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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: Maximilian Jacob Murrell

Final Class Reflection

June 8, 2024

Before this class, I had already had some insight into how play and game design worked from taking CS 377G with Christina earlier on….

[Makeup] Critical Play: Puzzle Design

June 8, 2024

Undertale In Undertale, the puzzles advance the story in a number of ways, but most notably through player choice / consequences, level themes, and…

Sketchnote: Addiction By Design

June 5, 2024

Sketchnote: Onboarding in Plants vs Zombies

June 2, 2024

Critical Play: Play Like a Feminist

May 30, 2024

Tomb Raider: Definitive Edition For this critical play I played Tomb Raider: Definitive Edition, which is the most recent Tomb Raider game in a…

Sketchnote: Puzzles in Games, Puzzles as Games

May 23, 2024

Critical Play: Games of Chance

May 22, 2024

Critical Play: Blackjack Blackjack is a card game that relies mostly on chance. The player gets dealt cards, and the goal is to be…

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

May 17, 2024

Critical Play: Puzzles

May 15, 2024

Critical Play: Portal 2   Portal 2 is a first person puzzle game where you are trying to get to the exit in each…

Sketchnote: Game Architecture

May 10, 2024

Critical Play: Mystery

May 8, 2024

Critical Play: Everybody’s Gone to the Rapture   Everybody’s Gone to the Rapture weaves narrative into mystery by having the character piece the story…

Individual Brainstorm

May 5, 2024

Moodboard:   Spotify:   3 Directions for the game: Alien is exiled to Earth until it learns about the culture, and can’t come back…

Mindmap: Narrative Architecture

May 1, 2024

Critical Play: Walking Simulators

April 30, 2024

Journey   Journey is a beautiful game that tells a story without any dialogue from the characters. A great example of a walking simulator,…

P1: Take it to Trial

April 26, 2024

Take it to Trial   Link to printable: https://docs.google.com/document/d/1FB84VN2wLkgbvqualT8PygtK-TJxpBXPOzmHq-6nLJg/edit?usp=sharing Artist Statement Take It to Trial is a debate-themed party game where two players are…

Critical Play: Judging and Getting Vulnerable

April 23, 2024

Skribbl.io Skribbl.io is an online drawing game that is meant to be played with friends. You can play with anybody, but it is much…

Sketchnote: Game Design Patterns for Building Friendships

April 19, 2024

Critical Play: Competitive Analysis

April 16, 2024

  Our Game: For our game (name TBD), we are making a party game that spurs fun conversation by having players debate fun topics….

Sketchnote: What Games Are and Aren’t

April 11, 2024

Short Exercise: What do Prototypes Prototype?

April 11, 2024

Prototyping questions: Does this prototype keep everyone engaged in conversation? This question is important to answer because we want everyone in the game to…

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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
  • Sketchnote: Addiction by Design
  • Sketchnote: Addiction by Design – Andrew
  • Sketchnote: Onboarding in Plants vs Zombies
  • Sketchnote: Addiction by Design

Recent Comments

  • amaru on Critical Play: Mysteries & Escape Rooms – Amelia Chen
  • suyeshen on Critical Play: Bluffing, Judging and Getting Vulnerable – Sue Shen
  • Izzy on P2: AI Judgment Day
  • Izzy on P2: The Future We Deserve – The Broadcast
  • Izzy on P2: Pokemon The Next Adventure

Categories

  • Featured
  • Project One
  • P2: The Future We Deserve
  • milestone
  • 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
  • Sketchnotes
  • P4: Refine a Game
  • Project Two: The Future We Deserve
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