Final Reflection — Dalynn

Before this class, I thought about game design a lot like general design – where you go out and talk with people to determine what they needed or liked, then build around it. I joined the course because I was designing a drinking game for my capstone project, and felt overwhelmed with knowing how to make the jump from interest and need to formal game mechanics. This course was different to previous design classes I’d taken because it felt like there was actually an amount of concrete structure that had been studied beforehand to “frame” a game around. These “constraints” and examples of games allowed me to feel, for the first time, like I could be creative with methods in a way that I could feel confident in. Open-ended design can often feel like sticking your hands out and feeling around in the dark. It was nice to at least understand the shape of the room I was feeling around in, and to fill in gaps with my imagination.

Throughout the course, I thought a lot more critically about how I played games, and was specifically fascinated by the concept of worldbuilding and how game and story differ. The idea that a game is the act of learning not through what we are told or shown, but rather through what we experience, has stuck with me throughout the course. It makes me think about what other methods of teaching empathy might be effective in other impactful areas. I also felt really inspired by games designed for social impact, such as those designed to evoke empathy for people amidst natural disaster or war. This idea makes me think a lot about the impact that we can have as designers, and how designing with purpose is really crucial. I came in as someone pretty confident in my storytelling ability through mediums like film and songwriting, but have now more than ever felt excited about embracing the ways that medium can affect the impact of a message. I have a greater appreciation for what games teach that stories often can’t: not by telling you about something, but rather about showing you what it’s like. Perspective is so important! Who knew?

Additionally, I got to work with a wonderfully supportive team, where I learned to be excited about working alongside a group that actively inspired me. Our skillsets were pretty diverse, but the experience of working with such a supportive group (and an all-girl team!) was really special to me and, frankly, not an experience I’d had in a CS class. I was always inspired by my teammates’ dedication to polish and execution, and their understanding for working within my own capacity. This was one of my most positive team experiences ever, and I learned what good communication can look like and how to really show up and out for the people around you!

Taking this course on top of my honors thesis and capstone project ended up being an experience that was sub-optimal when it came to balancing workload, and I wish I’d been able to be more present and engage even more deeply with the concepts. However, I’m proud of the way that I engaged with group work and prioritized conceptual learning and, given the context and burnout that I struggled with during the quarter, I’m proud that I did my best to work within my means in a class that I’d essentially taken just to learn. The teaching team was all extremely supportive at all times, and I couldn’t have asked for a better experience with the people I interacted with and creations I was able to bring to life. I’m so grateful to have had the opportunity to finish off my Stanford career this way and to see what was possible to make in such a short period of time. Thank you for everything!

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Comments

  1. A drinking game? Bold!
    You know, there is a lot of theory in non-game design as well, and sometimes I feel like there is a bit too much design thinking and not enough standing on the shoulder of giants… personally I love building on what is understood and pushing the boundaries.
    Congrats on the all girl team, BTW. I enjoyed mine as well. 😉

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