[game_edu] Analog Games
Erik Wesslen
ewesslen at purdue.edu
Sat Nov 18 00:13:40 EST 2006
The question is do we want to emulate pre-existing mmorpgs, or encourage our
students to explore their own creativity?
Erik
Quoting John Hopson <jhopson at microsoft.com>:
>
> One potential tool for this sort of thing is the City of Heroes collectable
> card game (http://www.cohccg.com/). The designers at Cryptic who make the
> related City of Heroes MMO consider the card game to be such a good model of
> the MMO's combat system that they use it to prototype changes to the MMO's
> mechanics before putting the changes into the game's code.
>
>
>
> -----Original Message-----
> From: game_edu-bounces at igda.org [mailto:game_edu-bounces at igda.org] On Behalf
> Of Kevin O'Gorman
> Sent: Thursday, November 16, 2006 1:08 PM
> To: game_edu at igda.org
> Subject: Re: [game_edu] Analog Games
>
> In my Intro to Game Design class, we play an analog game (Settlers of Catan
> or Diplomacy so far) and then I show them how we can prototype an FPS using
> plastic soldiers, action cards, tokens, hexmap, etc. They are then split
> into teams and given a week to develop their own prototype using these
> supplies, or whatever they can come up with. I find it very hard to get
> students to look beyond the shooters and fighting games they play on the
> consoles these days. Everyone only thinks in terms of Final Fantasy, Tekken,
> and Halo. Even in my 2D game development course, using Torque Game Builder,
> they want to make FPSs.
>
> Anyway, they have a great time developing the prototypes and then we play
> them in class and quickly find all the design gaps and inconsistancies. The
> good teams are quick to develop a fix on the spot. We also look at
> re-balancing, challenge levels, etc.
>
>
> I've done a mini-version of this session at the Game Developer Expo at Wake
> Tech for two years now, and it is always a good time and a good learning
> experience. You really haven't lived until you've played a Spanish
> Inquisition themed FPS that was developed in 20 minutes. :)
>
> Kevin O'Gorman
> Chair, Game Design and Development
> kogorman at aiuniv.edu
> 404-965-8180
> American Intercontinental University, Dunwoody
> www.aiudunwoody.com
>
>
>
> -----Original Message-----
>
> Message: 1
> Date: Thu, 16 Nov 2006 00:40:20 -0800
> From: "Beth Aileen Dillon" <beth.a.dillon at gmail.com>
> Subject: [game_edu] Analog Game Design Activities?
> To: "IGDA Game Education Listserv" <game_edu at igda.org>
> Message-ID:
> <218b01990611160040l71362a45tec106c8f1eaef0 at mail.gmail.com>
> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
>
> What kinds of activities do you have students do to either come up
> with game design ideas or prototype game designs when you don't have
> technology available?
>
> - Beth
>
> --
> Beth Aileen Dillon
> Editor, CMP's GameCareerGuide.com
> PhD Student, Simon Fraser University
> Communications, IGDA Game Education
> http://www.bethadillon.com
>
>
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--
Erik Wesslen
(248) 535-4089
ewesslen at purdue.edu
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