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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

In Minecraft, The Person Comes First

May 22, 2026

When I was younger, I was very into Minecraft. The summer after 5th grade, 2016, the first summer I truly remember in full –…

It Takes a Village

May 22, 2026

You finally found it — a village. It took you days, but you found one. As you approach, the villagers stop and stare briefly…

Critical Play on Games of Chance and Addiction: Balatro

May 22, 2026

Balatro is a poker-themed roguelike deckbuilder created by a solo anonymous developer named LocalThunk and published by Playstack in february 2024. The game targets…

Striking: The Only Verb I Have

May 22, 2026

My introduction to Minecraft is a wide view of trees. I don’t see myself, or what is coming behind me, but everything feels clear…

Critical Play: Games of Chance & Addiction (Counter-Strike)

May 22, 2026

I played Fortnite: Battle Royale. Fortnite, developed by Epic Games, is available on iOS, Android, PC (where I played it), macOS, and eighth and…

Polar Experiences (RWP)

May 22, 2026

Long before I ever purchased Minecraft, I watched it on YouTube. From vanilla survival servers to custom modpacks and multiplayer competitions, I skipped the…

Critical Play: CoC

May 22, 2026

Clash of Clans is a mobile game by Supercell. I played the game on the iPhone app. It’s a free to play game with…

Critical Play: Games of Chance and Addiction — Umamusume: Pretty Derby

May 22, 2026

This week I played Umamusume: Pretty Derby (hereafter Umamusume). Developed by Cygames, the game was released on Android and iOS internationally in June 2025…

Critical Play: Games of Chance & Addiction

May 22, 2026

Brawl Stars, developed by Supercell and played on mobile, is best suited for players who enjoy short competitive matches, character collecting, and constant progression….

Critical Play: Poker

May 22, 2026

I played poker for this week’s critical play using 247 Free Poker online. Poker’s gameplay mechanics – including identical betting, bluffing, and hand-ranking –…

Critical Play: Texas Hold ‘Em Poker

May 22, 2026

Texas Hold ‘Em (THE) is a poker variant originating (theoretically) from Robstown, TX in the early 1900s with no single confirmed designer. It can…

Narration through Incentives

May 22, 2026

For this week’s assignment, I chose the free demo that gave about ~1.5 hours of play. Minecraft appears to offer unlimited freedom in the…

Critical Play: Games of Chance & Addiction – Kelvin

May 22, 2026

For this week’s critical play, I chose Blackjack because I have always wanted to learn a classic casino game. After a quick Google, its…

Critical Play: Genshin Impact

May 21, 2026

The game I experienced is Genshin Impact, an adventure RPG developed by MiHoYo, available on PC and mobile devices (I play on PC). Its…

Human Nature or Bad Habits?

May 21, 2026

Minecraft doesn’t need a traditional story to have something to say. Its message comes from what it teaches players to do over and over,…

Critical Play: Poker

May 21, 2026

Poker has no single inventor. It evolved from European card-playing traditions and is now played at casino tables worldwide and on digital platforms like…

Minecraft as a Story of “Progress”

May 21, 2026

Despite having no authored protagonist, dialogue tree, or fixed plot, I believe that Minecraft still tells a story. Through playing the game and transforming…

Minecraft Is Not About Colonialism

May 21, 2026

Featured image: original (dumb) Minecraft villager. As I take it, Dan Olsen’s overarching argument is that “emergent systems can sometimes reproduce the values of…

critical play: addiction by design

May 21, 2026

For this critical play I played Brawl Stars, a mobile ‘battle royale’ esque game by Supercell. I have been a long time player of…

Critical Play: Games of Chance & Addiction

May 21, 2026

For this week’s Critical Play, I played Blackjack, a casino card game for 2 or more players. While the game’s rules are simple, playing…

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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

  • P2: Map, Premise, Project Plan – Sabrina
  • P2: Map, Premise, Project Plan – snoopy
  • P2: Playtest Prototype – snoopy
  • P2: Playtest Prototype – Jeffery
  • P2: Map, Premise, Project Plan – Saharat “Game” Laksanasut (สหรัฐ ลักษณะสุต)

Recent Comments

  • Jeffery Cai on P2: Playtest Prototype – Noe Chicas-Aranda
  • dkkoba on Critical Play: Blood on the Clocktower (Bluffing, Judging, and Getting Vulnerable) – Sabrina
  • Jeffery Cai on P1: Cave Talk
  • syenko on P1: Cave Talk
  • snoopy on Games, Design and Play: Elements – Noe Chicas-Aranda

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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