GAD1009 Game History and AnalysisBahçeşehir UniversityDegree Programs DIGITAL GAME DESIGNGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
DIGITAL GAME DESIGN
Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code Course Name Semester Theoretical Practical Credit ECTS
GAD1009 Game History and Analysis Fall 3 0 3 5

Basic information

Language of instruction: English
Type of course: Must Course
Course Level: Bachelor’s Degree (First Cycle)
Mode of Delivery: Face to face
Course Coordinator : Assoc. Prof. BARBAROS BOSTAN
Course Lecturer(s): Assoc. Prof. BARBAROS BOSTAN
Course Objectives: This module aims to cover different ages of video games starting from 1970s. Students will learn the milestones of game history and games that push the boundaries in each period. What went right and what went wrong during the development and production stages will be discussed. Students will also experiment with classic or retro games by re-designing them using new mechanics. Game analysis techniques such as comparative analysis, reading/interpretation, historical analysis and case studies will be examined. Students will also learn the basics of game user experience and gamer psychology, will play and analyze contemporary video games using different dimensions of game user experience such as usability/playability, narrative/story, fun/enjoyment, visual aesthetics, audio aesthetics and challenges/difficulty. Students will also analyze gameplays using different gamer profiles such as the Gamer Motivation Profiles.

Learning Outcomes

The students who have succeeded in this course;
LO1: Learn game history and different ages of video games
LO2: Learn different game analysis techniques
LO3: Present and discuss retro games in terms of their significance in game history
LO4: Re-design classic games using new mechanics
LO5: Play and analyze contemporary video games using different dimensions of game user experience
LO6: Understand different gamer profiles and analyze gameplays according to these profiles

Course Content

Just as a good novelist benefits from reading widely, and as a painter benefits from a deep knowledge of art history, so too does a game developer benefit from a rich and critical understanding of theory and the history of video games. This course aims to provide a foundation or thinking critically about where games have been and why games matter from a variety of industrial, technical, artistic, and social perspectives.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) This lecture starts with a walkthrough through the syllabus. An overview of lectures, resources, assignments, and grading will be given. Game Analysis Assignment will be introduced, six gameplay dimensions of the assignment will be discussed, and the first game (Assignment 1.1) will be announced this week. Essential Video (Asynchronous Content) Naughty Dog (2014) Grounded: The making of The Last of Us: https://www.youtube.com/watch?v=R0l7LzC_h8I
2) The lecture starts with the definition of a game and uncertainty in games, the relationship between rules and mechanics as well as gameplay and mechanics will be given. Five types of game mechanics will be discussed, and Assignment 4.1 will be given. Flow, interest curve and learning curve will also be explained. The lecture will introduce a rules exercise and will conclude with Assignment 4.2. Assignment 2 games/chapters will be distributed. Essential Reading Adams, E. (2012) Game Mechanics: Advanced Game Design CHAPTER 1: Designing Game Mechanics Essential Video (Asynchronous Content) Video Games the Movie: https://www.youtube.com/watch?v=8Ryn7qm3CvI Suggested Video Costrel, F. (2020) High Score Episode 1, Netflix Documentary
3) The lecture introduces the students with basic terms related with player psychology: flow, engagement, usability/playability, agency, extrinsic motivation, intrinsic motivation, Bartle’s taxonomy, self-determination theory, 6 engagement-competence factors and the Gamer Motivation Profile. A sample Gamer Motivation Profile will be analyzed. And Assignment 4.3 will be given. Essential Reading Bostan, B., Tingoy, O. “Game Design and Gamer Psychology”, Gamer Psychology and Behavior, pp. 105-123, 2016, Springer, ISBN 978-3-319- 29904-4 Essential Video (Asynchronous Content) Sid Meier’s Psychology of Game Design https://www.youtube.com/watch?v=MtzCLd93SyU Suggested Video Costrel, F. (2020) High Score Episode 2, Netflix Documentary
4) The lecture introduces the students with the guidelines of game analysis. Different types of analysis such as comparative analysis, reading/interpretation, historical analysis, and case studies will be explained. Assignment 3 and 4.4 will be given. A sample detailed gameplay analysis will be given by the instructor. Essential Reading Bostan, B., Sahin, G., Uney, M.C., "Interactivity in Computer Games", in Proceedings of the GAMEON’2015 Conference, Holland, December 2015. Essential Video (Asynchronous Content) Engines of Play: How Player Motivation Changes Over Time https://www.youtube.com/watch?v=Lg2GndSat1E
5) The lecture is the first lecture on Game History covering Part I and Part II of the Golden Age of Video Games book, with highlights on games that push the boundaries. A sample interaction framework for game analysis will be given by the instructor. Assignment 1.2 will be given. Essential Reading Dillon, Roberto 2011 The Golden Age of Video Games New York: Taylor and Francis. PART I Essential Video (Asynchronous Content) Find and watch the gameplay videos of the games mentioned in the presentation. Suggested Video Costrel, F. (2020) High Score Episode 3, Netflix Documentary
6) Student presentations for Assignment 2. Each student will make a presentation about a retro game chosen by the instructor. Students are expected to answer the following questions. In terms of game history, why is this game important? What are the unique features of the game? What are the game mechanics? What went right and what went wrong during the production? What does the gameplay look like (students can use gameplay videos)?
7) Student presentations for Assignment 2. Each student will make a presentation about a retro game chosen by the instructor. Students are expected to answer the following questions. In terms of game history, why is this game important? What are the unique features of the game? What are the game mechanics? What went right and what went wrong during the production? What does the gameplay look like (students can use gameplay videos)?
8) The instructor will give a game comparison example with a single dimension to compare the games and many sub-dimensions for comparison. Assignment 4.5 and 1.3 will also be given. Essential Video (Asynchronous Content) 10 Years of Evolution of the Assassin's Creed Brand https://www.youtube.com/watch?v=Jcw9xV1NmlE Suggested Video Costrel, F. (2020) High Score Episode 4, Netflix Documentary
9) The lecture is the second lecture on Game History covering the book Game On!: Video Game History from Pong and Pac-Man to Mario, Minecraft, and More. Essential Reading Hansen, D. 2016. Game On!: Video Game History from Pong and Pac-Man to Mario, Minecraft, and More, 212-290. Essential Video (Asynchronous Content) Find and watch the gameplay videos of the games mentioned in the presentation. Suggested Video Costrel, F. (2020) High Score Episode 5, Netflix Documentary
10) Selected students will present their videos for Assignment 3 and will receive a +5 points bonus.
11) The lecture is about emergence and progression in games. An exercise on converting an emergence game into a hybrid will be given. The machinations framework will also be analyzed in detail. Essential Reading Adams, E. (2012) Game Mechanics: Advanced Game Design CHAPTER 5: Machinations Suggested Video Costrel, F. (2020) High Score Episode 6, Netflix Documentary
12) The lecture is the second lecture on the history of RPGs. Essential Video (Asynchronous Content) Find and watch the gameplay videos of the games mentioned in the presentation. Suggested Video Horizon Zero Dawn: A Game Design Postmortem https://www.youtube.com/watch?v=TawhcWao9ls
13) The lecture is on published research on games from the literature. Students will read and evaluate an academic article as an exercise.
14) The lecture is on published research on games from the literature. Students will read and evaluate an academic article as an exercise.

Sources

Course Notes / Textbooks:
References: - Adams, E. (2012) Game Mechanics: Advanced Game Design CHAPTER 1: Designing Game Mechanics, CHAPTER 1, 5.
- Bostan, B., Tingoy, O. Game Design and Gamer Psychology, Gamer Psychology and Behavior, pp. 105-123, 2016, Springer, ISBN 978-3-319-29904-4.
- Bostan, B., Sahin, G., Uney, M.C., Interactivity in Computer Games, in Proceedings of the GAMEON’2015 Conference, Holland, December 2015.
- Dillon, Roberto. 2011. The Golden Age of Video Games. New York: Taylor and Francis. PART I.
- Hansen, D. 2016. Game On!: Video Game History from Pong and Pac-Man to Mario, Minecraft, and More, 212-290.

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Application 5 % 25
Presentation 1 % 20
Project 1 % 25
Final 3 % 30
Total % 100
PERCENTAGE OF SEMESTER WORK % 45
PERCENTAGE OF FINAL WORK % 55
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 3 42
Application 10 3 30
Study Hours Out of Class 8 6 48
Midterms 1 3 3
Final 1 3 3
Total Workload 126

Contribution of Learning Outcomes to Programme Outcomes

No Effect 1 Lowest 2 Low 3 Average 4 High 5 Highest
           
Program Outcomes Level of Contribution
1) Comprehend the conceptual importance of the game in the field of communication, ability to implement the player centered application to provide design. 2
2) Analyze, synthesize, and evaluate information and ideas from various perspectives. 5
3) Analyze the key elements that make up specific game genres, forms of interactions, mode of narratives and understand how they are employed effectively to create a successful game. 5
4) Understand game design theories and methods as well as implement them during game development; to make enjoyable, attractive, instructional and immersive according to the target audience. 2
5) Understand the technology and computational principles involved in developing games and master the use of game engines. 1
6) Understand the process of creation and use of 2D and 3D assets and animation for video games. 1
7) Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process. 2
8) Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. 3
9) Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. 1
10) Understand and employ the structure and work modes of game development teams; comprehend the responsibilities of team members and collaborations between them while utilizing this knowledge in practice. 1
11) Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. 1
12) Pitching a video game to developers, publishers, and players; mastering the art of effectively communicating and marketing the features and commercial potential of new ideas, concepts or games. 1