Readings
Required Texts:
The required texts for the course are below. Additional readings will be provided as links or PDFs, or are available online through the NYU Library.
Rules of Play: Game Design Fundamentals, Katie Salen and Eric Zimmerman
Play Matters, Miguel Sicart
Routledge Companion to Video Game Studies, Mark J.P. Wolf (Editor) and Bernard Perron (Editor)
Gameworlds: Virtual Media and Children’s Everyday Play, Seth Giddings
SCHEDULE
The semester is divided into five modules:
Module 1: Play (Week 1 – 2)
Module 2: Technological (Week 3 – 5)
Module 3: Spatial (Week 6 – 9)
Module 4: Social (Week 10 – 11)
Module 5: Expressive (Week 12 – 14)
Module 1: Play
This module introduces theoretical definitions for play and games, the building blocks for designing playable experiences, and four modes of structuring play toward a meaningful direction.
Week 1: Play
09/04 – 09/06
Class Introduction
- Student Introductions
- Class Overview
- Course Themes
- Structuring Play: Technological, Spatial, Social, Expressive
- In-class Game Exercise
- Assignments:
- Mini-Project Part 1: “Play”, DUE in class Thursday 09/06
- Think of an everyday play experience that you have engaged in at some point. What was it? Where did it take place? What makes it “play” as opposed to some other kind of activity? Be ready to share and discuss the play experience in Thursday’s class.
- Readings for Next Class:
- Miguel Sicart, Play Matters, Chapter 1: “Play Is”
- Tim Brown TED Talk on creativity and play: https://www.ted.com/talks/tim_brown_on_creativity_and_play
- (Optional) New York Times, “Why Do We Play”: https://www.nytimes.com/2008/02/17/magazine/17play.html
- Mini-Project Part 1: “Play”, DUE in class Thursday 09/06
Overview of Play
- Class Details
- Schedule, Class Logistics, Documenting Projects
- Lecture: What is Play? Part 1
- Aspects of Play
- In-class Analysis: Discussion of Mini-Projects Part 1
- Assignments:
- Mini-Project Part 2: “From Play to Game”, DUE Tuesday 09/11
- Convert your play experience into a game.
- Readings for Next Class:
- Brian Upton, The Aesthetic of Play, Chapter 1: “Defining Play” (online NYU library)
- Salen and Zimmerman, Rules of Play: Game Design Fundamentals, “Defining Games”
- Mini-Project Part 2: “From Play to Game”, DUE Tuesday 09/11
Week 2: Structures for Play
09/011 – 09/12 (Tues/Wed due to holiday)
The Study of Play
- Lecture: What is Play? A Brief Background of the Study of Play – Sicart
- Structuring Play Towards Game
- The Formal Elements of Games
- In-class Analysis: Discussion of Mini-Projects Part 2 “From Play to Game”
- Assignments:
- Documentation Post:
- Post a description of the original play experience and its conversion into a game. DUE Thursday 09/13
- Play and Analyze:
- Pick a card game, board game or any other form of non-digital game that you have played and bring it to class on Thursday
- Readings for Next Class:
- Documentation Post:
Fundamental Elements of Games
- Overview:
- Rules for Play
- Play and Meaning
- Desired Goals and Outcomes
- Designing Choices
- In-Class Exercise:
- Play and Analyze: groups will take turns playing the games that have been brought in. In the course of play, identify the fundamental design elements.
- Assignments:
- Writing Analysis: Technological, DUE before class on Tuesday 09/25
- Part 1: Pick a digital game and play it. Make sure you are able to play for at least 4 hours in total. Take note of the design elements as you play and how they contribute to the game’s goals, themes and play experience. Consider what it takes to capture fundamental game design elements on a technological platform.
- Readings for Next Class:
- Writing Analysis: Technological, DUE before class on Tuesday 09/25
Module 2: Technological
This module reiterates the abstract principles behind structuring a play experience and considers how practical aspects of a technological platform impact both the design of a game and the modes of play within it. The module covers a brief history of digital games and introduces a theoretical foundation for understanding digital games as both technological and cultural artifacts.
Week 3: Technology as a Game Platform
09/18 – 09/20
Nature of the Digital Platform
- Lecture: Theoretical Models of Play on the Digital Platform
- Rules and Systems
- Game Mechanics
- Interface and Interaction
- In-Class Exercise
- Designing Gameplay Mechanics
- Assignments:
- Writing Analysis: Technological, DUE before class on Tuesday 09/25
- Part 2: Write a one-page analysis of the digital game that describes what you perceive the game is about, how the gameplay supports and engages this premise or argument. Consider how fundamental design elements are captured within the technological system, and where there is room for play within the structure of the game’s goals and objectives.
- Readings for Next Class:
- Ian Bogost, How to Talk About Videogames, “Introduction” (available in NYU online library as eBook)
- Ian Bogost, How To Do Things With Videogames, “Media Microecology” (available in NYU online library as eBook)
- Writing Analysis: Technological, DUE before class on Tuesday 09/25
Workshop: Javascript, p5.js and play.js
- Overview: Working with a Game Library
- Coding Workshop
- Introduction to Javascript, p5.js and p5.play
- Assignments:
- Homework exercises to work on
- Look over resources for Javascript and libraries
- Readings for Next Class:
- Steven Poole, Trigger Happy, “The Origin of the Species” p35-82 (Creative Commons License)
Week 4: Digital Play Experiences
09/25 – 09/27
Digital Games and Play
- DUE: Writing Analysis: Technological
- Class Discussion
- Coding Workshop Part 1
- p5.js / play.js
- simple animation and navigation
- Assignments:
- Project: Technological, DUE Thursday 10/04
- Brainstorming session: as a class come up with a one-word theme for the project
- Using p5.js / play.js design a simple game based on the theme
- Post a project proposal by the end of the week
- Readings for Next Class:
- The Routledge Companion to Video Game Studies, Part I: Technological Aspects, Chapter 1: “Artifact” (available in NYU online library as eBook)
- Project: Technological, DUE Thursday 10/04
Workshop: More p5.js and play.js
- Lecture: A Brief History of Digital Games (Early Years)
- Class Discussion: Games as Artifacts
- Making a Prototype: Paper to Digital
- Defining Rules for Play
- Gameplay Mechanics
- Playtesting prototypes
- Coding Workshop Part 2
- p5.js / play.js
- Working with gameplay mechanics
- Considerations for the Game Interface
- Assignments:
- Project Work:
- Prepare a paper prototype of your game; playtest the game
- Document both the prototype and the playtest session and add it your project proposal
- Get started on the digital form of your game
- Readings for Next Class: None
- Project Work:
Week 5: Digital Game Project
10/02 – 10/04
Playtest Sessions and Project Work
- Project Work (first half of class)
- Playtest Sessions (second half of class)
- Assignments:
- Finish up Project: Technological
- Readings for Next Class: None
Project Presentations
- DUE Project: Technological
- Present Projects and Group Critique
- Assignments:
- Project Documentation, DUE Thursday 10/04 by Midnight
- Post completed project documentation and link to game files (share folder via email if necessary)
- Readings for Next Class:
- Seth Giddings, Gameworlds “Introduction” and Chapter 1: “Virtual and Actual Worlds” (available in NYU online library as eBook)
- Sicart, Play Matters, Chapter on “Playgrounds” (available in NYU online library as eBook)
- Project Documentation, DUE Thursday 10/04 by Midnight
Module 3: Spatial
The focus of this module is on games as systems for meaning, and approaches the topic through a comparison of actual and virtual play spaces as visual representations of fictional worlds.
Week 6: Playworlds and Meaningful Play
10/09 – 10/11
Spaces for Play: Virtual and Actual
- Lecture: Comparing Spaces for Play
- Space as Systems of Meaning
- Case Studies: Analog Games and Screen-based Games
- In-Class Exercise
- Translating Between Worlds
- Assignments:
- Writing Analysis: Spatial, DUE Thursday 10/18
- Choose a 2D or 3D digital game to analyze. Make sure you you are able to play it for at least 3-4 hours. In your analysis, consider how games are understood in terms of time and space and then examine the digital space of the chosen game for how effectively it presents a fictional world that generates its own version of reality. How does it draw from the lived world and what does it alter or introduce to create a space that challenges our expectations? How does the design of the space impact gameplay and narrative?
- Readings for Next Class:
- The Routledge Companion to Video Game Studies, Part II Formal Aspects: “Dimensionality”, John Sharp (available in NYU online library as eBook)
- Writing Analysis: Spatial, DUE Thursday 10/18
Workshop: Unity
- Discussion: Screen Space and Dimensionality
- Unity Workshop
- Intro to Unity
- Navigating the Development Environment
- Working with Art Assets
- Working with Properties of the Game Space
- Assignments:
- Continue working on writing analysis
- Readings for Next Class:
- The Routledge Companion to Video Game Studies, Part II Formal Aspects: “Perspective”, p 107-116, John Sharp (available in NYU online library as eBook)
- Henry Jenkins, “Games as Narrative Architecture”
- Video Game Spaces, “Games as Moving Images”, Michael Nitsche, p.69-78 (available in NYU online library as eBook)
Week 7: Navigating Worlds: Movement, View, Perspective, Interface
10/16 – 10/18
Gameworlds and Visual Representation
- Lecture: Representing the Lived World in Digital Space
- Perspective and the Cinematic Media Form
- Play and Narrative in Virtual Spaces
- Play and Analyze:
- In-Class Play and Review Sessions with 2D Games, 3D Games, Filmic Spaces and Animated Spaces
- Assignments:
- Readings for Next Class:
- “A Brief History of the Walking Simulator” Nicole Clark in Salon https://www.salon.com/2017/11/11/a-brief-history-of-the-walking-simulator-gamings-most-detested-genre/
- “Is It Time to Stop Using the Term ‘Walking Simulator’?”, Killscreen Staff https://killscreen.com/articles/time-stop-using-term-walking-simulator/
- Project Muse Cinema Journal 48, Spring 2009, Will Brooker, “Camera-Eye, CG-Eye: Videogames and the Cinematic”
- Readings for Next Class:
Workshop: Unity
- DUE: Writing Analysis: Spatial
- Class Discussion
- Unity Workshop
- Navigation in the Game Space
- Properties of the Game Space
- Creating an Interface
- Assignments:
- Project: Spatial, DUE Thursday 11/08
- Assign project teams
- In teams of 2, choose from one of the following formats: 2D platformer / 2D side-scroller, 3D FPS, 3D walking simulator. Create or compile art assets, and either alter properties of existing game behaviors (scripts) or add new game behavior to produce a navigable digital space that presents a consistent and cohesive fictional world. Incorporate rules for the world’s behavior that breaks, contradicts or reconstructs some expectation or assumption of the lived world. The goal is to create a digital world that generates its own version of reality and in doing so offers its own framework for narrative and gameplay.
- Post a *brief* project proposal by end of class Thursday
- Plan to bring in a working prototype (paper, digital, or both) to discuss on Tuesday 10/30.
- Readings for Tuesday 10/30:
- Project Muse, “High Art/Low Life The Art of Playing Grand Theft Auto”, Soraya Murray
- Game Design Reader, James Gee “Cultural Models: Do You Want To Be The Blue Sonic or the Dark Sonic?” p.610-639
- Project: Spatial, DUE Thursday 11/08
**FALL BREAK**
Week 8: Space as Cultural Contexts
10/30 – 11/01
Defining Cultural Contexts
- Lecture: What Do We Mean By Culture?
- Reflecting Culture
- Transforming Culture
- Cultural Models and Rhetoric
- Case Studies
- In-Class Exercise
- Group discussion of cultural references and models in Class Projects in progress
- Assignments:
- Work on Projects
- Readings for Next Class: None
Project Workshop
- Review and Playtest Project Prototypes
- Unity Workshop
- Working with JS/C#
- Scripting behaviors of the game world
- Assignments:
- Work on Projects
- Readings for Next Class: None
Week 9: Spatial Game Project
11/06 – 11/08
Playtest Sessions and Project Work
- Project Work
- Assignments:
- Finish up Project: Spatial
- Readings for Next Class: None
Project Presentations
- Playtest Sessions and Group Critique
- Assignments:
- Completed Project DUE: Sunday by 5pm (upload files and finished build for MAC)
- Project Documentation, DUE Sunday by 5pm
- Post completed project documentation and link to downloadable game
- Attend “Tangle” Exhibition:
- Find a couple times to attend “Tangle” https://www.nyuad-artscenter.org/en_US/events/2018/tangle-polyglot-theatre/
- Readings for Next Class:
- Seth Giddings, Gameworlds:“Play Grounds: The Material and Immaterial in Play” (available in NYU online library as eBook)
- NYUAD Library Study Guide for Polyglot Theatre Company
Module 4: Social
This module steps back from digital worlds to explore the social aspect of games and play. The two weeks of the module coincide with the Arts Center Exhibition “Tangle” organized by the Polyglot Theater Company as a contemporary arts experience built through play.
Week 10: Social Play / Visiting Artist
11/13 – 11/15
Play as Social / Art Experience
- Visiting Artist: Polyglot Theatre Company
- Interactive and participatory theater
- Engaging the Community in Play, Play Space
- In Class, Outside Exercise / Workshop
- Assignments:
- Writing Analysis: Social, DUE Thursday 11/22
- Readings for Next Class:
- Aileen Shackell, Nicola Butler, Phil Doyle and David Ball; Design for Play: A Guide to Creating Successful Play Spaces, “Section 2: Design for Play”
- Writing Analysis: Social, DUE Thursday 11/22
Social Play: Material and Immaterial
- Review Polyglot Workshop
- Concept / Design of Play
- Virtual and Actual Spaces & their Rules
- Assignments:
- Attend “Tangle” Exhibitions (if you haven’t already)
- Continue work on writing analysis
- Considerations for Final Project: think about a possible theme – we’ll brainstorm and choose one next class
- Readings for Next Class: None
Module 5: Expressive
This module deepens the dialogue about what constitutes games and play within contemporary culture, and how their relationship exposes questions about games as a vast and varied medium for expression.
Week 11: Expressive Play
11/20 – 11/22
In-class Play Session
- Revisit Game Design Fundamentals
- More on Social Play
- Assignments:
- Final Project: Expressive, DUE Tuesday 12/11
- As a group students will choose the theme for the project and apply it to an aesthetic, experiential, artistic, or rhetorical experience that uses play as the mechanism for generating meaning. The play experience can be analog, digital, or a hybrid of analog and digital components, producing some kind of cultural artifact. The goal is a simple interactive piece with conceptual depth and social significance. Students may work individually or in teams. Each student is expected to submit individual documentation.
- Prepare Project Idea for Tuesday to share in class
- Readings for Next Class: None
- Final Project: Expressive, DUE Tuesday 12/11
Discussion of “Tangle” Exhibit
- DUE Writing Analysis: Social
- Class Discussion
- Review of Exhibit
- Play and Analyze:
- In-Class Play and Review Sessions with Museum Games, AR Games, and Role-Playing Games
- Assignments:
- Readings for Next Class:
- Ian Bogost, How To Do Things with Videogames, “Chapter 1: Art” (in NYU eBook library)
- Ian Bogost,How To Do Things with Videogames, “Chapter 2: Empathy” (in NYU eBook library)
- Ian Bogost, How To Talk About Videogames, “A Portrait of the Artist as a Game Studio” (in NYU eBook library)
- Ian Bogost, How To Talk About Videogames, “Shaking the Holocaust Train” (in NYU eBook library)
- Readings for Next Class:
Week 12: Play as a Medium for Expression
11/27 – 11/29
Modes of Expression
- Lecture: Modes of Expression
- Art and Aesthetics
- Experiential Games
- Procedural Rhetoric
- Case Studies
- Play and Analyze: expressive games
- Assignments:
- Bring to Next Class:
- Title and links to a game (or the actual version) that you feel is particularly expressive. Be prepared to describe the game and share your perspective.
- Readings for Next Class:
- John Sharp,Works of Game: On the Aesthetics of Games and Art, Chapter 5: Games as a Medium (in NYU eBook library)
- Bring to Next Class:
Project Work
- Project Work:
- Playtesting Prototypes
- Discuss Games (from homework)
- Assignments:
- Continue working on projects
- Readings for Next Class: None
Week 13: Review Structures for Play
12/04 – 12/06
Play and Games
- Playtest Sessions and Project Work
- IM Show Locations and Setup
- Assignments:
- Work on Projects
Playtest Sessions and Project Work
- Playtest Sessions and Project Work
- Assignments:
- Finish up Final Project
Week 14: Final Projects and IM Show
12/11 – 12/13
Project Presentations
- DUE Final Project: Expressive
- Present Projects and Group Critique
- Prep for IM Show
Prep for IM Show
- Prep for IM Show
12/14: IM Show [tentative]