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These lectures discuss the history, tools, and current landscape of game design and analysis. A variety of genres are covered, including cards, games of chance, board games, role-playing, sports, and puzzles. See Singapore-MIT GAMBIT Game Lab

Game Design (2010) MIT

    • Technologie

These lectures discuss the history, tools, and current landscape of game design and analysis. A variety of genres are covered, including cards, games of chance, board games, role-playing, sports, and puzzles. See Singapore-MIT GAMBIT Game Lab

    Lecture 2: Iterative Design

    Lecture 2: Iterative Design

    This lecture begins by exploring what a game is (and isn't) and defining the terms "mechanic" and "dynamic". Designers identify the core mechanic and dynamic of a game to help guide iterative playtesting and optimization.

    • 47 Min.
    Lecture 3: Where do game ideas come from?

    Lecture 3: Where do game ideas come from?

    The assigned readings introduced two frameworks for designing games: formal abstract design and MDA (Mechanics-Dynamics-Aesthetics). Students play a primitive board game and apply these analytic tools, then modify the rules and repeat the exercise.

    • 48 Min.
    Lecture 4: Prototyping

    Lecture 4: Prototyping

    Before games come to market, they undergo several tests: Are there technical glitches? Can players easily get started? Is the gameplay what the designers intended? Sara Verrilli discusses how and why to conduct focus testing.

    • 33 Min.
    Lecture 5: Assignment 1 Brainstorming and Team Formation

    Lecture 5: Assignment 1 Brainstorming and Team Formation

    Abe Stein talks about how to brainstorm constructively, despite social pressure and interpersonal dynamics. Students practice generating ideas individually and in groups, ending with concepts for the first team project, a card game for 2-4 players.

    • 1 Std. 18 Min.
    Lecture 6: The Social Function of Games

    Lecture 6: The Social Function of Games

    Today's reading, by theorist Roger Caillois, examines the various interactions between players and spectators of games. Students then brainstorm ideas for their first team project: designing a card game for 2-4 players.

    • 1 Std.
    Lecture 8: Strategy, Skill, and Chance, Part 1

    Lecture 8: Strategy, Skill, and Chance, Part 1

    Games contain various skill requirements, chance elements, and information availability, which guide strategy development. Changing the balance between these factors can create very different player experiences.

    • 1 Std. 30 Min.

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