) 20% weighting
PLEASE NOTE ALTERNATIVE ASSESSMENTS FOR Semester 1 and 2 2020/21 DUE TO COVID-19 AS FOLLOWS:
Assessment changed to
"Industry Report 20%
Mechanics Analysis 30%
Game Prototype - Photo evidence of prototype - 40%
Self Assessment "10%
LEARNING OUTCOMES
1. Analyse researched information in order to plan a project that fulfils the identified needs of a modern game.
Analysis
2. Evaluate the appropriateness of choices and varied approaches to solving problems that occur during the preparation and presentation of gameplay mechanics.
Problem Solving
3. Determine game characteristics and mechanics in order to select appropriate tools and methods required to support the design and development of a rapid prototype game.
Enquiry
4. Plan and create an analogue game that utilises the correct documentation.
Application
5. Review the project creation process evaluating the effectiveness of
your role during the project.
Reflection
Web Descriptor
On this module you’ll undertake a solo analog games project to fit in a given theme. You’ll be in charge of it’s design, production, play testing and eventual demoing at the annual board game expo on campus.