Monday, April 27, 2026

Reflecting on CS215, Spring 2026 edition

Introduction

It was a delight to teach CS215 Introduction to Game Design this past semester. I had not taught the class since Fall 2022, and I didn't realize how much I missed it. I had a really wonderful cohort of students, as good as I could ask for. They were eager with questions and comments. More than once, I was just warming up a story, and hands would go up with thoughts and reactions, before I even got to the good stuff. I am glad to have these students in the program and look forward to watching them over the next few years.

The class was overall a great success. I followed my tried-and-true approach, using the first half of the semester to go through readings and exercises that helped lay out what is known about game design and the second half to work on final projects. 

Course Structure

As in the past, I still feel like there are missed opportunities to help students deploy the ideas from the first half into the second half. One complication is that, because students design their own projects, there's no way to know which ideas from the first half will be salient to their work. I would like to get them thinking more about this, but at the same time, I don't want to add more load without a good reason.

The one universal is the iterative design process. This came up in informal meetings among the faculty who teach in the CS GDD concentration, and we agreed that it is the most important objective for students to meet. Currently, my final project structure recommends a particular sequence, but I do not mandate it. I wonder if it would help the students learn the importance of playtesting earlier if I required them to do it earlier, the way that I require acceptance testing in CS222 for example.

Player Logs

I asked the students to complete five player logs during the semester. These logs involved briefly describing a game they played and reflecting on what they learned from it. Because we were working in the analog game design space, I required that at least half be analog games or digital interpretations thereof. My hope is that they would be playing games anyway and that this would help integrate their personal and academic experiences. Judging from their selections, I think many chose games for this exercise, although curiously not the ones I suggested as good starting points. I did not ask them to explain why they chose the games they did, but I might ask that in the future. No one should be choosing a knock-off of Uno over a brilliant design like Carcassonne.

The player logs were evenly spaced throughout the semester. This had the advantage of appearing elegant on the calendar but the disadvantage of colliding with other deadlines. Of course, many students did the work right before the deadline, but this meant it competed for attention with other work rather than complementing a continuous practice of study. I may need to reframe the exercise as either formal assignments or as the building of a portfolio that is routinely verified.

I realized too late that there was an opportunity to tie the player logs into the final projects. Next time, for late-semester player logs, I should require that the game be related somehow (mechanically, thematically) to their final projects. A lot of the students admitted to having explored a genre in which they had little experience, and this could be a way to help them understand the design space they are in.

Design Logs

Once again, I required my students to maintain design logs during their final project. I love this idea, and I am sure it helps them think through their practice. However, I think I can make the progress a bit smoother. For example, I required them to follow a particular document structure, but many struggled to read and follow the instructions. Rather than be indignant about this, I could provide a template to remove some friction. Similarly, I gave them some latitude as to what specifics go into the design logs, but they probably lack the experience and wisdom to make this decision well. I have them read Dan Cook's article, where he appropriately provides some guidance but no rules. I think I should give them a few more rules in the spirit of shuhari.

Workshopping

We used six weeks of class for workshopping. I split the class into four groups, and since we met twice a week, each group had three days to focus on workshopping their games. Each presenter took a section of the room, and the rest of the class moved among the stations. For the first round, this was done ad hoc; I set a timer, but moving was a recommendation, not a requirement. We ran a little postmortem after that iteration, and the students liked the ad hoc groupings but not the optionality of rotation. Thereafter, groups had to move when the timer went off, and it went well.

I gave them a feedback structure that I learned from Lemarchand's Playful Production Process. Any feedback during workshopping had to be framed as, "I like..., I wish..., What if...?" The students who tried this loved it, but some were too eager to give advice without the framing. They desired some kind of accountability, so I decided that we needed a magic word that could be invoked: what better for a game design course than "xyzzy"? If anyone heard feedback without the format, they could say, "Xyzzy!" and the hearer would have to re-frame their discourse. I think I was the only one who actually used this, but it was a good reminder to have on the board.

Similar to the feedback structure, starting in the second iteration, I asked students to begin each workshopping session by giving their elevator pitch and stating their design question. This was not always followed, and a little more accountability could have helped here, akin to the magic word for feedback. Students also struggled to articulate a design question, but I did not give much guidance here either. Many students came in with questions like, "Is this fun?" despite our earlier conversations about the danger of the F-word. I think this is a place where I can help them develop better practices and tie together the two halves of the semester. For example, I could give them a template like, "What mechanic can I add or remove in order to improve [emotion] from playing my game?" or "What goal can I add for [player type]" These would require students to think about their games in the context of the theory we studied rather than falling back on colloquialisms like, "Is this better than that?" 

Along those lines, I wonder if it would help the students to articulate design goals, to be explicit about what their game is supposed to do. This is something my preproduction students have struggled mightily with, and I don't know if this means that it should be introduced earlier or that it requires more wisdom than many new game designers possess.

Rules

I was initially surprised when, reading their final submissions, that their rulebooks were low quality. Many were missing fundamental details so that it was clear that the rules articulations themselves were not tested. My evaluation rubric enthroned a clear rules articulation as being a requirement for a good grade on the final project. I reflected on the course and realized that most of the students had completed the semester without ever reading an actual rulebook. For their player logs, they either used a digital interpretation of a game such as Board Game Arena or they were taught a game by a friend. Digital adaptations are deceiving here because software prevents players from doing things that they ought not do whereas in a tabletop game, you are only beholden to the laws of nature and localized miracles.

The students had never worked with the genre of game rules, and so clearly I could not hold them accountable to that genre's standards. It still bothers me that the CS majors in particular did not deploy their programming knowledge to write clear rules anyway, since rulebooks are essentially programs run on people, but that doesn't change the fact that I did not scaffold a good learning experience to make them good at it.

Being able to articulate the rules should be part of the class. After all, I encouraged them to think about posting their work on itch.io or someplace similar, but if the work is unclear, then it may do more harm than good. Next time, I need to think about this particular deliverable the way that I handle other incremental development tasks: give them a scaffolded experience with deadlines for draft submissions and/or rules-based playtesting.

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