Showing posts with label Teaching Game Design. Show all posts
Showing posts with label Teaching Game Design. Show all posts

Friday, February 21, 2020

Promoting Creativity Through Art Games

In this article, game designer Sande Chen discusses how a different approach to teaching about art games spurred an outpouring of creativity.

In 2017, I began teaching a course that had been created as a result of a grant and therefore, was a hodgepodge of advanced topics. Others had taught it more akin to a cultural or game studies class with an emphasis on essay writing, but the college thought the class would be more appealing if each student had a game created by the end of the class. Because the only prerequisite was English 101, I had students who had never taken a game design class who now needed to design and create a game that would be considered outside of mainstream entertainment.

Administrators and principals often feel that if their students design these types of games, especially learning games, this is somehow more redeeming. Perhaps they feel that that the 'educational' part would balance out the 'game' part. They do not realize that merging learning with game design in a way that is not edutainment is not an easy task! Moreover, first-year students, and especially those without game design experience, generally do not have the interest in designing these games. They want to create the games they see and like to play.

Faced with these challenges, I began to view the course as a survey class, as an introduction to games outside the mainstream. The students would play analog games, learn Twine, and design games along these confines. This seemed to do well for the sections I had divided out as learning games, story games, and social interaction games.

But alas, art games, I felt, was always the section better suited for a paper but the students lacked the tools for game analysis. It soon began apparent that students were struggling. They didn't understand art games and they didn't want to play art games. They certainly did not want to write about art games. I had long before learned that even with entertainment titles, once it became about analysis, students viewed playing games as work.

I should explain that by art games, I do not mean games about art or about drawing. There are always a few students who do not get it. Rather, I am referring to the genre of "art games," those that regularly appear in indie fests and sometimes in art museums.

The Marriage by Rod Humble
By Source (WP:NFCC#4), Fair use, https://en.wikipedia.org/w/index.php?curid=47603426
I was always striving to improve the course and revised the syllabus constantly. It was always the art games section that would get a complete makeover.

The last time I taught this course, we spent class time playing The Marriage by Rod Humble, Passage by Jason Rohrer, and several games by Daniel Benmergui. Some students were intent on "beating" each level. Instead of a paper, they were assigned a presentation on how they might approach creating their own art game. The focus of the section was not on analysis but on how these games were more personal to the creators.

I was pleasantly surprised to see a number of presentations pitching games based on deeply personal topics such as depression, work-life balance, feminism, and the importance of family. These were all topics that were important to the students and a couple brave students bared their souls about why it was so important that they had to make these games. In the end, although it was not required, several students wanted to make their own art games, even though they only had the means to create Twine or analog games.

I was amazed by the complete turnaround. Art games had gone from most-hated to well-received.

Sande Chen is the co-author of Serious Games: Games That Educate, Train, and Inform. As a serious games consultant, she helps companies harness the power of video games for non-entertainment purposes. Her career as a writer, producer, and game designer has spanned over 15 years in the game industry. Her game credits include 1999 Independent Games Festival winner Terminus, MMO Hall of Fame inductee Wizard101, and the 2007 PC RPG of the Year, The Witcher, for which she was nominated for a Writers Guild of America Award in Videogame Writing. She has been invited to the White House and has spoken at conferences around the globe, including the Game Developers Conference, Game Education Summit, SXSW Interactive, Serious Play Conference, and Games For Change Festival.

Thursday, December 26, 2019

Top Ten Most Read Articles of GDAM

Happy Holidays! I've just noticed that this blog was started 10 years ago! I don't think I've ever done a retrospective, so without further ado, here is the Top Ten list of the most popular articles on Game Design Aspect (according to Google stats):

1.  Great Narrative Stories are the Answer 

This article was the culmination of a series of blog posts about how to measure social impact and effectively change a person's belief system. I summarized Christopher Graves' keynote at the 2017 Games For Change Festival. This article was also cited in the report, "The Limits and Strengths of Using Digital Games as Empathy Machines," by Matthew Farber and Karen Schrier.


This article summarized IGDA GDSIG's roundtable at GDC 2018, which covered a range of topics, including government regulation, microtransactions, and gaming disorder. I was surprised by the 10000+ views, considering how lukewarm the topic seemed at the conference. Since then, Gamasutra has featured articles on ethical game design. 


This article by Gustavo Guida is about his reactions to the above mentioned roundtable. Gustavo Guida attended the IGDA GDSIG roundtable and the IGDA GDSIG Social Meeting at GDC 2018.  In his article, he divides the various positions held by attendees as Skeptics, Pragmatists, and the Concerned.


In this article, I reflected on my first experience at the Global Game Jam (GGJ). Even though we had less than 2 days to complete a demo, my team made a crowd favorite that was featured in Microsoft NY's recap of GGJ that year.


This was a promotion for my most popular class at PlayCrafting and it also included a link to an interview I did with SciFi Pulse. Since I'm no longer teaching at PlayCrafting, I'm looking to put some courses online.


In this article, I discussed ludonarrative dissonance, a topic that was touched upon by Omar Shakir in his session at the Creative Arts & Technology Conference in 2016. Omar Shakir is Game Director at Avalanche Studios.


Here's another one that surprised me with the amount of views. Perhaps people were searching for a review of John Yorke's master class on video game writing. Rather, this article is a reaction to a review of John Yorke's class, in which he stated that video game companies should look to hiring capable screenwriters.


This is one of my favorite articles on the blog. Several people have said to me that I was spot-on about my observations regarding this segment of educational games.


I became very interested in the topic of creating empathy and player emotion and one of the lectures I attended was from Professor Katherine Isbister, who wrote the book, How Games Move Us: Emotion By Design.  What was interesting about this lecture is that she didn't delve upon stories but rather game design.


Professor Ibrahim Yucel reported on IGDA GDSIG's roundtable at GDC 2019. I'm glad to see IGDA GDSIG hit topics of concern for both the years we were allowed to discuss game design issues at GDC. At previous GDCs, the SIG's roundtables have only been about SIG business.  Hopefully, we will have another successful roundtable next year.

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.




Saturday, December 7, 2019

Feedback That Leads to Excellence

In this article, game designer Sande Chen explains why accepted norms of feedback are counterproductive and what we can do instead to help others succeed.

As game designers, we are often asked to give or receive feedback. Some of us already know that there are better ways of giving criticism than vague or general feedback or mean-spirited comments.  Even with that knowledge, some biases can creep into one's feedback. For instance, women are often victims of "benevolent sexism" whereby feedback is withheld to avoid hurting their feelings. This can lead to situations whereby women don't understand why they didn't succeed until they hear behind their backs what the person actually thought about their projects.

So how do we give feedback that encourages others to succeed?  Presumably, that is the end goal of giving feedback.

Well, it turns out that research shows that the most commonly accepted way of giving feedback, whereby we tell someone what they're doing wrong and give suggestions on how to improve it, generally backfires.  This approach is based on erroneous theories about learning. Although it's easy to focus on what you see are the negative aspects of a project, bringing attention to weaknesses triggers the "fight or flight" response in the recipient, smothering any learning that may have been intended.

Photo by Moose Photos from Pexels

Even the language you can use can provoke this reaction. Think about how you are framing the feedback.  Instead of "Here's what you should do," you can say, "Here's what I would do." When someone comes to you for advice, let them talk it out rather than simply giving them your solution. You can say, "What do you feel you are struggling with, and is there anything you've done in the past that's worked in a similar situation?"

On the flip side, recognizing the specific positive action or positive aspects is not simply praise, but a way of highlighting and reinforcing patterns or behaviors. For instance, hardly anyone criticizes toddlers for not walking correctly. Parents don't say "You could have done that without wobbling" or "Stop falling down!" Instead, they celebrate and congratulate those first few tentative steps.

In addition, humans are notoriously unfit for rating the work of other humans due to our own biases. We know how we would do things, but that might not be how someone else would do it and succeed just as well.

As a recipient of vague positive feedback, we can stop and ask for clarification. Ask "Which parts made you feel that way?" or "Which parts worked for you?"  With negative feedback, it's crucial not to place too much importance on what others think, as the negative feedback tends to reflect more on the giver than the recipient.  This is especially relevant in creative fields like game design.

Sande Chen is a writer and game designer whose work has spanned 15 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Sunday, January 13, 2019

How to Teach Game Writing and Other Dilemmas

In this article, game writer Sande Chen reacts to the recent publication of "How to Write a Video Game Story."

The recent Polygon feature, "How to Write A Video Game Story," by Colin Campbell, has elicited some fiery responses, especially regarding how much John Yorke charges for teaching a course in game writing, something for which he does not have any credits. However, right now, the page seems to indicate the course is a joint venture between himself and Caroline Marchal of Heavy Rain fame.  I do not know if the copy has been adjusted since the publication of the article, which is prominently displayed on the homepage.

Other commentators responded to Yorke's remarks that in order to gain better stories, game developers should hire screenwriters who know how to create strong protagonists by analyzing wants vs. needs.  Of course, there are game companies that have hired screenwriters and ended up disappointed.  There are certainly pitfalls for able screenwriters while game writing, as I have pointed out before in this blog, starting with an obsession for the 3-Act structure. 

In my experience, a screenwriting background does help, but so would a background in journalism or theater arts.  I have experience in all 3 fields, so I can see how they all relate to game writing.

If you've been to one of my workshops or classes or seen it mentioned at PlayCrafting NYC, then you know that I tend to teach based on my game writing experience rather than what I would call "theory."  I absolutely hated it in my writing classes when I was told to learn something, but to not pay attention to it while writing because "anything goes if it works."  I can understand the viewpoint that "theory" or story basics is necessary, just like music theory is necessary for music composition.  I too place a great deal of importance on themes.  But is it necessary to teach theory first or can it be done later? 

An actor friend of me once opined to me, "Can anyone teach anyone how to write?  You're either talented or you're not."  You can teach the basics but beyond that, a person floats or sinks based on that person's skill.  To that end, I feel like talent gives a headstart but the work ethic also matters.  Others feel like everyone is innately creative and it's the art of the teacher to cultivate that writer in everyone.  The teacher ends up being more of a cheerleader. 

Sometimes, I feel like the theory part is great for refining and shaping work rather than acting as a template.  Otherwise, a lot of stories are just too predictable (and therefore, boring). Personally, I like to focus on the practical in my teaching:  how to approach writing tests, what exact tasks might you be asked to do, or how do we shape this experience, etc. With the workshop approach, there tends to be support and sharing as well as feedback.

What do you find most useful in your writing classes?

Look to the summer for my course offerings.  I am planning new workshops.

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Monday, May 21, 2018

Nurturing Talent and Finding Truth

In this article, game writer Sande Chen finds parallels in teaching game design within Brenda Ueland's book, If You Want to Write.

I recently read a book, while directed towards writers, is recommended for all creative fields. If You Want to Write: A Book about Art, Independence and Spirit, by Brenda Ueland, was written in 1938 and as such, has a quaintness in the way she capitalizes ideas (though I dislike the many footnotes on each page) and refers to William Blake and Leo Tolstoy like they are contemporaries.  She was actually in the same circle of Greenwich Village writers that included Nobel laureate Eugene O'Neill.  However, I found the book to be more about teaching writing than a manual on how to write.

Yes, there are some tips about finding your own Truthfulness as a writer, so as not to sound bogus or forced, but the author seems to feel like this moment of Truth is something you'd know when you hear it.

I remarked recently that in teaching game design, it would be preferable if teachers were able to guide students towards revelations rather than spell them out, and that seems to be the route Ueland suggests. Her thesis is that everyone is creative, but the creativity inherent in everyone can be broken by harsh criticism, preconceived notions of what is the right or wrong way to be creative, and brutal rejection.  She writes a lot about one student, who had absolutely no background in writing and didn't even have conversations about literature, who would soon deliver writing on par with or surpassing, in Ueland's opinion, public figures like John Steinbeck and Eleanor Roosevelt.

For example, regarding her student's first endeavor, Ueland noted that her vacation diary was more of a travelogue and didn't include personal feelings or impressions. Instead of saying "You must be more careful to put in more personal details" because that would undoubtably lead to boring sentences like "I really enjoyed the view," Ueland enthusiastically gushed, "Tell more. Tell everything you can possibly think of. You speak here of this truck driver whose tight clothes fitted him like the skin of a bulldog...  How extraordinary!... What makes you think he felt that way about his wife?"

At first, I thought Ueland was simply a person who didn't criticize, but it became apparent in the next few chapters that she was very capable of tearing apart the work of already published writers or popular writers. She felt that those who had studied too much (and apparently under bad teachers) were the ones most likely to write in an affected way.  Her purpose in this criticism, she wrote, was not to point out the defects of other writers, but to emphasize her point that even those without training can end up writing better than published writers.  It would be quite normal for a teacher to show off published writers and tell students to emulate that kind of work, but that would be worthless in Ueland's view.  To her, one writer's Truthfulness is not the same as another's Truthfulness.

Another chapter is about the storyteller's connection to the listener.  Just like game designers will think about player experience, Ueland advised writers to have an imaginary listener and imagine how the listener reacts and stays rapt. Some writers write for themselves, but Ueland would find it boring to read a "long, long book, four-fifths full of your own psychological writhings, your own entrails all pinned out on the surgical table" where the writer was in essence talking to him or herself.  She relayed how Chekhov chastised his brother: "You are not writing for the reader. You wrote because that chatter pleased you."

Ueland's book has been reprinted through the decades because many regard it as one of the finest books about writing ever written.  I found it interesting and contemplative.  What inspiring books have you found helpful and worthy of attention?

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Wednesday, November 6, 2013

Teaching Iteration and Risk-Taking

In this article, game designer Ian Schreiber describes the inherent difficulty in getting students to embrace failure as a part of the iterative process.

There is an inherent conflict between the nature of classes and course objectives, when it comes to designing a game as a class project.

The best way to learn to design games is to make a rapid prototype, fail miserably, figure out what you did wrong, and try again. Repeat until you get it right. In order to do this, the student has to feel like it is okay to take risks, that it is perfectly acceptable (even expected) to try crazy stuff that may simply not work out.

But of course, this is for a grade. Enter the fear of failure. Or, it's not for a grade at all. No threat of failure, but likely no effort put in by students on an "optional" project. Is there a way around this paradox?

Here's the method I'm currently using:
  • My non-digital game design project has four milestones. The first is just a high concept, target audience, basic information (number of players, etc.) and some core mechanics. The second is a rough but playable prototype. The third is a playtested prototype, with the mechanics finalized or close to it. The final milestone is a polished product.
  • All milestones are graded. Early milestones are easy points -- just turn in something, anything, as long as it works. Later milestones are graded based on the quality of the design -- you'd better have done some iterations.
  • For the future, I'm thinking that early milestones should be worth fewer points than later milestones. This puts less importance on early work and more focus on the final product.
  • On the days where milestones are due, students bring their works-in-progress to class and present the work for peer review. This also gives me a chance to see how the projects are progressing. In the future, I should probably just give a grade right then and there for the early milestones.
  • Make it clear to students from the beginning that the more they iterate on their project, the more they playtest, the more they fail and then change, the better their final project will be. Unfortunately, this is one of those things they might just have to find out the hard way for themselves. I'll try bringing in a student work from an earlier course (with permission) in its various stages of completion, to show just how much difference playtesting can make.
[This article originally appeared on Ian Schreiber's blog, Teaching Game Design.]

Ian Schreiber has been in the game industry since the year 2000, first as a programmer and then as a game designer. Also an educator since 2006, Ian has taught game design and development courses at a variety of schools, and on his own without a school. He has co-authored two books, Challenges for Game Designers and Breaking Into the Game Industry. 

Wednesday, October 23, 2013

Game Dev House: A New Approach to Workshops

In this article, game developer Erin Margolis discusses why she feels game design workshops are still useful experiences in an age full of online courses and describes her recent experience running a game jam at Game Dev House.

In this information-filled age, there is no lack of access to articles, tutorials, and courses. However, there is a lack of human empathy and people who can listen and understand one another. Workshops are a playing ground where gamers and players can connect and practice use of what skill sets they have, but more importantly gain social interaction and share personal experiences.

Anyone can find all of the information that they need on their own online, but there is a synergy in forming communities. Community, in the truest sense of the word, is about growing and sharing.

Articles that inspire, new software that helps to guide a person’s vision, group discussions that engage where others can be heard: This is all community. It’s a place of substance and can be a powerful place for people to create alongside one another and advance to the next step.

Game Dev House ran a game jam on June 29th this past year where we had over 20 attendees. It was a free event that took place at Monmouth Mall in Eatontown, NJ and was advertised for a month. There were 2 guest speakers, lectures, game demos, and prizes. Our main event turned out great in getting people who did not know each other to work in small teams and make a project idea which they presented in front of the entire group.

After hanging out with this group for most of the day and getting to know them, I was able to assign them a role on the team and get them to collaborate and build. We had storyboard conceptions, character creators, presenters, and illustrators. It varied a bit per team.

It was really cool to see the teams working together and having a great time! This was a foundational starting point for the attendees to experience game development with other people.

After the workshop was over, the attendees expressed a wide range of interests in different aspects of the game development process. Since their interests were as varied as their experience and age, I surmised that it would be most beneficial to get an online group going where separate sects could be formed addressing each of their goals and needs. It seemed to be that this group of people liked hanging out and socializing together, but it would be easier to teach them through online coaching and or small classes.

Ultimately, it is enjoyable instructing both online and onsite classes and connecting with many different students. Game Dev House facilitates the bringing together of developers and students who are looking for more than a conventional approach to learning. The combination of international ideas, home-grown games, and student projects has proven to do more than we expected! The culture has been free to define who they want to be and been given a platform of recognition. This builds up the individual to pursue whatever goals and dreams that they have outside of conventional game development, and we support that!

Erin Margolis is a NJ resident and has been working as a game developer since 2005.  She is passionate about game development and its impact on the betterment of society.  Game Dev House was launched on 10/31/12; ironically, the day after Superstorm Sandy.


Friday, September 6, 2013

September 2013: Teaching Game Design

Hello! 

Two weeks ago, I presented, "What's in a Name? Serious Games vs Gamification" at the Serious Play Conference, held at DigiPen, a college focused on game development.  At the conference, there were numerous presentations on how to use games to educate children in topics such as math, science, and history.  Dr. James Rosser, Jr.spoke about how video games could improve the skills of laparoscopic surgeons while Professor Mihaly Csikszentmihalyi unveiled an application to help managers facilitate flow states for employees.  The research indicated that companies actually make a profit while employees achieve flow!

During my time there, I did get to talk to an instructor at DigiPen.  There was not much discussion about teaching game development at the conference, although Lee Sheldon's book, The Multiplayer Classroom: Designing Coursework as a Game did come up during my Q&A period.

When I went to college, there weren't schools like DigiPen dedicated to game development.  Now, it's not odd to see game design offered in various departments, in colleges big and small.  I noticed that while GDAM has covered Game-Based Learning and Game Designer Skills, we have never had  a topic about teaching game design.

As it is the month children traditionally head back to school after the summer break, I think it's fitting that September 2013's topic is Teaching Game Design.

I invite readers to submit an article on this topic. Please read the submission guidelines first. Thanks!