Player 1: James Cleveland, @jacehan, Roots of the Equation
Player 2: John Golden, @mathhombre, blog
Pre-Survey participants: http://goo.gl/forms/4ZWSvVPG0C
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D1-play games and analyze
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D2-start design in groups
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D3-playtest & revise
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Rows below
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Set content goals
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Talk w/ Nora
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Product Game
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Brainstorm development
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More Day 2 or playtest
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Factor Draft
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Design
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Domain Ranger
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Share & discuss
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Quod Game/Metasquares
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Game share/alignment grid
What makes them good?What are they about? When do you use them?
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Day 1 game share: Game/Content grid
Days 2 & 3 on the Google doc: http://bit.ly/TMC15games2
(mostly the new games developed)
James' Curriculum Spreadsheet




Classic Game Structures:
Resources
Appendix:
John's 9 Design Points
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Goal(s). Design starts with objectives.
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Structure. (Not in his list!) What is the essential nature of your set of learning objectives and how can that show up in the game?
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Strategy. These three have to go into the primary design phase as well, or the game will just not have them.
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Interaction.
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Surprise.
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Catch-Up. As you start to playtest, these two are important to attend to for good design.
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Inertia.
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Rules. For me this comes late; kind of a synthesis step as you think about how to communicate the game. It will often result in design revision, though.
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Context: Fun-Flavor-Hook. To me this can't really be evaluated fully till you're out with the intended audience. You need a first take on this before that, but should be open to major changes in this area.
(Blogpost 1 and 2 about these)
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