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MIT3663-

MIT3663-
CS3334b, #11
2010
Bringing everything together

 Course objectives
 To be able to identify, describe, and distinguish
 core concepts, issues, principles, conceptualizations, and
frameworks
involved in the design of digital games
 To learn
 the fundamentals of thinking and motivation
 To understand
 how digital games are related to and engage human thought
processes and motivation
 To be able to
 design digital games that promote higher-order thinking

Cannot cover everything in game design, because it is a very broad field.


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Key concepts and words

 Action verbs for you


 identify, describe, distinguish, learn fundamentals,
understand how, and design

 What the verbs apply to


 core concepts, issues, principles, conceptualizations,
frameworks, fundamentals of thinking and
motivation, relationship between games and thinking
and motivation, and design of epistemic games

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What we said at the beginning of the course

 This course is about game design


 It is about design of meaningful play with a focus on
the human mind
 It looks at games from the cognitive design
perspective
 It is a theoretical course
 It is an applied, practical course
 It is NOT about Second Life, latest fancy games,
and currently popular video games
 It is MOSTLY about puzzle-like game activities that
people have enjoyed for thousands of years
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A concept map of the course

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Main branches

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Topics: covered and not covered

 We focused on design, but also learned a tool to


be able to apply our knowledge

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Core concepts

 We did all the core concepts

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Frameworks

 Used a conceptual framework to study, analyze,


and create digital games + prescriptive steps

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Games as systems

 Studied games as hierarchically embedded


systems

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Sub--systems
Sub

 Studied the 2 main sub-systems of games

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Conceptual framework

 Primary and secondary schemas

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Primary schemas

 Rules
 Play
 Culture

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Primary schemas: rules

 Studied how we can use rules to design new


games
 Also the relationship between rules and
epistemic patterns and utility of games

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Primary schemas: play
 Studied play and how to create interactive experiences that
lead to flow and models of motivation

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Secondary schemas

 Studied how games can be seen as different


systems of rules and different types of play

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Design

 Viewed design as two main aspects


 Usability design  epistemic utility
 Experience design  gameplay experience

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Epistemic utility: thinking

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Epistemic utility: epistemic patterns

 Briefly discussed how patterns arise in the


context of different cognitive toys and how many
games can be based on these patterns
 Also their relationship to each other, rules,
thinking, and epistemic games

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Experience design

 Studied the core mechanisms, factors, and


elements of experience design

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All in all

 You have been exposed to a wide array of


concepts, ideas, and techniques that give you a
solid foundational understanding of how to design
digital games that provide enjoyable gameplay
experiences as well as have value for the mind
 But you need to continue your studies in this area
 This is just a beginning
 Digital games are extremely complex design
spaces and you need a solid multidisciplinary
background to become good designers
 But if you follow the framework of this course, you will be
able to design very innovative, useful games
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The end game

 Final exam
 April 17, 7pm (Double-check this)
 Covers everything from beginning to end
 You are allowed to bring a cheat sheet
 Peer evaluation will be done at that time

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Cheat sheet

 To support your understanding


 Specifications
 One 8.5” x 11” sheet of paper
 Font size 12+ point
 Must be typed
 Cannot be written in small, microscopic handwriting
 Not to just copy ideas from it without
understanding
 Students who understand the material usually do not
need their cheat sheets
 Cheat sheets will be submitted with your final
exam booklet with your name on it
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How to study for the final

 Do not just memorize


 Knowing terms is important, but not to just
repeat memorized definitions
 You need to understand the concepts and relate
them together in a framework
 This is an applied course
 You need to understand theory and know how to
apply to design of tools
 Simple memorization is of no benefit
 Concepts need to be linked together
 You need to take time and THINK deeply about the
concepts
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How to study for the final

 Ask a lot of questions from the material


 What is this?
 How is this related to the other concept?
 How should this be applied? When?
 What is the implication of this concept or principle?
 Why is this discussed in the course? Why is it
important?
 Readings repeat some concepts several times
 Those are the fundamental concepts, not the
examples used

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The final report
 Title page
 Project title
 Course number
 Date
 List of group members alphabetically (names)
 Introduction
 Executive summary of the project
 This should probably be no more than a page
 Hit the high points
 You have two goals in the report
 document & explain what you have designed
 demonstrate that you have applied the concepts in the course
 The report should be no more than 8 pages (see outline for
details)

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Deliverable on a CD

 5 deliverables
 proposal,
 activity design
 digital game
 Executable + project files of GameMaker
 final report
 final PowerPoint presentation

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