Skip to Content
 

games workshop

11 replies [Last post]
Aerjen
Offline
Joined: 08/28/2008

I've been asked to give a workshop in game design and development. It's supposed to consist of 4 consecutive classes in which I want to discuss the road from idea to prototype building and playtesting. Of course they should also build their own functioning prototype and test and modify it. This can also be done between lessons. It's a biweekly event. They've also got the possibility to test their games every other week, since I also organise a small gaming event at the same place. Has anybody got tips for me. I'd like any advice given, whether it is general, about specific phases, teaching or time-management, I want it all :D

-I didn't know which thread was the most appropriate for this, so sorry if it's in the wrong place.

P.s. I'll try to update this thread when things become more clear.

DavemanUK
Offline
Joined: 12/31/1969
logical left vs creative right

Hi Aerjen,

Well, at the risk of going off on one (due to not having given advice to a 'teacher' before ;) ), I'd identify with the fact that your workshop is of the creative medium rather than the purely theoretical. Roughly, the human brain has a 'logical' left side and a 'creative' right side* so your presentations should appeal to both halves (the game-theory appeals to the logical-left while the theme-theory/hand-on appeals to the creative right).

For example. you could begin with the summary of game-theory, listing the 'traditionally' known mechanics (action points, auctions, resource drafting) and describing the topics of 'interesting & meaningful decision making', 'tension points', and 'kingmaking'. All that is pretty logical-left brain stuff :-) Then you could have a creative session where people actually make a 'budgeted action point' list for an everyday task, e.g. writing down a list of all the things needed for making a cup of tea and assigning action points to each part (or walking the dog, cooking a meal, etc.)

Another example is to theorise on 'how to come up with new ideas' and then get people to say out load a sequence of objects (1 every 2 seconds) that they are visualising before them (or throwing out of an immaginary box)....e.g. carrot, cake, hat, ball, jellyfish, donkey, rabbit, tornado, bluebells, cups, clowns, sausages, chinaman, etc. (that was my random list lol).

Lastly, teach them how games are a balance of being in control and not being in control. Then play this simple word game with them...put all the people in a line, the first person says the beginning word of a story (e.g. 'Jimmy') then the next person in line says the next word of the story (e.g. 'went') then the next person says the next word (e.g. 'home') and so on.... until a complete story has been said out loud. It certainly shows how one individual can contribute to the overall flow of the story but not be in complete control :-)

Basically, I'm assuming you know the theory of game design but want tips on presentation. For me, a balance of logical instruction and creative playgrounding works everytime :)

Oh yes, and people are always happy to take things home with them that they've made in class, for example give everyone a copy of the story they created one word at a time ;)

Best of luck,
Dave.

(* apparently, people with dominant right sided brains prefer to sit on the right hand side of a classroom, and vica versa)

Aerjen
Offline
Joined: 08/28/2008
games workshop

EDIT: The lay-out of the course has changed quite a bit and is an ever evolving monster. Hence my not posting a real update

Hi Dave,

thanks for your comment. Actually I do know quite some things about the theory of game design, or should I say about lots of theories of game design. Bu that's also where one of my problems kicked in. Since I have a very limited amount of sessions(I'm about to graduate as a psychologist, hence I call everything sessions :D ), I'll have to make a selection of which theories to present. I was thinking along the lines of a division like this.

Week 1:
First a small round of why everybody joined the workshop, so I can fine-tune the following sessions.
A free-thinking exercise to warm up everybody. Basically people have to write down their thoughts and follow them as fast as possible. No censorship allowed. (E.g. I'm thinking as fast as possible and am looking at my fingers tuping weird its just like it s a balloon full of typo's i hope no one.... etc.)
This is followed by a bit of theory in how to come up with a game concept. After which everybody will start brainstorming on theirs.
Maybe there's some time left for mechanics and such, but it's not necessary.

Homework come up with a or a couple of game concepts. No censoring or limitations allowed.

Week 2:
No workshop, but the ability to try lots of games in my gaming group

Week 3:
They've got a concept, now what! Well, it's time to discuss mechanics, theme's and the like. After that some exercises in coming up with original start-mechanics and how to implement mechanics into their game concept.

Homework: try to make a very simple prototype or try to work out the way the game should work

Week 4: again no workshop, but it's playtesting time

Week 5: prototyping time! It's time to discuss what materials can be used, where to get them and how to apply them. After that, time to make a blueprint for the prototype

Homework: gather all the neccesary materials and start building

Week 6: no workshop, more playtesting

Week 7:
It's time to go over the games in detail. How to fine-tune a game.
Finish up with information on self-publishing, going to a publishing company and other ways to make sure other's get to play your games.

After that final tips on how to complete the prototype and overcome encountered problems.

Week 8:
No more workshops at all, but prototype-o-mania. It's time to play the games

Still I've got the feeling the division over the sessions not completely right and I wonder what to do with people who don't have the time or just don't do their homework. I'd hate for them to miss out on the experience of creating a game. I think it might be smart to allow and talk about modifying or creating an expansion for an existing game. The only problem is time. I don't know whether I'd make it.

In short: the main goal is to make it possible for people to create their own game; from idea to prototype. This is what I want to do, and this is my first draft towards a more complete scenario.

And I agree on the importance of creating a balance between theory and creativity. Hopefully I'll achieve it in this way.

Any feedback is very much appreciated. Thanks,

Aerjen

EDIT: The lay-out of the course has changed quite a bit and is an ever evolving monster. Hence my not posting a real update

Aerjen
Offline
Joined: 08/28/2008
games workshop

really, any kind of comment is welcome. Even if it's just to encourage/discourage me from what I'm going to do.

(I know I'm being impatient, but hey I'm enthousiastic and want to start working on a good script to work from)

Brykovian
Brykovian's picture
Offline
Joined: 07/21/2008
games workshop

In that case, I'll send you happy, encouraging thoughts! :D

{puts fingers to temples, closes eyes and hums}

I don't really have any constructive advice ... it just sounds like a fun thing to be doing. Good luck with it.

-Bryk

Anonymous
games workshop

Aerjen,
I know it's been awhile since anyone has posted to your topic.
I'm wondering if you've done your workshop yet, it sounds great.

I run a college level Game Art & Design department and may have some suggestions for you if you still need them.

I would definitely like to direct you towards a book that I have decided to use in my curriculum. It's called:

Game Design Workshop, Designing, Prototyping and Playtesting Games
by Tracy Fullerton, Christopher Swain, and Steven Hoffman
CMP Books
ISBN 1-57820-222-1
$44.95

Elder

Aerjen
Offline
Joined: 08/28/2008
games workshop

Hi Hawk727,

thanks for your reaction. The first course in my workshop is due next January, so I would like it very much if you can give me any advice at all. The schedule has changed a bit, since the culture-centre where I'll be teaching has a bit too much planned with too little space for it. So I still give four lessons of two hours, but instead of them being bi-weekly, they're on every Monday for four consecutive weeks. This means I'll have to keep that in mind when assigning "homework". Thanks for the book-tip, I'll go and try to find it in the public library.

By the way, what's your reason for choosing this specific book, rather than any other? I'm especially wondering this, since a first glance at the book at Amazon, showed me that it's about digital gaming. And I know lot's of the underlying concept/mechanics are the same. But still it would seem like an odd choice for me when giving a workshop in boardgame design

Anonymous
games workshop

Aerjen,
I chose this book specifically because it discusses the correlation between board games or paper prototypes and video games. Video games are the end result for my program.

That said I think the book holds extreme value for what you are doing, in that it takes you through the step-bystep process of creating a paper prototype, and the first several chapters are a concise and well organized discussion of rules, balance, process, types of game play, different mechanics etc.

I am not familiar with any other texts that outline prototyping in this way.
But if you or anyone else out there knows of any. I'd like to hear about them.

Elder

Aerjen
Offline
Joined: 08/28/2008
games workshop

Well, I've bought the book and am currently reading it. Now I'm already thankfull for your recommendation of it, since I think it's indeed exactly what I was looking for. When teaching, do you use the exercises from the book? If so, which ones and can you give an indication of the amount of time they cost? If not, what kind of exercises do you use?

Speaking of teaching... Do you use a powerpoint presentation or a script/scenario and would you mind sharing it with me so I can get some more ideas of how to fit things into my own workshop?

EDIT: If you want you can also PM or mail me about this. I'd very much appreciate your input

Anonymous
Game Design Workshop Suggestion

I am very interested in your game design course that you giving. I have also read Fullerton's Game Design book, and highly recommend it to people designing board games. Even though it is on digital game design I found it very helpful when designing board games.

If you are interested I have designed a creativity game called MetaMemes - check it out at www.metamemes.com
It is only available as an early adoption limited release, but this release is dedicated towards game design. I designed this special expansion deck for Protospiel this year. I would think this would be an interesting activity for one of your sessions, where you could play the game to help stimulate new ideas for games.

I have been teaching creativity courses in my spare time for a number of years and recently I discovered board game design and hence my initial game was really a game to help me come up with more ideas for games. MetaMemes is a meta-game, a game about games.

If you are interested, I would be willing to donate a copy of the game for your workshop. You can email me at kes@metamemes.com

I know your course begins in January, so I hope it’s not too late. But I think MetaMemes would be a great addition to a game design workshop. What better way to teach game design than by playing a game

Anonymous
games workshop

I wish there were more workshops like this available online! Congratulations on spreading the joys of board game design.

There are a variety of good forums that may provide you with some good discussion points or starter ideas, especially the Topics in Game Design forum.

Your curriculum sounds great, the only change that I would suggest would be to have your students design their initial prototypes, then everyone playtests, then another session for revision and then another session for playtesting and evaluation after that. My experience is always that my second draft of the game is where the design really begins to come together.

Good luck on your workshop!

Aerjen
Offline
Joined: 08/28/2008
games workshop

SiskNY wrote:
I wish there were more workshops like this available online! Congratulations on spreading the joys of board game design.

Thanks for the congratulations, maybe I'll put the workshop online after the second run.

SiskNY wrote:

There are a variety of good forums that may provide you with some good discussion points or starter ideas, especially the Topics in Game Design forum.

Heh, well I've certainly wrestled myself through quite a lot of pages and articles from the forums, but thanks all the same.

SiskNY wrote:

Your curriculum sounds great, the only change that I would suggest would be to have your students design their initial prototypes, then everyone playtests, then another session for revision and then another session for playtesting and evaluation after that. My experience is always that my second draft of the game is where the design really begins to come together.

I certainly agree with you on this, the only problem is that the place I give the workshop first wants to see how the workshop works out. So for a first time they only have four times of two hours available. I don't think that I can fit playtesting sessions in this tight schedule. Ofcourse I'll recommend it to the participants and will go more into the importance of playtesting. But that's all I can do for now. :?

SiskNY wrote:

Good luck on your workshop!

Thanks and thanks for the advise!

Syndicate content


forum | by Dr. Radut