Class Prompt: Enforcing Content Conventions

In spring 2020 I taught a Technical Game Design class in Champlain College’s game design program. As part of my work I wrote discussion prompts. I’m expanding some of those prompts into blog posts, like the one below. The full set can be found here. Because they were meant as prompts for students to discuss, they do not necessarily provide strong conclusions or answer the questions that they pose.

As game designers, you’re used to thinking about games as systems of rules. You may know rules as things that are enforced by game systems via constraints and affordances: a game is hard-coded to allow this action, but not that action. Voilà, a possibility space is defined!

But many rules are NOT enforced by code or systems, and are instead conventions, patterns, or best practices that the developers stick to when building content. Let’s look at some examples.

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Class Prompt: The Art of Closing

In spring 2020 I taught a Technical Game Design class in Champlain College’s game design program. As part of my work I wrote discussion prompts. I’m expanding some of those prompts into blog posts, like the one below. The full set can be found here. Because they were meant as prompts for students to discuss, they do not necessarily provide strong conclusions or answer the questions that they pose.

With the end of our semester fast approaching, let’s talk about “closing” this week!

I use the term “closing” for a set of related things:

  1. The final stage of a project or milestone, where you’re trying to take it over the finish line.
  2. The skills that one uses during that final stage.
  3. The mindset of wanting to close: not leaving loose ends, wrapping up work in a finished state and moving on.
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