linking computational thinking and game design · thinking and game design r. michael young nc...

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linking computational thinking and game

designR. Michael YoungNC State University

games as a context for CS education

The games industry now generates more than $18B annually

games as a context for CS education

Students have a passion for playing video games that directly translates into a

passion for creating video games

60% of 18 year olds play video games on a daily basis

98% of 18 year olds describe themselves as game players

games as a context for CS education

Games now appeal to a broad range of people

average age of gamer in the US…?

48% of game players are female

games as a context for CS education

tools as a challengescratch, snap

alicegame maker

unity, UDK, xna

linking game play and rule structure

The aesthetic aspects of gameplay are games’ real draw

Rules of Bartok• Deal 5 cards to each player

• Turn over the top card of the deck

• Player on the dealer’s left goes first

• Play a card of the same suit or rank -- or draw a card

• Jokers are wild

• Play until someone has no cards

Now, change the rules

Cumulative draw two: playing a two means all subsequent draws must

increase in count by 1

Now, change the rules

See the last card in any hand: when a player has only one card left, she must

show the card

Cumulative draw two: playing a two means all subsequent draws must

increase in count by 1

Now, change the rules

Out of turn play: any player can play any time

See the last card in any hand: when a player has only one card left, he or she

must show the card

Cumulative draw two: playing a two means all subsequent draws must

increase in count by 1

What changed?

• How was the experience of Bartok++ different from Bartok Original?

• How did the rule change bring about this change in your experience?

How do we go from

• cards

• rules

To...

• Intrigue

• Challenge

• Drama

What’s missing?

FunRules

the causal link

FunPlayRules

the causal link

this is what sets games apart

Rules FunPlay

games as software

Rule FunPlay

Cod

Mechanics

games as software

FunPlay

Proc

DynamicsMechanics

games as software

AestheticsPlay

Proc

DynamicsMechanics

The MDA Framework

AestheticsPlay

Proc

DynamicsMechanics

Definitions

• Mechanics: the rules that specify the game

• Dynamics: what the game and the players do

• Aesthetics: the emotional responses evoked by the game

The designer/player

Mechanics

designer player

Dynamics Aesthetics

The player’s perspective

Mechanics

designer player

Dynamics Aesthetics

The player’s perspective

Mechanics

designer player

Dynamics Aesthetics

some Bartok examples

• Mechanic: turn taking with expectation about future moves

• Dynamic: desire for a particular outcome. slow increase in expectation.

• Aesthetic: hope, tension, downfall?

Bartok +++

• Amplify the dynamic you’ve discovered

• Add rules one at a time

• Play each iteration

Propose your own set of mechanics!

Fail fast!

test analyze

revise

Fail fast!

test analyze

revisefollow the fun!

play for 12 minutes!

GO!

MDA at work

• What was difficult?

• What was easier than you thought it would be?

Team Bartok

• Every group: play Bartok with the three rules below

• First table out WINS

• Cumulative Draw Two

• Last Card Revealed

• No table talk

Discussion

• How did changing the win condition change the game?

• Use MDA to discuss it!

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