TGI 2009, Day 2

  1. Playtesting of Game #1: 45 Minutes
    1. Observe how the players interpret the instructions.
    2. Begin to participate as a reflective player (talk about why it's fun, why it's boring, etc.).
    3. Begin to develop a culture of helpful critique (how can I make it better?) for improving each other's games.
    4. Iteration Strategies (now, actually make it better).
  2. Introduce a productive definition of games and some vocabulary: 20 Minutes
    1. Introduce the experiential nature of games.
    2. Introduce the idea of formal constraints (as traction).
    3. Implicit vs. Explicit Rules (what has the game designer expressed?)
      • Implicit Rules are the unexpressed rules of play. They are informed by the overlapping cultural heritages within which the game and the players exist. They are conventional and often normative. For example: In the game of Fluxx from Day 2 a brand new deck was opened, shuffled, dealt -- one card per player in a clockwise fashion, and then the dealt hand was held close to the chest and hidden from other players' view. None of this was explained in the rules of Fluxx. Rather, these are all conventions derived from the history and culture of card games. These are all implicit rules of behavior.
    4. Begin Conceptual Constraints
  3. Grow-A-Game Workshop - 45 Minutes - 1 Hour
    1. Grow-A-Game Cards developed by Tiltfactor Labs.
    2. Printable version of the cards can be downloaded here. Sets may also be purchased here.
  4. For tomorrow: Brainstorm game ideas. We'll start tomorrow with a paper game design exercise.