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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

Month: May 2026

The Network We Forgot

May 8, 2026

The average American now spends about seven hours a day looking at a screen. Teen depression rates have tracked the smartphone’s adoption curve so…

Critical Play – Gorogoa

May 8, 2026

For this critical play, I tried out Gorogoa, a beautifully hand-drawn puzzle game developed by Jason Roberts. I went through this play on PC,…

Brooke Ballhaus Critical Play: Puzzles

May 8, 2026

Monument Valley, developed and published by Ustwo Games, is a single-player puzzle game available on Steam and the App Store (I played it on…

A Short Hike: Why Wander?

May 8, 2026

This game immediately felt different from the others we have played in this class. I felt calmer at every stage, every step seeming solvable…

Fiona – Critical Play: Puzzles

May 8, 2026

Blue Prince is my favorite puzzle game of all time. Developed by solo designer Tonda Ros under the studio name Dogubomb in April 2025,…

Critical Play Puzzles

May 8, 2026

The game I chose for this critical play is Portal, a puzzle-platform game developed by Valve Corporation and originally released on PC and Xbox…

Critical Play: Puzzles

May 8, 2026

I played A Dark Room, a one-player game created by Michael Townsend/Doublespeak Games. I played the web version, though it’s available on iOS, Android,…

A Short Hike is a gift

May 8, 2026

A Short Hike is a fantasy about life without fear of failure. By decoupling effort from consequence, the game creates the conditions for Claire,…

In “A Short Hike,” Much Like in Life, the Detours Are the Destination

May 8, 2026

[Beware spoilers for A Short Hike.] The sentiment “It’s about the journey, not the destination,” often attributed to Ralph Waldo Emerson, has become something…

Critical Play: Puzzles

May 8, 2026

For this week’s Critical Play, I played Storyteller, a single-player storytelling puzzle game published by Netflix and available through the mobile Netflix app. The…

Critical Play: Puzzles

May 8, 2026

For my Puzzles Critical play, I played Monument Valley, created by the gaming studio Ustwo Games. I played it on my iPad through the…

Critical Play: The Almost Gone

May 8, 2026

Through a pastel aesthetic, flowy dialogue that pops up when particular objects are highlighted, and a rudimentary inventory system to solve relatively simple drag-and-click…

Critical Play: Puzzles (Momument Valley)

May 8, 2026

This week, I played Monument Valley on my mobile phone, a 2014 isometric puzzle game directed by Neil McFarland and published by Ustwo Games….

Walk, Don’t Run

May 8, 2026

Beachstickball? That sounds really stupid. You really should be looking for a golden feather or more coins. But you’re intrigued. You glide down to…

It Makes Me Feel Better (RWP)

May 8, 2026

In season 4 episode 9 of BoJack Horseman, Ruthie, a newly-introduced great-great-great granddaughter of well-established character Princess Carolyn, describes a disastrous day for Princess…

Critical Play: Factory Balls

May 8, 2026

Factory Balls created by Barte Bonte is a web puzzle game, with mobile versions as well. I played the game on a website. The…

Critical Play: Puzzles

May 8, 2026

Tengami is developed by Nyamyam and is available on Steam. It is best suited for players who want a meditative puzzle experience and don’t…

Critical Play: Puzzles

May 8, 2026

For my critical play this week, I played Monument Valley, an indie puzzle game released in 2014 by Ustwo Games. It was followed by…

Critical Play: Puzzles — Fez

May 8, 2026

The game I played was Fez, which was created by Polytron Corporation in 2012. The game is HEAVILY targeted towards players (of all ages)…

Critical Play: Puzzles – Kelvin

May 8, 2026

This week, I played The Almost Gone on Steam. It is a single player narrative puzzle game developed by the Belgian indie studio Happy…

Posts pagination

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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: Game Design Patterns for Building Friendships
  • Critical Play–Bluffing, Judging, and Getting Vulnerable
  • Critical Play – Getting Vulnerable – Owen Sample
  • Critical Play: Bluffing, Judging and Getting Vulnerable…
  • Critical Play: Bluffing, Judging and Getting Vulnerable – Cards Aginst Humanity (Clare)

Recent Comments

  • Christina Wodtke on Short Exercise: Learning to Play closely
  • Christina Wodtke on Short Exercise: Learning to Play Closely – Fruit Ninja
  • Aksel Kolasinski on Hi! I’m Mathias
  • Aksel Kolasinski on Self Introduction – Cameron H
  • Jinhyo Huh on Final Reflection – Leo Sui

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
  • 377G: Serious Games
  • SGSG

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