Categories
Essays and Opinions

Traditional Game Jamming

Along with Jeremy Griffith, Amanda Cha, and Linnea Harrison, I help to operate the Ringling College of Art and Design’s Game Design Club. Our mission is simple, to provide a structured and regular forum for Ringling students to engage in curriculum-based and extracurricular game design activities. In the first semester of each academic year the Sophomores in the curriculum are  learning about game design using traditional games, and Game Design Club found a niche in supporting that project.

Finding a way to maintain relevance during the Spring semester proved somewhat more of a challenge. We wanted a way to hone our understanding of Game Design, and traditional media had proven useful in the past. With no project grounded in the curriculum, however, encouraging students to play and analyze board games every week proved somewhat shortlived, or would prove rather expensive.

After a fair amount of reading about Global Game Jam and some idea synthesis Jeremy and I sat down with a deck of cards with the simple goal of “make a game.” Our first experiment was both success and failure. The game itself was rather boring, and unnecessarily complex. The success lay in our realization that we learned volumes about game design in 2 hours with one deck of cards, moreso than we could have trying to knock together a flash game in 48 hours.

Following that first experiment Jeremy and I simply dubbed the activity “Traditional Game Jamming” and tasked the Game Design Club with the same goal: “Make a game”. As time has progressed we vary the constraints and the media. Sometimes dice, sometimes cards, sometimes we use the assets of an extant board game outside the context of the board game’s rules.

Regardless of the contstraints these game jams held a common thread: a 2 hour time limit.  This, we found, allowed us to rapidly iterate not only on our games, but on our design skills as well. If we made a game that turned out to be boring or complex we’d analyze why the game was a failure and take that knowledge with us to the next game jam. Through this iteration we found we’re more quickly able to sketch up mechanics, goals, and challenges regardless of the projects we’ve been assgined in classes.

So, to anyone who feels it takes millions of dollars and a significant risk to make a game I say “poppy-cock”. To those who think it takes significant programming experience to bang out a prototype I say the same. I encourage you to grab a deck of cards, grab a friend, and make a game in 2 hours. It’s a great way to practice game design with no risk involved.

Artists sketch, why can’t designers jam?

Categories
Postmortems

Things I Learned at GDC2009 (Abridged)

A summary of the notes I took while I was at GDC attending various seminars and round tables. Not very organized, but do enjoy.

For the full version, go to my post on the Ringling Game Design Club blog.

Categories
Postmortems

Quick GDC Notes

So, I went to the Game Developers Conference last week, and I had the time of my life. Yes, I did a little bit of fanboying, but I spent most of my time in sessions and seminars. I could never put a price on such a high concentration of knowledge over such a short period of time.

Some quick notes for next year:

  • Wear. Walking. Shoes.
  • Get swag early, most of the apparel sells out by Thursday, and the Stuff sells out even faster.
  • Get to the Convention Center early, I missed some opportunities to network because I was walking into Moscone a half hour before the first session started.
  • Wear. Walking. Shoes.
  • Bring a power strip to the hotel. Normally, I bring one if I’m going to a new place and I know I’ll be making heavy use of electronics. I thought to myself “this seems like a relatively modern hotel, it should have enough power outlets for four people.” No, it did not.
  • You can’t switch out of networking mode until you walk in your home door. I was on the shuttle to the airport, and met someone who went to the conference, including three people on my flight out of San Francisco.
  • Thursday is Kilt Day at GDC. I will celebrate next year.

I had some great food while I was there, of course. Indian, Thai, Vietnamese, and Italian. Such a refreshing change from the wide variety of stuff I cook for myself.

I’ll have a more full report by Monday.

-Ozz