1
Course Introduction & Overview
What is a Game?
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Session 1 Part 1: Introduction, Overview, and Syllabus
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Session 1 Part 2: Game Mechanics
2 Meaningful Decisions, Visibility
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Session 2 Part 1: Meaningful Decisions in Gameplay
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Session 2 Part 2: Brainstorming
3 Prototyping
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Session 3 Part 1: Prototyping
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Session 3 Part 2: Altering Rules and Playtesting
4 Mechanics, Dynamics, and Aesthetics: The MDA Framework
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Session 4: Mechanics, Dynamics, Aesthetics - The MDA Framework
5 Imperfect Information and Dice
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Session 5: Imperfect Information and Dice
6 Constraints and Usability
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Session 6: Constraints and Usability
7
Assignment 1 due and presentations
Assignment 2 team formation
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Session 7: Aesthetics and Player Experience
9 Randomness and Player Choice
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Session 9: Randomness and Player Choice
10 History of American Board Game
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Session 10: History of American Board Games
11 Game, Play, Sport–Definitions
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Session 11: Defining Game, Play, and Sport
13 Cybernetics and Multiplayer
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Session 13: Cybernetics and Multiplayer
14 Adding and Cutting Mechanics
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Session 14: Adding and Cutting Mechanics
15 Assignment 2 Game Due and Presentation
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Session 15: Assignment 3
16 Simulation and Assignment 3
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Session 16: The Simulation Gap and Assignment 3 Pitches
17
Guest Lecture : Game Makers Guild and Games By Playdate
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Session 17: Guest Lectures by Professional Designers
19 Space Control
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Session 19: Space Control
20 Cooperative Games
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Session 20: Cooperative Games
21 Social Play
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Session 21: Social Play
22 Changing Rules
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Session 22: Changing Rules I
23 Dekoven
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Session 23: Changing Rules II
24 Indie Games
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Session 24: Indie Games and Aesthetics with Jesper Juul