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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

Category: ReadWritePlay

Learning to Play Closely

June 28, 2026

The game Lifeline evokes in me strong worry, anxiety, but also genuine care. The game is about saving an astronaut named Taylor, whose spaceship…

Read, Write, Play: Final Essay – Krystal Li

June 9, 2026

What Games Teach Us About Loneliness My little bug employees had been working all day. By the time I got home from school, the…

Authority and Meaning

June 8, 2026

The Narrator has been giving you instructions the entire time. First, you are denied being able to play the “real game,” and now you…

Violence, and our accepted roles

June 8, 2026

You raise your weapon, hesitate, and then fire because the game will not continue if you don’t act. The hesitation is worth sitting with….

Grant Him the Lab Coat: On Voice, Authorship, and the Obedient Player

June 8, 2026

The experimenter wears a white lab coat. He is not unkind. When you turn to him—because the man in the next room has stopped…

The Burden of Belief

June 8, 2026

As I began playing Dr. Langeskov, The Tiger, and The Terribly Cursed Emerald, I eagerly waited in the lobby ready to begin my journey….

The Mount Zand sequence

THE MEDIUM IS THE TRAP

June 8, 2026

One of the main traps in Bastion is the Narrator’s voice. Rucks starts talking the minute you wake up, and you trust him immediately….

The System Cannot Stop Us Caring — Moral Responsibility in Games

June 8, 2026

I had been playing Papers, Please long enough that I stopped seeing the people in line as people. Deep in rhythm, I’d check the…

Game Studies Have Never Been Woke

June 7, 2026

Featured image: Ritual of the Moon screenshot. Are games just games? It is hard to ask the question without evoking the charged politics of…

Playing to Fail: Games Through The Lens of Failure

June 5, 2026

Motivational Speakers, Golden Tickets, and the Experience of Failure When I was in high school, we used to have school assemblies. Most of the…

Agency Isn’t Freedom: How Video Games Make Meaning Under Constraint

June 4, 2026

I remember when I was forced under an authoritarian regime to forcefully search people’s bodies and separate families as a border inspector. I even…

Detaching to Gain a Deeper Understanding

May 29, 2026

Everything in our this day and age is documented and easily available. As John Green notes in his essay Googling Strangers, we live in…

not the first, and not the last: inheritance in Journey

May 29, 2026

At first glance, it’s quite easy to read Journey as a solitary pilgrimage. You begin alone, a small robed figure in an immense desert,…

The Signal Beneath the Noise

May 29, 2026

There is a peculiar intimacy in not knowing someone. When connection is stripped of the biographical details that usually define a person, such as…

The Beforelife: Meaning-making in Journey

May 29, 2026

Scheffler’s lecture, The Afterlife, opens with a question: how would you react if the world ended 30 days after you died? Our reactions, Scheffler…

Journey and Its Land of Stories

May 29, 2026

Past the age of sixteen, it’s pretty common knowledge that movies are a terrible first date activity. Even so, I can’t really say sit-down…

In Journey, Connection Transcends Identity

May 29, 2026

Imagine you’re wandering a foggy mountaintop and come across a stranger in a three-piece suit, looking out over the valley below. This is the…

Facing the Fog (RWP)

May 29, 2026

In Caspar David Friedrich’s Wanderer above the Sea of Fog, a man stands alone on a rocky precipice, back turned, gazing into a white…

Not While You Were On It

May 29, 2026

Finally, they were all free — the scarf creatures you’d spent the last ruin releasing from their columns and cages. Just before you continue…

Redefining the Sublime

May 28, 2026

For centuries, humans located the sublime in experiences that overwhelmed the limits of ordinary life. Romantic artists and writers turned toward vast mountains, storms,…

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

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Recent Posts

  • Critical Play: Walking Simulators
  • Mindmap: Narrative Architecture
  • Critical Play: Walking Through the Story in A Short Hike
  • Critical Play: Walking Simulators – Marcus Polson
  • Mindmap: Narrative Architecture_Zijie

Recent Comments

  • jasonzz on Mooney Ranch
  • Sizhe Wu on Introduce Yourself – Carl
  • 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

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
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