linking computational thinking and game design · thinking and game design r. michael young nc...
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linking computational thinking and game
designR. Michael YoungNC State University
games as a context for CS education
The games industry now generates more than $18B annually
games as a context for CS education
Students have a passion for playing video games that directly translates into a
passion for creating video games
60% of 18 year olds play video games on a daily basis
98% of 18 year olds describe themselves as game players
games as a context for CS education
Games now appeal to a broad range of people
average age of gamer in the US…?
48% of game players are female
games as a context for CS education
tools as a challengescratch, snap
alicegame maker
unity, UDK, xna
linking game play and rule structure
The aesthetic aspects of gameplay are games’ real draw
Rules of Bartok• Deal 5 cards to each player
• Turn over the top card of the deck
• Player on the dealer’s left goes first
• Play a card of the same suit or rank -- or draw a card
• Jokers are wild
• Play until someone has no cards
Now, change the rules
Cumulative draw two: playing a two means all subsequent draws must
increase in count by 1
Now, change the rules
See the last card in any hand: when a player has only one card left, she must
show the card
Cumulative draw two: playing a two means all subsequent draws must
increase in count by 1
Now, change the rules
Out of turn play: any player can play any time
See the last card in any hand: when a player has only one card left, he or she
must show the card
Cumulative draw two: playing a two means all subsequent draws must
increase in count by 1
What changed?
• How was the experience of Bartok++ different from Bartok Original?
• How did the rule change bring about this change in your experience?
How do we go from
• cards
• rules
To...
• Intrigue
• Challenge
• Drama
What’s missing?
FunRules
the causal link
FunPlayRules
the causal link
this is what sets games apart
Rules FunPlay
games as software
Rule FunPlay
Cod
Mechanics
games as software
FunPlay
Proc
DynamicsMechanics
games as software
AestheticsPlay
Proc
DynamicsMechanics
The MDA Framework
AestheticsPlay
Proc
DynamicsMechanics
Definitions
• Mechanics: the rules that specify the game
• Dynamics: what the game and the players do
• Aesthetics: the emotional responses evoked by the game
The designer/player
Mechanics
designer player
Dynamics Aesthetics
The player’s perspective
Mechanics
designer player
Dynamics Aesthetics
The player’s perspective
Mechanics
designer player
Dynamics Aesthetics
some Bartok examples
• Mechanic: turn taking with expectation about future moves
• Dynamic: desire for a particular outcome. slow increase in expectation.
• Aesthetic: hope, tension, downfall?
Bartok +++
• Amplify the dynamic you’ve discovered
• Add rules one at a time
• Play each iteration
Propose your own set of mechanics!
Fail fast!
test analyze
revise
Fail fast!
test analyze
revisefollow the fun!
play for 12 minutes!
GO!
MDA at work
• What was difficult?
• What was easier than you thought it would be?
Team Bartok
• Every group: play Bartok with the three rules below
• First table out WINS
• Cumulative Draw Two
• Last Card Revealed
• No table talk
Discussion
• How did changing the win condition change the game?
• Use MDA to discuss it!