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Video Game Design Foundations A — Open Curriculum Edition (California)

Curriculum

  • 4 Sections
  • 20 Lessons
  • Lifetime
Expand all sectionsCollapse all sections
  • Unit 1: Play, Players and the Designer’s Craft
    5
    • 1.1
      What Makes a Game a Game
      50 mins
    • 1.2
      Your First Godot Scene
      50 mins
    • 1.3
      Reading a Game: MDA and the Core Loop
      55 mins
    • 1.4
      Thinking Like a Designer: Roles, Paths and Habits
      55 mins
    • 1.5
      Three Games, One Question: Game Analysis Presentation
      50 mins
  • Unit 2: The Design Process: Concepts, Documents and Paper Prototypes
    5
    • 2.1
      From Idea to Ship: The Game Development Pipeline
      50 mins
    • 2.2
      Rules Become Code: A Coin-Grab Core Loop
      55 mins
    • 2.3
      Mechanics, Systems and Feedback Loops
      55 mins
    • 2.4
      Building the Paper Prototype and One-Page Design Document
      50 mins
    • 2.5
      Paper Prototype, Playtest and Design Document
      50 mins
  • Unit 3: Engines and Tools: Building in Godot 4
    5
    • 3.1
      Choosing an Engine: Godot, Unity, Unreal and the License Question
      50 mins
    • 3.2
      Build: A Platformer Character with Gravity and Collision
      50 mins
    • 3.3
      Game Feel: Controls, Input Devices and Usability
      55 mins
    • 3.4
      Build: The Rotate-and-Thrust Ship
      50 mins
    • 3.5
      Interactive Prototype and Engine Comparison Report
      50 mins
  • Unit 4: Worlds, Story, Art Style and Sound
    5
    • 4.1
      Story in Games: Structure, Character and World
      50 mins
    • 4.2
      Build: Animation, Parallax and Sound
      50 mins
    • 4.3
      Art Style, Mood Boards and the Rights to Every Asset
      55 mins
    • 4.4
      Storyboards, Sound Design and Original Assets
      50 mins
    • 4.5
      Narrative Concept, Mood Board and Semester Portfolio
      50 mins

What Makes a Game a Game

Unit 1  ·  Industry Launch & Case Study  ·  Lesson 1 of 20

What Makes a Game a Game

AME.D8GAMEA-CA
By the end of this lesson I can…

define play and game using the formal elements, place a game in the long history of human play, and explain why the Supreme Court treated video games as expression.

Instruction

Everyone has played, but few people can say precisely what a game is. Designers need that precision, because you cannot improve something you cannot name. This lesson gives you three tools: a definition of play, a list of the formal elements every game has, and a sense of where today’s games came from.

Play comes first. The Dutch historian Johan Huizinga argued in Homo Ludens (1938) that play is older than culture: animals play, children play before they can speak, and play is voluntary, set apart from ordinary life and governed by its own rules. The French sociologist Roger Caillois later sorted play into four kinds: agon (competition, as in chess or a race), alea (chance, as in dice), mimicry (pretending, as in make-believe or role-play) and ilinx (vertigo, the dizzy thrill of a swing or a spinning ride). Most video games mix several. A racing game is agon and ilinx; a card battler adds alea. Play also teaches: children learn turn-taking, fairness and strategy through games long before school names those skills.

A game is play with structure. Game designers commonly break any game into formal elements: players (how many, and in what relationship), objectives (what counts as winning or succeeding), procedures (the actions you take), rules (what is allowed and what follows), resources (what is scarce: lives, time, cards, coins), conflict (what stands in your way), boundaries (where the game stops and ordinary life starts) and outcome (how it ends). Try it on tic-tac-toe: two players; objective, three in a row; procedure, place one mark per turn; rule, you cannot mark a filled square; resource, empty squares; conflict, your opponent blocks you; boundary, the grid; outcome, win, lose or draw. If you can fill in all eight for a game, you understand its skeleton.

Games are ancient and global. The Royal Game of Ur was played in Mesopotamia more than four thousand years ago, and Senet in ancient Egypt. Mancala games, in which seeds move around rows of pits, have been played across Africa for centuries. Go comes from ancient China; chess descends from the Indian game chaturanga; the Aztec game patolli was a race game played with beans as dice. Many Native nations, including several in Southern California, play hand games, in which teams hide marked pieces and guess while singing. These are not a prelude to “real” games: they are designs so good they have lasted for millennia.

Then came computers. In 1958 physicist William Higinbotham built Tennis for Two on an oscilloscope for visitors to Brookhaven National Laboratory. In 1962 students at MIT created Spacewar! on a PDP-1 computer. In 1972 the Magnavox Odyssey, designed by Ralph Baer, brought games to home televisions, and Atari released Pong. In 1976 the Fairchild Channel F, developed by a team led by engineer Jerry Lawson, pioneered interchangeable programmable game cartridges. Game technology has since spread into other fields: flight and driving simulators, surgical training and serious games for education all use the same techniques.

Why it matters. The Supreme Court case in today’s reading began in California. The Court held that video games communicate ideas through familiar devices and through the player’s own interaction. That last phrase is the designer’s territory: in a game, meaning comes from what the player does, not only from what the player sees.

Reading: Video games as expression

Brown v. Entertainment Merchants Association, 564 U.S. 786 (2011), opinion of the Court delivered by Justice Scalia · Public domain (U.S. government work)

California had passed a law restricting the sale or rental of violent video games to minors. The Court struck it down, 7-2; Justices Thomas and Breyer dissented. Underline the two kinds of features the Court says games use to communicate.

We consider whether a California law imposing restrictions on violent video games comports with the First Amendment.

Like the protected books, plays, and movies that preceded them, video games communicate ideas—and even social messages—through many familiar literary devices (such as characters, dialogue, plot, and music) and through features distinctive to the medium (such as the player’s interaction with the virtual world). That suffices to confer First Amendment protection.

Vocabulary in context

  • play — Voluntary activity, set apart from ordinary life, that follows its own rules and is done for its own sake.
  • formal elements — The parts every game has: players, objectives, procedures, rules, resources, conflict, boundaries and outcome.
  • agon, alea, mimicry, ilinx — Caillois’s four kinds of play: competition, chance, pretending and vertigo.
  • serious game — A game designed mainly for a purpose other than entertainment, such as training, health or education.

Formative check

Work through these before moving on. They are not graded — they tell you, and your teacher, whether the standard below has landed yet.

Flashcard

Objective

Tap to reveal
Answer

What counts as winning or succeeding

Flashcard

Procedure

Tap to reveal
Answer

An action a player can take, such as rolling or jumping

Flashcard

Resource

Tap to reveal
Answer

Something scarce that players manage: lives, time, cards, coins

Flashcard

Boundary

Tap to reveal
Answer

Where the game stops and ordinary life starts

Flashcard

Alea

Tap to reveal
Answer

Play based on chance

Flashcard

Ilinx

Tap to reveal
Answer

Play based on vertigo or physical thrill

+50 XP

In a game of musical chairs, which formal element are the chairs?

The chairs are scarce and players compete for them, so they are the resource. The objective is to be seated when the music stops.
Myth or Fact?

The Supreme Court held in Brown v. Entertainment Merchants Association that video games are not protected speech because players interact with them.

The opposite: the Court listed the player’s interaction with the virtual world as one of the ways games communicate, and held that games receive First Amendment protection.

Break one non-digital game you know well into all eight formal elements. Then name the kind or kinds of play (agon, alea, mimicry, ilinx) it offers, and one thing a child learns by playing it.

0 words
Quick self-check

How confident are you that you can define play and game with the formal elements and place a game in the history of play?

Not yetVery confident

CA CTE (Arts, Media & Entertainment) and CCSS literacy standards addressed: AME.D8, AME.D8.1, AME.D8.2, AME.D1, AME.D1.1, AME.D1.2, AME.D1.4, AME.2, RST.9-10.4

UC A-G Area G pillar: Analysis of play, game history and games as expression

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