Game Design as a Cultural Practice / Fall 2004

 

requirements | schedule |texts

 

Weekly position paper and class discussion (20%)

Individual, brief but formally reasoned papers that connect theoretical readings with specific game play, posted to class site by midnight of Tuesday before class. Students should read one another’s postings before class and come prepared to engage issues raised. Undergraduates: 1 page per week; Graduate students: 1-2 pages per week. (no paper due for weeks 1, 12, 15, 16).

 

Extra credit additions: keep a gameplay journal; interview others about their game experiences.

 

Game Expert Report (15%)

Singly or in groups, prepare one of the assigned games (or similar alternate) in depth and present to the class with saved game illustrations, screen shots, analysis of antecedents in electronic and non-electronic form.  Deliver in class and create web presentation (no position paper due)

 

Supplementary Reading Presentation (15%)                                                                                                                                          

Present in class one of the week’s readings outside of the two main texts and create a web page or powerpoint that summarizes its main points. Apply the text to specific games and assess its interpretive power. Relate reading to main texts and to other readings. You may suggest other readings to present in this manner in addition to choosing one from the list. (This is an extended version of the position weekly paper, and replaces it for the week you deliver it.)

                                                                                                                                                                                                                                                                                                                 

Final Seminar Paper or Game Design Project (50%)

Research / Critique paper option: An in-depth analysis of a single game, game genre, or game culture issue, in the larger cultural context, including electronic and non-electronic antecedents, and comprehensive survey of related writings. Can include empirical research, observations of game play, interviews with game designers. 20 – 25 pages (15 for undergrads)

 

Project option: a prototype of a buildable, playable game with detailed design document which places the game design within the larger cultural context, establishes electronic and non-electronic antecedents and relevant game conventions, documents key design choices, and articulates a clear aesthetic by which the success of the game can be assessed.

 

Week 4: Submit preliminary topic or game design area, choose between paper or project

 

Week 7: Revised topic/design summary with research sources; if project, include preliminary screenshot and list of similar games

 

Week 12: In-class brief presentation of preliminary thesis statement, research findings, design mockups. In-class design critique. Written documents handed in on web.

 

 Week 16: Presentation with Poster/Powerpoint/Demo of final reports and projects

 

December 6 Monday after last day of classes: absolute last day final fixed form paper/project itself can be handed in

 

December 8 Wednesday of finals week: Demo Day – presentation of posters and demos of successful final papers/projects

 

Extra Credit: up to 10% for tech support, help to fellow students with game play or tech issues, providing of extra materials or fostering productive game activities