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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: elliezy

Final Reflection

June 9, 2023

Before this class, I thought about play and games as something I did once in a while and more in the past, perhaps with…

Team 17 P2: aMIdST

June 6, 2023

Artist Statement aMIdST is a puzzle mystery game about uncovering the main character’s identity through narrative and exploration. In order to create an experience…

Sketchnote: Addiction by Design

June 1, 2023

Critical Play: Play Like a Feminist

May 30, 2023

Game, Creator, Platform, Target Audience This week, I played one night, hot springs on Steam, developed and published by npckc. Its intended audience is…

Sketchnote: Onboarding in Plants vs Zombies

May 24, 2023

Critical Play: Games of Chance

May 22, 2023

Game, Creator, Platform, Target Audience This week, I played slots (Lucky 7s Classic), one of the games on Casino World, a browser free-to-play gaming…

Sketchnote: Puzzles in Games, Puzzles as Games

May 18, 2023

Critical Play: Puzzles

May 15, 2023

Game, Creator, Platform, Target Audience This week, I played Monument Valley on iOS, published and developed by Ustwo Games. Its intended audience is people…

Sketchnote: Designer’s Notebook: The Role of Architecture in Videogames

May 10, 2023

Critical Play: Mysteries

May 7, 2023

Game, Creator, Platform, Target Audience This week, I played Her Story on iOS, created by Sam Barlow. Its intended audience is adults, due to…

Checkpoint 1: Concept Doc (Team 17)

May 7, 2023

Working Title: aMIdST You wake up in an unfamiliar foggy bedroom, and you can’t seem to remember who you are or how you got…

Checkpoint 1: Concept Doc (individual)

May 7, 2023

Emotions Anticipation Amazement Pride Moodboard Spotify https://open.spotify.com/playlist/2bjmIxJ06ZxF09EPOU6A5r?si=3bdd5bb0541f408b  Directions A sequence of puzzles, where the answer to one leads to the ability to do another…

Sketchnote: Game Architecture

May 3, 2023

One game I enjoy/have enjoyed playing in the past is Fireboy and Watergirl; it primarily uses a series of loops and skill chains because…

Team 17 Norms

May 2, 2023

Communicate with the team as soon as you know you need to take on less work for whatever reason (exam, sickness, etc)  Communicate beforehand…

Critical Play: Walking Simulators

May 1, 2023

This week, I played Dear Esther, created by The Chinese Room and developed by Distinctive Games/Sumo Digital Ltd for iOS, the platform I played…

Narrative Architecture Mindmap

May 1, 2023

P1: Dear Editor

April 29, 2023

Artist’s statement Dear Editor is a party game that mixes hilarious storytelling with drawing challenges. We wanted to design a game that could use storytelling…

Critical Play: Judging and Getting Vulnerable…

April 27, 2023

This week, I played Apples to Apples, a physical card game invented by Matthew Kirby and originally published by Out of the Box Publishing,…

Short Exercise: Visual Design of Games

April 20, 2023

Cheese or Font 1. Elements Core words to classify way to select cheese or font (keyboard in this version: C or F) timer score…

Critical Play: Competitive Analysis

April 20, 2023

This week, I played skribbl.io by ticedev (Mel) on a desktop web browser. It has an intended audience of people (perhaps ages ~10 and…

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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

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Recent Posts

  • Sketchnote: Addiction by Design – Mai
  • Addiction Sketchnote
  • Mayowa – Critical Play: Worldbuilding
  • Read, Write, Play: Papers, Please – Krystal Li
  • Ryan Li, Critical Play: Worldbuilding

Recent Comments

  • Christina Wodtke on Critical Play: Cartographers
  • Aanika Atluri on RWP Week 5: A Short Hike and Wandering Games
  • Aanika Atluri on A Short Hike: Why Wander?
  • Aanika Atluri on A Short Hike, A Long Distraction
  • Jay on Sketchnote: Game Design Patterns for Building Friendship

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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