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Technical Communication 498
Digital Games |
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Winter 2005
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Course description
The overall question driving this course is how to create a satisfying gaming experience. This question can be approached from multiple dimensions and, in fact, must be approached from different perspectives in order to be addressed effectively. To that end, then, this course is envisioned as an interdisciplinary investigation into digital games. The students in this course are upper division undergraduates and graduate students from a range of disciplines including technical communication, computer science, political science, education, art, women’s studies, communication, informatics, bioinformatics, and more. As such, the quarter will be an opportunity to see how games are perceived in areas familiar and unfamiliar. We will spend time working out some definitions and a common vocabulary to meet the challenges of interdisciplinary conversations (and to keep the overall annoyance factor down). Key skills to bring to the class are going to include curiosity and patience. A sense of fun will be tolerated. The course covers many topics, including social and cultural elements of games, games as a global commodity, games as instigators for technical innovation, and emerging gaming areas such as mobile games. The course will include readings, hands-on activities, presentations, the opportunity for students to pursue topics of their own interest, and a group final project. Class meeting time will be split between a regular classroom and a computer classroom. Instruction will include presentations by guest speakers from local game companies. In addition to regular class time and class assignments, students will be expected to spend time outside of class familiarizing themselves with some of the games that will be covered in the course. The schedule below includes most but not all course readings. You should expect one or two additional articles most weeks; the syllabus will be updated on the website with these new readings which will often be available online or via the library. Course goals
Course objectives
At the conclusion of the class, students will be able to:
Course schedule
Week 1: January 5 Topics: Introduction to class; The Politics of Design Readings:
Game: Zork Week 2: January 12 Topics: Genres of Virtual Environments (Games, CSCW, Distance Education, etc.); Definitions (so we can have fewer frustrating conversations this quarter) Readings:
Assignments: Play Diary entry #1 Game: Zork con’t, LamdaMOO or LinguaMOO Movie: Avatars Offline Week 3: January 19 Topics: Identity in Virtual Environments; The User Experience of Gaming; Design Decisions Readings:
Assignments: Play Diary entry #2 Game: MUDs continued Guest Speakers: Colin Maclay, Berkman Center for Internet and Society, Harvard University; Chris Coward, Director of the Center for Internet Studies, UW Show and Tell, Jan. 19: Ario (Katamari Damacy and Grand Theft Auto: San Andreas for Playstation) Week 4: January 26 Topics: Gender, Race, and other Audience Considerations; Issues for Designers; Avatars and In-Game Representation Readings:
Assignments: Play Diary entry #3 Game: Counter-Strike Movie, Jan. 25: War Games Week 5: February 2 Topics: Commodification of Culture; Questions of Player Rights Readings:
Assignments: Play Diary entry #4 Game: Rise of Nations Guest Speaker, 3 p.m.: Erik Johnson - Project Manager, Valve Software. Erik began his career as a shoe salesman and later moved up to selling used cars. Deciding that the car business wasn't for him either, he took a job with Sierra Online in the QA department. As one of Sierra's testers for Half-Life, Erik spent a lot of time over at the Valve offices and was eventually offered a job with Valve as shipping manager. Erik's responsibilities include localization, testing, managing the build process, creating demos, and shipping products. Show and Tell, Feb. 1: Derek and John Week 6: February 9 Topics: Games as Learning Tool, Informal Learning via Games Readings:
Assignments: Play Diary entry #5 Game: Zoo Tycoon (optional: Flight Sim) Movie, Feb. 9: The Last Starfighter Week 7: February 16 Topics: Rule-making, Power and Control in Online Games Readings:
Assignments: Play Diary entry #6 (not required as of Feb. 12, 2005); Interim Final Project Report Game: Dungeon Siege: Legends of Aranna Show and Tell, Feb. 16: Catherine (Stepmania) and Karla (Revolved) Week 8: February 23 Topics: Presence, Immersion, Interactivity Readings:
Assignments: Play Diary entry #7 Game: Dungeon Siege: Legends of Aranna Guest Speaker, 3 p.m.: Doug Lombardi - Director of Marketing, Valve Software. After years in the music industry, Doug decided to get a real job. Then he came to his senses and made the decision to get into the gaming industry instead. During his time in gaming, he has worked on the launch of websites, magazines, and games. As Director of Marketing at Valve, he helps manage and coordinate third-party relations, marketing and press activities. Guest Speaker: Tony Leamer, Marketing/Distribution, RealArcade. Movie, Feb. 22: Tron (canceled as of Feb. 22, 2005) Week 9: March 2 Topics: Games as Driver of Technological Innovation, Input Devices Readings:
Assignments: Play Diary entry #8 Game: RalliSport Guest Speakers: Microsoft team from "The Beast"
Movie, Mar. 2: ExistenZ Week 10: March 9 Topic: Final Project workshop Finals Week: March 14, 6:30-9:30 Final Projects due at 6:30. Class presentations and guest speaker. Guest Speaker: Mark Selander has worked in the entertainment industry for the last 7 years. He graduated in 1998 from Western Washington University with a degree in Industrial Design. While in school he interned at Will Vinton Studios, an animation production company based out of Portland Oregon. He started out as a model builder for a stop action animated Christmas special airing on the ABC network; The Online Adventures of Ozzie the Elf. After graduation he continued to work in the model shop on various nationally aired commercials, producing backgrounds and set pieces. In 1999 Mark went to work as a set designer and artist for the animated UPN television series Gary and Mike. For the last five years Mark has been employed at Microsoft Games Studios in Seattle. As both a production artist and a conceptual designer, he has worked on a variety of projects including Crimson Skies I and II. Mech Warrior IV and a web game to support the DreamWorks film A.I. Mark is currently involved in developing concept art for an upcoming title. Mark has also worked as a freelance illustrator, storyboard artist, and as a chipmunk puppet named Rudy for a Japanese/English language television series. Miscellaneous logistics
Games: Zork, Tertris and Rise of Nations are loaded onto the computers in the OUGL classroom reserved for class (Collab 1). If you want access to the room outside of class, we can schedule some lab times to make the room open. Zork and Tertis can be downloaded for free. Rise of Nations is also available in the TC Computer Lab, in the basement of Loew Hall. To get a code and login to use that Lab, please go to Loew 14 to fill out the appropriate form. The other games listed on the syllabus will be available in the TC Lab only. Rallisport Challenge will be available starting the second week of the quarter. The other games will be installed as they arrive. Show and Tell: The Show and Tell sessions will be scheduled according to the class’ collective schedules. They are opportunities to demonstrate other games to class members; these sessions may be particularly helpful for the final design projects. I’ll reserve a room with necessary equipment; games will be provided by the host(s). The movie sessions that appear on the syllabus will also be scheduled according to general availability. The movies are required texts as part of class; the scheduled viewings are an opportunity for you to see them on my dime; you’re welcome to rent them on your own as well. Graded work
Grades will be based on:
Play diary (one week skipped): 30% Book/article review: 10% Interim final project report: 10% Final design project: 40% Participation: 10% Required texts
Other information
Please read Department of Technical Communication (TC) policies for students registered in TC courses regarding student rights, plagiarism, and the TC human subjects pool. Plagiarism: TC Human Subjects Pool: Other policies
Because this class is heavily oriented towards student participation, attendance is mandatory. Late assignments will not be accepted.
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Send mail to:
bkolko@u.washington.edu
Last modified: 3/06/2005 5:01 PM |