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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

Author: Ethan Paul Foster

Final Class Reflection – Ethan Foster

June 8, 2024

Before taking CS247G, I had thought of games as a fun (potentially time-wasting) activity to do when bored or procrastinating, but had not seriously…

Sketchnote: Addiction by Design – Ethan Foster

June 5, 2024

Sketchnote: Onboarding in Plants vs Zombies – Ethan Foster

May 30, 2024

Critical Play: Play Like A Feminist – Ethan Foster

May 29, 2024

For my critical play this week, I chose to play Doki Doki Literature Club, on macOS. Doki Doki Literature Club, developed by Team Salvato…

Sketchnote: Puzzles in Games, Puzzles as Games – Ethan Foster

May 24, 2024

Critical Play: Games of Chance – Ethan Foster

May 22, 2024

DoubleDown Casino Vegas Slots, created by Real Vegas Slot Machine Games, is an iPhone app designed to emulate the experience of playing slot machines….

Sketchnote: The Role of Architecture in Videogames – Ethan Foster

May 15, 2024

Critical Play: Puzzles – Ethan Foster

May 13, 2024

For my critical play, I decided to play through The Almost Gone, a puzzle game developed by Playdigious and released on iOS. The Almost…

Sketchnote: Game Architecture – Ethan Foster

May 8, 2024

One of my favorite games is Portal 2. This game contains many loops, as you learn the different mechanics of portals, gels, light bridges,…

Critical Play: Mysteries – Ethan Foster

May 6, 2024

For my critical play, I chose to play Her Story, a mystery video game developed by Sam Barlow in 2015. I would say that…

Individual Team Member Deliverables – Ethan Foster

May 5, 2024

Emotions: curious, spooked Moodboard: Spotify playlist: https://open.spotify.com/playlist/2weNQFsIEGEhD8ExL3VT3T?si=890e6c3fa5a04b16 Directions: Analog escape room where the (ghost) player is stuck in her own bedroom, trying to discover…

Mindmap: Narrative Architecture – Ethan Foster

May 2, 2024

Critical Play: Walking Simulator — What Remains of Edith Finch

April 30, 2024

For my critical play, I played What Remains of Edith Finch, developed by Annapurna Interactive, on the iPhone. This is an adventure walking simulator…

Critical Play: Judging Game – Ethan Foster

April 23, 2024

For my critical play, I chose the game Quiplash 2 from Jackbox Party Pack 3, an online collection of games developed by Jackbox Games….

Sketchnote: Game Design Patterns for Building Friendships – Ethan Foster

April 17, 2024

Critical Play: Competitive Analysis – Ethan Foster

April 15, 2024

For my critical play, I chose to play skribbl.io, an online multiplayer drawing game developed by ticedev. This game doesn’t have an official age…

What do Prototypes Prototype? – Ethan Foster

April 12, 2024

Our game, Inkling, is a drawing game where the artist doesn’t know what they are drawing. Their teammates, together, choose a word from a…

Sketchnote: What Games Are and Aren’t – Ethan Foster

April 12, 2024

Critical Play: Social Deduction – Ethan Foster

April 10, 2024

One-Night Ultimate Werewolf, designed by Bezier games, is a social deduction game designed for audiences of players eight years and up (however the intricacies…

MDA & 8 Kinds of Fun – Ethan Foster

April 10, 2024

One game that I often come back to is called Cats & Soup, a relaxing game by hidea. In this game, you have a…

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

  • Critical Play – “Cube Escape: Paradox”
  • Critical Play: Mysteries & Escape Rooms – Sally
  • Critical Play: Mystery at the Stargazer’s Manor
  • Critical Play: Return of the Obra Dinn
  • Critical Play: Gone Home

Recent Comments

  • Jinhyo Huh on Jinhyo – Sketchnote: The Role of Architecture in Videogames
  • Tray Chen on P1: The Shrimp Game
  • Samantha Leventis on Maybe We Should Be Evil: Slay the Princess
  • Samantha Leventis on The Illusion of Choice: How Constraint Gives Meaning to Evil in Slay the Princess
  • Samantha Leventis on The Princess You Get Is the One You Believe In

Categories

  • Slay The Princess
  • P2: The Empathy Machine
  • Featured
  • Project One
  • milestone
  • P2: The Future We Deserve
  • mindmap
  • P1: Social Games
  • CS247G
  • Assignments
  • Lectures
  • P1: those who play, teach
  • 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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