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Game Creation Programsin Libraries Scott Nicholson Syracuse University  School of Information Studies
Overview Why Game Creation? Analog Game Creation Digital Game Creation Partnering with Schools Introducing the Community
Why Game Design? Theoretical Background: Constructionism (Seymour Papert) Comes from Constructivism Constructivism: Learners create their own knowledge  Constructionism: New ideas developed when an external artifact is created and shared Benefit: Long-term retention
Why Game Design? Design is an active and creative process Multiple skill-sets (group engagement) Design->Playtest cycle teaches reflection Design is addictive! www.media.mit.edu/~mres/papers/wef.pdf
Structure for Game Design Programs Overall Concept Outcome – How will the game affect the players?   Can be set by you or have groups determine and then vetted Constraints Time for Creation Format/Materials Time for Play & Complexity Additional constraints (theme, mechanism) “May not be” constraints (no asking questions) Prevents reuse of prior games
Organization  Groups or Solo? Different time formats One session Intensive (Global Game Jam) Over months Importance of playtesting! Emphasize gameplay over look Demonstrations
Analog Game Creation Board and card games “Paper Prototypes” Paper, posterboard, index cards, Playing cards, dice, chips, cubes, card sleeves Educational supply store Print and Play from Prototype Writing the rules earlier in the process
Challenges in Analog Tend to be Roll and move or Abstract strategy Many other mechanisms out there: Auctions, trading, cooperative, wagering, pick-up and deliver,  set collection, investment, area control/voting 1 die = random, 2 dice = probability Alternates to roll-and-move: Cards from hand, fixed number of spaces Player’s actions representative of theme
Digital Game Creation Game creation toolkits Scratch – MIT, designed for 8-16 Gamemaker,  - Yoyo games, Older Sploder – Web-based, basic Little Big Planet, Level creation tools
Digital Game Creation Consider game experience for player How will player be changed? Storyboard first – what will happen? Game Design Document Integration of tutorial Playtest by others is critical (observed interaction without direction)
Digital Game Creation Rules vs. tutorial Integration of tutorial vs. presentation of rules Playtest by others is critical (observed interaction without direction)
Challenges in Digital Schmups and Platformers Don’t drop rocks on player’s heads Computers needed Focus too early on graphics and sound Loss of connection between desired outcome and gameplay Paper prototypes -> Develop game mechanisms first Focus on one level before moving on Something playable is important
Working with Schools Game creation as pedagogical tool Used after students learn a topic Focus on finding the game in the topic Player experience should come out of topic, not mechanisms of the game Teacher involved in the planning process with student groups
Involving the Community Open house to demonstrate games Invite press, local game stores, students from gaming programs Bring in speaker from gaming industry Career paths in programming, art, music, writing, math and physics Engage with larger events National Gaming Day @ Your Library Global Game Jam
Conclusions & Questions http://boardgameswithscott.com http://gamelab.syr.edu Twitter: snicholson & scottsturn
Let’s Make A Game Concept: Networking Activity Outcome: Players will know something new about other players that is valuable from a job perspective  Constraints: Competitive – there must be a winner Timed – game ends in 10 minutes Simple – No more than 6 rules (write them down) Works for 5-10 people Must use at least one item
And now.. Play your game! What did you learn? What would you change? Next steps..

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Library game design programs

  • 1. Game Creation Programsin Libraries Scott Nicholson Syracuse University School of Information Studies
  • 2. Overview Why Game Creation? Analog Game Creation Digital Game Creation Partnering with Schools Introducing the Community
  • 3. Why Game Design? Theoretical Background: Constructionism (Seymour Papert) Comes from Constructivism Constructivism: Learners create their own knowledge Constructionism: New ideas developed when an external artifact is created and shared Benefit: Long-term retention
  • 4. Why Game Design? Design is an active and creative process Multiple skill-sets (group engagement) Design->Playtest cycle teaches reflection Design is addictive! www.media.mit.edu/~mres/papers/wef.pdf
  • 5. Structure for Game Design Programs Overall Concept Outcome – How will the game affect the players? Can be set by you or have groups determine and then vetted Constraints Time for Creation Format/Materials Time for Play & Complexity Additional constraints (theme, mechanism) “May not be” constraints (no asking questions) Prevents reuse of prior games
  • 6. Organization Groups or Solo? Different time formats One session Intensive (Global Game Jam) Over months Importance of playtesting! Emphasize gameplay over look Demonstrations
  • 7. Analog Game Creation Board and card games “Paper Prototypes” Paper, posterboard, index cards, Playing cards, dice, chips, cubes, card sleeves Educational supply store Print and Play from Prototype Writing the rules earlier in the process
  • 8. Challenges in Analog Tend to be Roll and move or Abstract strategy Many other mechanisms out there: Auctions, trading, cooperative, wagering, pick-up and deliver, set collection, investment, area control/voting 1 die = random, 2 dice = probability Alternates to roll-and-move: Cards from hand, fixed number of spaces Player’s actions representative of theme
  • 9. Digital Game Creation Game creation toolkits Scratch – MIT, designed for 8-16 Gamemaker, - Yoyo games, Older Sploder – Web-based, basic Little Big Planet, Level creation tools
  • 10.
  • 11.
  • 12.
  • 13. Digital Game Creation Consider game experience for player How will player be changed? Storyboard first – what will happen? Game Design Document Integration of tutorial Playtest by others is critical (observed interaction without direction)
  • 14.
  • 15. Digital Game Creation Rules vs. tutorial Integration of tutorial vs. presentation of rules Playtest by others is critical (observed interaction without direction)
  • 16. Challenges in Digital Schmups and Platformers Don’t drop rocks on player’s heads Computers needed Focus too early on graphics and sound Loss of connection between desired outcome and gameplay Paper prototypes -> Develop game mechanisms first Focus on one level before moving on Something playable is important
  • 17. Working with Schools Game creation as pedagogical tool Used after students learn a topic Focus on finding the game in the topic Player experience should come out of topic, not mechanisms of the game Teacher involved in the planning process with student groups
  • 18. Involving the Community Open house to demonstrate games Invite press, local game stores, students from gaming programs Bring in speaker from gaming industry Career paths in programming, art, music, writing, math and physics Engage with larger events National Gaming Day @ Your Library Global Game Jam
  • 19. Conclusions & Questions http://boardgameswithscott.com http://gamelab.syr.edu Twitter: snicholson & scottsturn
  • 20. Let’s Make A Game Concept: Networking Activity Outcome: Players will know something new about other players that is valuable from a job perspective Constraints: Competitive – there must be a winner Timed – game ends in 10 minutes Simple – No more than 6 rules (write them down) Works for 5-10 people Must use at least one item
  • 21. And now.. Play your game! What did you learn? What would you change? Next steps..