ALERT Game Design Lab
The ability to use reason, logic, and numbers to understand the underlying principles of a system is the foundation of a good gaming experience.
Students who can identify patterns and make connections between pieces of information may enjoy creating simulations to test cause and effect within a system. These simulations are often called "games."
Students who can identify patterns and make connections between pieces of information may enjoy creating simulations to test cause and effect within a system. These simulations are often called "games."
Gaming and Gamers
Games and play began in pre-history as a way for youngsters to practice life skills. There are “pure skill” games such as archery, darts, or horseshoes, and there are competitive community skills games (such as baseball) where you must not only out-think your opponents but also out-play them by relying on the skills of your teammates.
Later in the archaeological record and early history, games such as Mancala, Checkers, Tic-Tac-Toe, and most card games appear as purely abstract pastimes. The basic principles are based on probability and mathematics that have no particular relation to the real world.
Some games are based loosely on real events. But even such classic games as Chess, Monopoly, or Stratego are so abstract that their relationship to reality is based on the players' imaginations.
Finally, there are the “simulation” games, which are intended to reproduce, to various levels of accuracy, events in the real world, or in a realistically defined universe. These are used as the basis of this game with the goal of exploring the cause-and-effect of different decisions. Some simulations, such as wargames, are played with a serious purpose--to test skills, equipment, or leadership decisions in a safe environment. Other games take place on paper, in a conversation around a table, or online as a form of shared storytelling. Adventure games and multi-player worldbuilding games are examples of these ways of play.
Finally, there are the “simulation” games, which are intended to reproduce, to various levels of accuracy, events in the real world, or in a realistically defined universe. These are used as the basis of this game with the goal of exploring the cause-and-effect of different decisions. Some simulations, such as wargames, are played with a serious purpose--to test skills, equipment, or leadership decisions in a safe environment. Other games take place on paper, in a conversation around a table, or online as a form of shared storytelling. Adventure games and multi-player worldbuilding games are examples of these ways of play.
Games by Pieter Bruegel, c1560
"Anything that is impractical can be play. It's doing something other than what is necessary to continue living as an animal. You can discover more about a person in an hour of play than in a year of conversation."--Plato
From a Good Game to GREAT
Game Length and Goals--How long is the game expected to last? How will players know when the game is won or lost?
Replayability--How likely are players to want to play again? Are there a variety of possible outcomes based on strategy, tactics, roles, or chance/random events?
Ease of Beginning Play--How much background information is required to begin play? Are there any special rules or conditions experienced players know that may surprise beginning players later in the game?
Aesthetics--How much attention to detail and precision went into the design of the game components, display, and storage?
Theme--How is the game presented to encourage players to enter the game world?
Game Design Tools
Game Design Journal
Common Board Game Elements
Structure
Turn Order
Action
Resolution
Victory
Uncertainty in the Game
Economics
Auction
Worker Placement
Movement
Area Control
Set Collection
Card Mechanisms
Player Experience
Game Mechanics
Design Obstacles
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