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Previous sessions
28/8: Introduction
Henry Jenkins: "Art Form for the Digital Age". Technology Review September.
Cambridge 2000.
http://twist.lib.uiowa.edu/webclass/student/kapler_anne/tracingimage/
Slides.
Spilanalysemodel guide.
Links that uncovered in our discussion.
4/9: Game design and game genres
Rouse, Richard. 2001. Game Design. Theory and Practice. Plano,
USA: Wordware Publishing. p. 1-19. (kompendium)
Bruce Shelley: "Guidelines for Developing Successful Games". Fra
Gamasutra, 2001. http://www.gamasutra.com/features/20010815/shelley_01.htm
Bates, Bob. 2001. "Genre-Specific Game Design Issues" in Game Design:
The Art and Business of Creating Games. California: Prima Publishing.
p. 48-74. Rouse - Brainstorm. (kompendium)
Tech and brainstorm
handout.
Slides.
Additional readings:
The question of multiple vs. single solutions:
Harvey Smith: The Future of Game Design: Moving Beyond Deus Ex and
Other Dated Paradigms
http://www.igda.org/Endeavors/Articles/hsmith_intro.htm
Battle in the schoolyard:
http://www.sissyfight.com/
11/9: Game and RPG history
Readings
- Susana Tosca: “Role-playing in multiplayer environments. Vampire:
The Masquerade. Redemption” in CGDT Proceedings. København: IT University.
p. 10-18. (Kompendium)
- Simon Egenfeld-Nielsen: Computerspillene "I sig selv". (Kompendium)
- Richard Rouse chapter 17: The Design Document
- Astinus: A History of Role-Playing
http://ptgptb.org/0001/history1.html
Main lecture slides.
More slides.
VisiChat scripting tutorial.
VisiChat scripting reference.
18/9: Gameplay
Readings
- Mihaly Csikszentmihalyi: From Flow. The Psychology of Optimal Experience.
New York: Harper. p. 43-77. (Kompendium.)
- Richard Rouse: Chapter 7, Gameplay.
Slides.
World editing exercise handout.
25/9: Storytelling
- Carson, Don "Environmental Storytelling Creating Immersive 3D
Worlds Using Lessons Learned from the Theme Park Industry". Gamasutra
2000.
- Rouse Storytelling, chapter 11.
- Wibroe, K.K. Nygaard & P. Bøgh Andersen "Games and
Stories". In Lars Qvortrup (red.) Virtual Interaction. London Springer
Verlag 2001. p. 166-181. Kompendium 171-178
- Gerrold, David. From Worlds of Wonder. Kompendium 51-71
Slides.
Quest & NPC exercise.
Additional readings:
Jesper Juul: Time
to play. (On time in games.)
2/10: Sociology of online worlds
Slides.
9/10: Player types
Player type slides.
Design plan slides.
23/10: Characters & agents
- Seger, Linda. 1990. Creating Unforgettable Characters. New York: Henry
Holt. p. 22-46. (Kompendium.)
- Murray, Janet H. 1997. Hamlet on the Holodeck. The Future of Narrative
in Cyberspace. Cambridge: The MIT Press. p. 13-26 and 185-213. (Kompendium.)
- Marc Saltzman: Game Design: Secrets of the Sages: Creating Characters,
Storyboarding, and Design Documents
http://www.gamasutra.com/features/20020308/saltzman_01.htm
Additional reading: Assorted texts on intelligent behaviour and interactive
narrative:
Slides.
Eliza.
Alice bot.
30/10: Performance & identity
Slides.
6/11: Project Work
This session is "Project Work", and mostly about the
final stages of game production. It might be specially interesting
for those of you going for the "pure game design document" examination
option (see link about exams below), but in any case for everybody. The
readings are all from Gamasutra and the Rouse book:
Optionally also:
Slides.
13/11: Industry visit
Homepage of The Planet.
Slides.
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