Category Archives: Blog

The Best of Raph Koster’s Web Site

If you’re interested in game design, you should know Raph Koster. Full stop.

Koster made his reputation working on Ultima Online and augmented it through his work on Star Wars Galaxies (where he worked as Chief Creative Officer). To my mind, though, some of his greatest contributions come via his writing on games and game theory. His deceptively simple A Theory of Fun remains, IMO, one of the best ways to introduce game design to neophytes. But on his personal web site, he has written over a quarter-million words, most of it devoted to elucidating some large or small idea about game design. It’s accessible to non-specialists, well-written (he double-majored in Creative Writing and Spanish, the second of which must have taught him excellent grammar!) , and smart without being precious. Most importantly, it’s content-rich. I could imagine using his blog to supply many readings for a graduate class on game design.

Koster’s done would-be game designers a service by selecting some of his best posts on game theory and design and collecting them under a single heading, which you can access by clicking the link below:

http://www.raphkoster.com/2012/03/15/the-best-articles/

A Library Orientation Game?

With the summer speeding along its merry way I’ve been thinking a lot lately about student orientation. At City Tech we have what I assume is a common scenario for student orientation at commuter colleges with large student populations: students have one day for orientation during which they need to learn about the entire college and their proposed program of study. The library is but one stop on a whirlwind campus tour so we only have a few minutes with each group of students (and our campus is fairly compact). We’ve created a great handout for students that goes into their orientation packets, but there’s a limit to what we can fit on one 8.5″ x 11″ sheet of paper, and probably also a limit to the amount of attention that students will give to all of those papers in their orientation folder (even those printed on bright yellow paper). And at a commuter college there’s no guarantee that all students will be able to attend orientation.

Given all of these limitations, the library orientation for students seems like the perfect opportunity to create a game or use game mechanics. Orientations cover the nuts and bolts of library use: hours, layout, services, resources. These are things we know students are likely to need at some point during their college careers, but unlike with course-related research instruction, it can often be difficult to reach students with orientation-kinds of information at their point of need. Here’s an example from last semester: one day as I stepped out of my office I encountered three students sitting on the floor studying. Of course I let them know that they could use one of our group study rooms, which they were happy to do. Those rooms seem so obvious to me — they’re adjacent to the stairs that students walked up to get to the space where they sat on the floor — but clearly the students hadn’t noticed them.

Some kinds of games, like scavenger hunts or those that require players to solve a mystery, seem to lend themselves well to an orientation context, and there are lots of examples of librarians who have created orientation games along those lines. Other libraries have gone further and come up with more extensive games. At Ohio State librarians created a game called Head Hunt in which students are asked to virtually visit 11 library locations on campus to search for clues to find out who stole the head of the university’s mascot. Librarians at Cal State U at Fresno crafted a game called HML-IQ that took place over six weeks designed to both orient students to the library and included basic information literacy instruction as well.

Many of these library orientation games culminate by awarding students small prizes for completing the game, and some include a drawing or raffle for a larger prize like a gift certificate or small digital device. Other than the opportunity to learn about what the library offers that can be useful to students, there’s no real incentive for them to play an orientation game. So prizes sound good to me as they could provide an additional enticement for students to play.

There are lots of parameters to consider when creating any kind of game. How long should gameplay be? I’m thinking no more than an hour, because if the game runs longer students might lose interest or feel that they don’t have enough time to play. Should students be able to check in and out of the game over a period of days or weeks, or should the game be played straight through from start to finish? If there’s a prize we’ll need to set some time limits on the game, and I’d guess that students would be more likely to play at the beginning of the semester (or even before the start of term) than later. How can we balance game moves that require students to physically be in the library with those that can be accomplished online? (Which I assume we want, because we have services and resources available in-person and online and want students to know about both.) And, perhaps most importantly: how can we create a game that can be reused from semester to semester with only minor modifications (and associated time commitments) required by librarians?

I’ve got lots on my plate this summer so I’m not sure whether I’ll be able to do anything more than start thinking through the answers to these questions. But I’ll report back when I’ve got something more concrete, and would be interested to read suggestions or feedback in the comments.

Image credit: Topeka & Shawnee County Public Library

Blog for Academics Starting Game Development

YORK COLLEGE, NY – As the newest member of the CUNY Games Network, I would like to reach out to faculty who might be embarking on their first game by inviting you to follow a personal blog that chronicles the day-to-day challenges in developing games for education. I borrowed the title of the blog from Jessie Schell, who notes that the term “Serious Games,” while sober enough to attract the attention of academics and funding agencies, is actually an oxymoron. Games must be fun and engaging to be successful, even if their ultimate purpose is serious in nature. The idea behind Transformative Games is that game mechanics can be used to inform, teach, and shape behavior. As those who follow the CUNY Games Network are aware, games are excellent learning management systems that are capable of both teaching and assessment. The realtime nature of games allows them to occasion “teachable moments” for “just-in-time learning.” Well designed games adjust task difficulty according to user performance, which facilitates sustained attention, engagement, and learning while minimizing boredom and frustration. Standard psychophysical staircase procedures can be utilized in games to optimize engagement and put the user into a state of “flow,” where time seems to pass very quickly. Transformative Games strive to incorporate everything we know about psychology, neuroscience, education, and game design into the learning experience. As a cognitive neuroscientist, I will be describing the process of game development from a quantitative perspective and doing my best to relate standard procedures in game design to the vast body of knowledge that exists in psychology and neuroscience.

During this summer, I will be working with several high school students, college undergraduates, and programmers to develop a number of games for college freshmen. We only have six weeks to develop the games, collect data, and present the results at a local conference. Consequently, I’m sure I’ll have a lot of valuable lessons to pass along in the next month. I will also document my efforts to unify college professors interested in games at my primary institution, York College. And I am working with others at the CUNY Games Network to develop a CUNY-wide institution for games. Our first task is to develop a conference in April 2013. Finally, I’m also developing simulations in Second Life with the York College Center for Interdisciplinary Health Practice to provide students with tools to practice skills that would otherwise be too expensive or risky to perform in the clinical setting.

Expect major updates every week and sporadic posts along the way. I’ll develop major categories in the future in the event that you only want to follow one of the aforementioned pursuits.

https://robertoduncan.commons.gc.cuny.edu/