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Kursusbeskrivelse
Kursusnavn (dansk):Computerspil: Udvikling af et online multiplayer spil 
Kursusnavn (engelsk):Computer Games: Developing an Online Multiplayer Game 
Semester:Efterår 2002 
Udbydes under:cand.it., design, kommunikation og medier (dkm) 
Omfang i ECTS:7,50 
Kursussprog:Engelsk 
Kursushjemmeside:https://learnit.itu.dk 
Min. antal deltagere:
Forventet antal deltagere:15 
Maks. antal deltagere:24 
Formelle forudsætninger:


Interest in games / storytelling.

Since the development process will consist of dividing the work between the course participants, no specific set of skills are required, but proficiency in programming, graphic design, and writing can come in handy.

 
Læringsmål:

Having completed the course the students will be able to:
  • Create a computer game prototype by applying experience with games, theoretical understanding and technical skill.

  • Understand the process of designing, and developing a game (in this case a multiplayer role-playing game).

  • Understand what games are from a theoretical perspective. They will be able to analyse and do academic critique on games.

  • Describe the principles and practice of game design, focusing on multiplayer games of various sorts.

  • Discuss aspects related to the game development process.

  • Generally: To learn the process of coming up with, discussing, and documenting game ideas.


 
Fagligt indhold:

In this course, the class will create an online multiplayer game in the role-playing game genre. This takes place by reading game design literature and general computer game theory, looking at existing games, and using these as input for our game design.



The practical side of the course deals with designing a computer game from scratch but implementing it using existing tools.



The class will in conjunction define the content of the game, document it, and implement it in an existing system. We will then use external playtesters to comment on the game and learn to modify the game according to the external input.



The class will decide the content of the game. As a point of inspiration, the teachers suggest that we start with a well-defined goal:


We can begin by looking at a focus group (children, pensioners, people like us, people who don?t normally play games, etc.), a mood (a game that makes people cry, techno, spleen etc..), an existing game (Cluedo, EverQuest, Anarchy Online, Dungeons & Dragons etc..), an existing story (Kafka, Matrix, Dostojevski, Usual suspects, Star Wars, Hamlet, Camus etc..).



We will focus on: how to work with raw ideas, game proposals (documents, planning, scheduling), genre-specific issues, immersion, interactivity (actions and gameplay), the interface (setting, time, space, characters, etc), tools, the AI, levels, playtesting.




For the technically interested: we will use a Java-based system for creating graphical multi-user worlds. The client runs in a browser. The server-side stores all world and player information in an SQL database.


Programming skills can come in handy in terms of scripting (using a JavaScript syntax) and Java programming (to create custom objects in the game world).


 
Læringsaktiviteter:



A range of teaching forms will be employed: lectures, discussions, and practicals. There will also be weekly assignments (essays or something practical, like an interface design or sketches). The practical side will take students from the game proposal stage to building a prototype (and presenting various documents). Students will learn to work with the Java based system and will be able to apply this knowledge to the building of their final prototype. Active participation is expected throughout the course.

 

Eksamensform og -beskrivelse:X. experimental examination form (7-scale; external exam), 13-skala, Intern censur



The evaluation is based on two mandatory elements:
1) a final project in groups (2-5 students) to be handed in by Nov 22nd 2002 at 12:00 pm: (a game prototype and accompanying design document);

2) an later oral group examination prepared in advance with all aids allowed, based on the final project -with an external examiner and using the 13-marking scale. Examination time (including feedback) is 50, 70, 90, and 110 minutes for groups of 2, 3, 4, and 5 students, respectively.
Weekly assignments do not form part of the evaluation of the course.

 

Litteratur udover forskningsartikler:

Richard Rouse: Game Design. Theory and Practice. Plano, USA: Wordware Publishing, 2001,


supplemented by readings from the web and elsewhere. The course will have its own kompendium.