(Syllabus Subject to Revision)
All gameplay times offered are estimates based on averages taken from howlongtobeat.com.
The only games you will absolutely have to purchase are Mountain (Mac, PC), We Are Chicago (Mac, PC), There Is No Game (if you have a Mac and no PC access), and Stanley Parable: Ultra Deluxe (Platform of Choice).
Week 1: How to Close Read a Game
Sept 27: Introduction to Critical Videogame Studies: Play Passage or as a backup go to this browser-based version though unfortunately without the soundtrack (Jason Rohrer, 5 minutes), Hair Nah (Momo Pixel, 5 minutes), and Mountain (David O’Reilly, variable) in advance of the first class period.
Sept 29: “How to do a video game close reading?”: Read “Procedural Rhetoric” (Ian Bogost, Persuasive Games, p. 1-40), “Against Procedurality” (Miguel Sicart, online), and “Identity, Representation, and Video Game Studies beyond the Politics of the Image” (Jennifer Malkowski and TreaAndrea Russworm, Gaming Representation, p. 1-9). Play Dys4ia or watch here if you hit a glitch (Anna Anthropy, 7 minutes), Sim Nimby (Owen Weeks and Steve Nass, 2 minutes), and The Uber Game (The Financial Times, 15-20 minutes).
Sept. 30 (Section): Introductions and Close Readings of Games
Week 2: Genre
Oct. 4: Read “Genre and the Video Game” (Mark J.P. Wolf, p. 113-134) and “Digital Games and Science Fiction” (Patrick Jagoda, p. 139-151)
Oct. 6: Play ONE of the following roguelike/roguelite adjacent games: Hades (Supergiant Games), Dead Cells (Motion Twin), Loop Hero (Four Quarters), Monster Train (Shiny Shoe), OR Cult of the Lamb (Massive Monster) for at least 5 hours, and watch short videos of three of the games you did not play. To reiterate, you don’t have to play all of these games, just one.
Oct. 7 (Section): Extended Discussion of Genre and Roguelikes
Week 3: Mechanics
Oct. 10: Play Super Mario Bros. (30 minutes) in the Weston Game Lab “Retro Corner” any time between 11:00am and 6:00pm
Oct. 11: Play Super Mario Bros. (30 minutes) and Braid (Jonathan Blow, 5-6 hours to complete the entire game, but you are only required to finish World 2 and World 3, try one level in each of the worlds, and watch the final level and epilogue on YouTube). Read “Operational Logics and Playable Models” from How Pac-Man Eats (Noah Wardrip-Fruin, p. 3-15)
Oct. 13: Return of the Obra Dinn (Lucas Pope, 8 hours to complete the entire game, but you are only required to finish approximately 50% for class and watch the ending)
Oct. 14 (Section): Workshop Midterm “Critical Play” Video Essays
Oct. 16 (Sunday): UChicago Game Design RSO Unity Crash Course (optional)
Week 4: Narrative and Space I
Oct. 18: Play Myst: Masterpiece Edition (Rand and Robyn Miller, 5.5 hours) OR Doom (id Software, 1993, 5 hours). Read “Game Design as Narrative Architecture” (Henry Jenkins, online), and “Doom, Myst, and the War for the Soul of Video Games” (Eric Rosenfield)
Oct. 19: BioShock (Xbox 360) play session in Weston Game Lab (pick one or play at home: 12:30-2:30pm, 3:00-5:00pm, and 5:30-7:30pm)
Oct. 20: Play BioShock (2K Games, play at least 2 hours and watch YouTube video of Frank Fontaine reveal and variable endings) and read “Theorizing Navigable Space in Video Games” (Mark JP Wolf)
Oct. 21 (Section): Modding exercise: Tic-Tac-Toe, Checkers, Mancala, Up the River
Oct. 22: MIDTERM “CRITICAL PLAY” VIDEO ESSAYS DUE
Week 5: Narrative and Space II
Oct. 25: Play Gone Home (Fullbright, 2 hours) and Curtain (Dreamfeel, 40 minutes). Read “Reaching Toward Home Software Interface as Queer Orientation in the Video Game Curtain” (Whitney Pow, p. 43-56)
Oct. 26: GROUP FINAL PROJECT ABSTRACT DUE
Oct. 27: Play Unpacking (Witch Beam, 3.5 hours)
Oct. 28 (Section): Task management and roles, optimizing the design process
Week 6: Critical Making and Learning Objectives
Nov. 1: Special Session on critical making with Marcel O’Gorman (University of Waterloo and Critical Media Lab), reading TBD
Nov. 3: Special Session on serious games with Ashlyn Sparrow (University of Chicago and Weston Game Lab). Play: We Are Chicago (Culture Shock Games, 2 hours). Watch: “The Danger of a Single Story” (Chimamanda Ngozi Adichie). Read: Game Design Day: read Game Design Workshop (Tracy Fullerton, Chapter 1, “The Role of the Game Designer,” p. 2-21)
Nov. 4 (Section): Working on the Game Design Document
Nov. 6: RETRO VIDEO GAME REVIEW DUE BY TODAY
Week 7: Medium Specificity
Nov. 7: UChicago Game Design RSO Playtest (optional)
Nov. 8: Play The Stanley Parable: Ultra Deluxe (Crows Crows Crows, 2-5 hours) and read “Metaproceduralism: The Stanley Parable and The Legacies of Postmodern Metafiction” (Bradley Fest, Wide Screen, 2016)
Nov. 10: Play There Is No Game: Wrong Dimension (Draw Me A Pixel, 5 hours)
Nov. 11 (Section): Final Game Project Working Session
Week 8: Difficulty and Failure
Nov. 14: Difficult game play session (7-9pm)
Nov. 15: Discuss difficult games from shared play session (e.g., Ghost ‘n Goblins, Mega Man II, Dark Souls, Cuphead, etc.) and read “Difficulty” (Patrick Jagoda, p. 191-220)
Nov. 17: SPENT (Urban Ministries of Durham, 15 mins), Let’s Play: Ancient Greek Punishment (Pippin Barr, play for 5-10 mins), Queers in Love at the End of the World (Anna Anthropy, 10 seconds), QWOP (Bennett Foddy, 2 minutes), and read “Playing to Lose: Burnout and the Queer Art of Failing at Video Games” (Bo Ruberg, p. 135-157)
Nov. 18 (Section): Playtest Final Projects in Progress
Week 9: R&D (Rest and Development)
NO CLASSES THIS WEEK FROM NOVEMBER 21-27.
Week 10: Number of Players and Course Conclusion
Nov. 28: FINAL PROJECT VIDEO PRESENTATION (GROUP) DUE
Nov. 29: Read “Number of Players” (Clara Fernández-Vara, Introduction to Game Analysis, p. 88-93), “Cooperative Play” (Emma Witkowski, p. 89-96), and Alternate Reality Game videos (Terrarium and Cene)
Dec. 1: Course Conclusion
Dec 7: FINAL PROJECT (GROUP) AND REFLECTION (INDIVIDUAL) DUE