Course Description
Course studies real-world game design as a form of serious writing. Using scholarly and industry frameworks for understanding games and design, the course introduces students to theories and practices for analyzing, proposing, planning, writing, and revising games and game-related texts.
Athena Title
Writing Games
Non-Traditional Format
The W suffix is used for courses taught as writing intensive, which means that the course includes substantial and ongoing writing assignments that a) facilitate learning; b) teach the communication values of a discipline—for example, its practices of argument, evidence, credibility, and format; c) support writing as a process; and d) prepare students for further writing in their academic work, in graduate school, and in professional life. Writing instruction and assignments are integral to the class’s learning objectives, and the instructor (and/or the teaching assistant assigned to the course) will be closely involved in supporting students as writers.
More specifically, writing-intensive classes:
• involve students in informal writing assignments that promote course learning;
• stage and sequence assignments to encourage writing as a process of creating and communicating knowledge;
• maximize opportunities for guidance, feedback, and revision;
• teach the writing conventions that are inseparable from modes of inquiry in a discipline; and
• make writing a substantive component of the overall course grade to underscore the value of writing to the course, the discipline, and student learning.
Prerequisite
ENGL 1102 or ENGL 1102E or ENGL 1102S or ENGL 1103 or ENGL 1050H or ENGL 1060H
Grading System
A - F (Traditional)
Student Learning Outcomes
- Students in this class will learn to plan and address texts, both playable and non-playable, to a wide variety of audiences.
- Students in this class will learn to read and discuss diverse theories of game design and rhetoric.
- Students in this class will learn to thoughtfully play and critique a range of games.
- Students in this class will learn to examine the role of obstacles, problem-solving, and puzzles in games.
- Students in this class will learn to study and imitate iterative design processes.
- Students in this class will learn to collaborate with others to design, create, test, revise, and publish a game.
- Students in this class will learn to use research to deepen and complicate their writing and design.
- Students in this class will learn to analyze and create documents in professional writing genres like cover letters, formal pitches, and instruction manuals.
- Students in this class will learn to engage in extensive revision processes.
- Students in this class will learn to read and workshop other students’ work.
- Students in this class will learn to apply various proofreading and stylistic techniques.
Topical Outline
- The choice and sequence of topics will vary from instructor to instructor and semester to semester. This course is focused on game design generally, not specifically on board, card, or video game design. Students will focus primarily on game design concepts and writing, rather than coding in specific programming languages, creating graphics, or designing user interface elements. Students will create at least one complete, playable game by the end of the semester.
This course might assign a variety of texts and games in different modes (e.g., board, card, role-playing, or video games) and could involve presentations or talks from local game designers or developers.
Some core principles of game design include:
• Writing and design processes
• Narrative design
• Game mechanics and balance
• Puzzle and obstacle design
• Player interaction and competition
• Incentives and punishments
• Playtesting and focus testing
• Documentation
• Promotion and marketing
• Collaboration and design team dynamics
Because the course will change from semester to semester, students are encouraged to refer to the English department website for information concerning the course content for a specific semester.
Sample list of game design texts:
Salen and Zimmerman, Rules of Play: Game Design Fundamentals
Schell, The Art of Game Design: a Book of Lenses
Engelstein and Shalev, Building Blocks of Tabletop Game Design
Juul, Half-Real: Video Games Between Real Rules and Fictional Worlds
Flanagan, Critical Play: Radical Game Design
Aarseth, Cybertext: Perspectives on Ergodic Literature
Chess, Ready Player Two: Women Gamers and Designed Identity
Bogost, Persuasive Games: The Expressive Power of Videogames
---, How to Do Things with Videogames
Brathwaite and Schreiber, Challenges for Game Designers: Non-Digital Exercises for Video Game Designers
Despain, Professional Techniques for Video Game Writing
Sample list of video games to study:
Galactic Café, The Stanley Parable
---. The Beginner’s Guide
The Fullbright Company, Gone Home
Infinite Fall, Night in the Woods
Campo Santo, Firewatch
Giant Sparrow, What Remains of Edith Finch
The Chinese Room, Everybody’s Gone to the Rapture
---. Dear Esther
Cardboard Computer, Kentucky Route Zero
Adam Robinson-Yu, A Short Hike
Irrational Games, Bioshock
id Software, Doom