Game Design Workshop 2009: Sissies, Musketeers, Street Fighter, and Floss

The Game Design Workshop at GDC 2009 began with a series of lists. During the opening presentation, the 100+ workshop participants received a crash course in the MDA Framework, eight kinds of “fun,” four possible aesthetic goals, and various dynamic models. As a professor here likes to write all over our papers: “Jargon!” Personally, I enjoyed the presentation. Marc LeBlanc et al laid out a solid foundation for the formal approach to game design that would shape the next two days. After reading Rules of Play, a 20 minute lecture was hardly daunting. But not every designer has the same theoretical background. There were plenty of programmers, artists, and others who were just interested in the design exercises and getting their feet wet in another discipline. More than a few participants found the presentation to be too technical and uninteresting. How does this all jargon fit into the actual process of design? Hopefully some of the participants skeptical of the theory discovered the applications along the way.

We spent most of the first day creating variations on Sissyfight. Originally designed by Eric Zimmerman and released on the web (as Sissyfight 2000), a simplified card-based version has become a mainstay of game design exercises. Six players are each assigned distinct colors...

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