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The Mechanics of Magic

The Mechanics of Magic

Game Design Writings by Students at Stanford taking 247G and 377G

  • Library
    • CS247G Community Game Design Resources
    • Game Design Resources
    • Graphic Design for Game Designers
    • Graphic Design Resources
    • Chapter 11 from Game Balance
  • Read Write Play
    • Hollow Knight: RWP 4 2023
    • Mystic Messenger: RWP 6 2023
    • Undertale: RWP 3 2023
    • What Remains of Edith Finch: RWP 5 2023
    • Catan: RWP1 2023
    • 80 Days: RWP 2 2023
  • 247G Syllabus
    • The Formal Elements of Game Design
    • Design for Play | Week One | Lecture A
    • Design for Play | Week One | Lecture B
    • Design for Play | Week Two | Lecture A
    • Design for Play | Week Two | Lecture B
    • Design for Play | Week Three | Lecture A
    • Design for Play | Week Three | Lecture B
    • Design For Play | Week Four | Section A
    • Design For Play | Week Four | Section B
    • Design for Play | Week Five | Class A
    • Design for Play | Week 5 | Class B
    • Design for Play | Week 6 | Class A (no class)
    • Design for Play | Week 6 | Class B
    • Design for Play | Week 7 | Class A
    • Design for Play | Week 7 | Class B
    • Design for Play | Week 8 | Class A
    • Design for Play | Week 8 | Lecture B
  • Serious Play Study Group Overview
    • Study Group Week by Week Breakdown
      • Formal Elements of Games
      • Final Reflection Essay
    • [Optional Material] What is fun?
    • Project 1: Those Who Play, Teach
      • READING Visual Design of Board Games
      • Pitch Your Teaching Game
      • Sketchnote: Playtesting Boardgames
      • Sketchnote: Erin Hoffman // Wind, Not Sand: Mapping Dynamic Emotion Across a Product Landscape
      • SketchNote: MDAO
      • Critical Play: Write up your game of FLUXX
      • [Optional Material] Playtesting
      • OPTIONAL Board Game Usability
    • P2: The Future We Deserve
      • Critical Play: A Mechanic and a Story to Tell
      • Interactive Fiction: Tiny Playable Prototype
      • Introducing Interactive Fiction
      • Map and Premise
      • Critical Play: Story AND Storytelling games
      • Essay or Sketchnote: Rise of the Video Game Zinesters
      • Sketchnote: Art of game design- Story
      • [Optional Material] Emergence and Progression
      • Essay or Sketchnote: Rise of the Video Game Zinesters
      • Project 2 Reflection Essay
      • Share what you Learned: Writing Excuses Podcast
      • Values at Play & P2 Peer Grading
    • P3: The Game of Unexpected Consequences
      • P3 Concept Doc
      • Playable prototype
      • Working With System Dynamics (mindmap the reading, apply it to your game)
      • Mapping Systems
      • Sketchnote/Response for Rules & Tutorials
      • Project 3 Check-in
      • Project 3 Reflection Essay
    • P4: Refine a game
      • Sketchnote/Response for Playtesting with Strangers
      • Read: Mechanic is the Magic
  • On Sketchnotes
  • Printing at Stanford

Sketchnote: Loops & Arcs

May 11, 2026

One game I really like is Valorant, as it mixes some fast interaction loops and strategic arcs. Specifically, Valorant contains fast loops because players…

Critical Play: Worldbuilding

May 11, 2026

A Dark Room, played as A Silent Forest by Doublespeak Games is a slow-burn interactive fiction, survival game that is presented through a minimalist…

Sketchnote: Loops & Arcs

May 10, 2026

A game I enjoy is Five Nights at Freddy’s (FNAF). FNAF has a mix of interaction loops and arcs but its architecture is built…

Sketchnote – Loops and Arcs

May 10, 2026

A game I enjoy a lot is Fire Emblem: The Blazing Blade for the GBA. Following tactical RPG conventions, each level is contextually one…

Sketchnote: Loops & Arcs

May 10, 2026

Hades is a game with a typical sandwich structure. Its loops are the combat encounters to escape the underworld, while its arcs are primarily…

Jolie – Sketchnote: Loops & Arcs

May 10, 2026

Also here: https://drive.google.com/file/d/1gTlOsNWSYxcK8GzGZRekgHfkBLwnoxXL/view?usp=sharing One game I really enjoy is Minecraft! The game gives the player a lot of freedom, and the architecture is mostly…

Arcs and Loops Sketchnote

May 10, 2026

Critical Play: Factory Balls

May 9, 2026

The puzzles for this game are interesting in that a single white ball can be used to create a deceptively easy-at-first game.  There is…

sketchnote: loops and arcs

May 9, 2026

I’ll be speaking of OneShot again, apologies poor grader. OneShot is a puzzle adventure game in which the player guides the protagonist through a…

Sketchnote: Loops & Arcs

May 9, 2026

One game I enjoy is Gone Home. Its architecture is  an exploration loop wrapped inside a narrative arc. The core loop is simple: I…

Critical Play: Worldbuilding

May 8, 2026

Wizard 101 is an MMORPG from KingsIsle Entertainment, released in 2008 and active across Windows, macOS, Chromebook, PlayStation, and Xbox. The player takes on…

Shuci Critical Play Puzzles Storyteller

May 8, 2026

Storyteller is developed by Daniel Benmergui and published by Annapurna Interactive. It is available on Nintendo Switch and PC via Steam. I played it…

Sketchnote: Loops & Arcs

May 8, 2026

  One of my favorite games is Sid Meier’s Civilization VI. Interestingly, Civ VI has a nested hierarchy of loops running at very different…

Critical Play: 7 Wonders Duel- Jessica

May 8, 2026

7 Wonders Duel is a strategy card game designed by Antoine Bauza and Bruno Cathala with art by Miguel Coimbra and published by Repos…

Kalu Obasi – Critical Play: Puzzles (Animal Well)

May 8, 2026

Animal Well is a weird video game. That sounds like a very broad and judgmental statement, but I’m quite confident that no matter what your…

Jinhyo – Critical Play: Puzzles in Monument Valley

May 8, 2026

The Penrose triangle appears to be a solid loop whose three beams connect consistently in 3D space. In real life, even a slight shift…

Mayowa – Critical Play: Puzzles

May 8, 2026

purple is a mobile puzzle game created by Bart Bonte, and available for iOS and Android, which I played on. It’s a simple game…

Ryan Li, Critical Play: Puzzles

May 8, 2026

Monument Valley is a fantastical and, dare I say, whimsical puzzle-based player-versus-architecture game developed by Ustwo Games and made for ages 4+. I believe…

Sketchnote: Loops & Arcs – Jessica

May 8, 2026

I enjoy playing the board game So Clover. This game can generally be divided into 3 arcs. The first arc has the person writing…

Read, Write, Play: A Short Hike – Krystal Li

May 8, 2026

A Short Hike is a beautifully styled adventure game where you travel around as a blue bird, meeting people and completing tasks as you…

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Welcome to the Stanford HCI Game Design Blog.

Currently this blog holds two formal classes being taught by Christina Wodtke as well as Independent Study Work. In winter of 2022, cs377g was cancelled because of covid-19 uncertainty, and became a study group. You can follow along by looking at the SGSG syllabus and weekly break down.

CS 247G: Design for Play(SYMSYS 195G)

A project-based course that builds on the introduction to design in CS147 by focusing on advanced methods and tools for research, prototyping, and user interface design. Studio based format with intensive coaching and iteration to prepare students for tackling real world design problems. This course takes place entirely in studios; please plan on attending every studio to take this class. The focus of CS247g is an introduction to theory and practice of the design of games. We will make digital and paper games, do rapid iteration and run user research studies appropriate to game design. This class has multiple short projects, allowing us to cover a variety of genres, from narrative to pure strategy. Prerequisites: 147 or equivalent background.

CS 377G: Designing Serious Games

Over the last few years we have seen the rise of "serious games" to promote understanding of complex social and ecological challenges, and to create passion for solving them. This project-based course provides an introduction to game design principals while applying them to games that teach. Run as a hands-on studio class, students will design and prototype games for social change and civic engagement. We will learn the fundamentals of games design via lecture and extensive reading in order to make effective games to explore issues facing society today. The course culminates in an end-of- quarter open house to showcase our games. Prerequisite: CS147 or equivalent. 247G recommended, but not required.

SGSG: Serious Games Study Group

  • Library
    • CS247G Community Game Design Resources
    • Game Design Resources
    • Graphic Design for Game Designers
    • Graphic Design Resources
    • Chapter 11 from Game Balance
  • Read Write Play
    • Hollow Knight: RWP 4 2023
    • Mystic Messenger: RWP 6 2023
    • Undertale: RWP 3 2023
    • What Remains of Edith Finch: RWP 5 2023
    • Catan: RWP1 2023
    • 80 Days: RWP 2 2023
  • 247G Syllabus
    • The Formal Elements of Game Design
    • Design for Play | Week One | Lecture A
    • Design for Play | Week One | Lecture B
    • Design for Play | Week Two | Lecture A
    • Design for Play | Week Two | Lecture B
    • Design for Play | Week Three | Lecture A
    • Design for Play | Week Three | Lecture B
    • Design For Play | Week Four | Section A
    • Design For Play | Week Four | Section B
    • Design for Play | Week Five | Class A
    • Design for Play | Week 5 | Class B
    • Design for Play | Week 6 | Class A (no class)
    • Design for Play | Week 6 | Class B
    • Design for Play | Week 7 | Class A
    • Design for Play | Week 7 | Class B
    • Design for Play | Week 8 | Class A
    • Design for Play | Week 8 | Lecture B
  • Serious Play Study Group Overview
    • Study Group Week by Week Breakdown
      • Formal Elements of Games
      • Final Reflection Essay
    • [Optional Material] What is fun?
    • Project 1: Those Who Play, Teach
      • READING Visual Design of Board Games
      • Pitch Your Teaching Game
      • Sketchnote: Playtesting Boardgames
      • Sketchnote: Erin Hoffman // Wind, Not Sand: Mapping Dynamic Emotion Across a Product Landscape
      • SketchNote: MDAO
      • Critical Play: Write up your game of FLUXX
      • [Optional Material] Playtesting
      • OPTIONAL Board Game Usability
    • P2: The Future We Deserve
      • Critical Play: A Mechanic and a Story to Tell
      • Interactive Fiction: Tiny Playable Prototype
      • Introducing Interactive Fiction
      • Map and Premise
      • Critical Play: Story AND Storytelling games
      • Essay or Sketchnote: Rise of the Video Game Zinesters
      • Sketchnote: Art of game design- Story
      • [Optional Material] Emergence and Progression
      • Essay or Sketchnote: Rise of the Video Game Zinesters
      • Project 2 Reflection Essay
      • Share what you Learned: Writing Excuses Podcast
      • Values at Play & P2 Peer Grading
    • P3: The Game of Unexpected Consequences
      • P3 Concept Doc
      • Playable prototype
      • Working With System Dynamics (mindmap the reading, apply it to your game)
      • Mapping Systems
      • Sketchnote/Response for Rules & Tutorials
      • Project 3 Check-in
      • Project 3 Reflection Essay
    • P4: Refine a game
      • Sketchnote/Response for Playtesting with Strangers
      • Read: Mechanic is the Magic
  • On Sketchnotes
  • Printing at Stanford

Archives

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Recent Posts

  • Sketchnote: Loops & Arcs
  • Critical Play: Worldbuilding
  • Sketchnote: Loops & Arcs
  • Sketchnote – Loops and Arcs
  • Sketchnote: Loops & Arcs

Recent Comments

  • Jeffery Cai on Sketchnote: Puzzles in Games, Puzzles as Games — Sabrina
  • Krystal Li on The Escape Room: How Bastion Weaponizes Your Need to Win
  • Krystal Li on Video Games Can Just Be Great Video Games, ft. Bastion
  • Krystal Li on The Dangers of Colonial Nostalgia in Bastion
  • Jinhyo Huh on Jinhyo – Sketchnote: The Role of Architecture in Videogames

Categories

  • P2: The Empathy Machine
  • Featured
  • Project One
  • milestone
  • P2: The Future We Deserve
  • mindmap
  • P1: Social Games
  • CS247G
  • Assignments
  • P1: those who play, teach
  • Lectures
  • P2: Games In Space
  • Critical Play
  • P3: The Game of Unexpected Consequences
  • Project Two
  • Project Four REFINE
  • P4: Refine a Game
  • Sketchnotes
  • Project Two: The Future We Deserve
  • From the Instructor
  • Project Three: The Game of Unexpected Consequences
  • ReadWritePlay
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  • SGSG

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