Game Development Reference
In-Depth Information
Level 5
Multiplayer Game
Design Syllabi
As with
“
Theory and Practice of Game Design,
�
I had taught
“
Multiplayer Game
Design
before. In the spring of 2008, it was a regular lecture, workshop, and
review class. Instead of a combination of practical game design and video game
studies course, this class was, as I say in the syllabus that follows, intended to
introduce students to the
�
design elements and production requirements
necessary to create and maintain online games.
“
�
In short, it involved far more
practical application than theory.
You will also notice that while the syllabus makes it sound as if the entire class
would work on one virtual world project, in fact, I divided the 31 students in the
class into teams to produce five concept documents. As noted previously,
concept documents are the same as game proposals. In our case, these were
30-page, double-spaced documents describing all aspects of the game ideas from
story and gameplay through budget and marketing.
Virtual World
A virtual world is a digital world that may or may not be a game. SecondLife,for example, is not a
game, even though many can experience it simultaneously, and it contains games. It is more of a
social networking space. Virtual worlds are often persistent worlds, meaning that time passes
within the world even when a person
'
s avatar may not be present. MMOs are persistent worlds.
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