DUE: Thursday January 29th

Salen & Zimmerman, “Rules of Play”: Chapter 26

1. The chapter in ROP examines a critical debate in game design – the role, function and definition of “narrative” in games. A) Describe, from your own game playing experience, an example of what would make up the embedded narrative and the emergent narrative in a particular game.

2. A) What do you think narrative descriptors contribute to the enhancement of the game play experience?  B) What do think happens when there are no narrative descriptors – describe an example of a game like this? C) How does this concept relate to constitutive and operational rules?

3. A) Following the arguments in ROP – describe how cutscenes may contribute to and/or detract from a meaningful and pleasurable play experience (see the sidebar on pg 411 for the “cons”). B) Explain your personal take on the value of cutscenes?


DUE : In class Tuesday February 3rd

For this game, you will first select a proverb (here is a list if you need inspiration). Define in your own words what this proverb means (add this to the printed game rules). Your assignment is to design a game where the inter-player interaction is based on the concept behind the the proverb. You should not just visually “skin” a common game to fit your proverb - develop a challenging game dynamic that captures the meaning of the proverb(!)

Produce a game prototype following the parameters listed below. When designing your rules refer to the rules guidelines in ROP chapters 11, 12, the conflict structures in chapter 20, and concepts of narrative in chapter 26. We will be playing your games in class. Remember to always provide meaningful choices for your players!

1)    Design a  game for 6-8 players (half of our class should be able to play at once)
2)    Design your own game board and/or  game bits.  You may design a game without a game board (if you wish) but you are required to design some sort of game bits or other physical objects for the players to use.
3)   Game play should last no more than 12 minutes (use a timing mechanism in your rules)
4)   The challenge this week is to focus on the complexities of social interaction and on the role of narrative in your game, design your game to incorporate game mechanics and dynamics that reflect social dynamics and keep the game narrative front and center.
5)  You may choose any of the conflict structures from the options for week 3 : Competitive Multiplayer Free-For-All , Team based Multiplayer, Asymmetrical Multiplayer, Competitive Multiplayer VS “Computer” or “Game Master”, or invent your own!

- In class –
One copy of your game ready to play including: your game’s operational Rules + Description + game board and/or game bits. Don’t forget to consider that this game is designed for many players – so you may want to use a team based conflict structure to reduce complexity.

- Posted to the class website (due before 2:00pm).
Your game’s operational rules+ Description
Images (+ diagrams) from your game