Abstract Deadline Extended to Nov 1st for CUNY Games Festival!

Attention all CUNY and non-CUNY Gamers! We have extended the deadline for abstracts until November 1st to accommodate additional faculty and student presentations!

The CUNY Games Network is excited to announce the third annual CUNY Games Festival to be held on January 22, 2016 at the CUNY Graduate Center in Manhattan. We will also host a playtesting / game day on January 23rd at a nearby location.

The CUNY Games Festival 3.0 is an exciting conference to promote and discuss games, simulations, and other forms of interactive teaching in higher education. Last year, the first CUNY Games Festival drew nearly 200 educators and students and gained widespread attention as one of the nation’s only conferences devoted to game-based learning at the college level. Currently, the CUNY Games Network is seeking proposals for the upcoming conference on the many ways games are impacting higher education. Conference participants will be able to present with posters, game demos, or interactive presentations. The deadline for proposals is now November 1. Both CUNY and non-CUNY participation is welcome.

For more information, go to: https://gamesfest2016.commons.gc.cuny.edu

Scope Management for Student Projects

It can be tempting to assign a bigger work week to developers, but I would go no larger than a 6 hour work week and I recommend cutting the work week in half for any leads to account for time spent on non-development tasks. Intentionally underestimating your development team’s working hours allows you to build in a sandbag that can account for poor time estimates on tasks and can be used as extra polish time at the end of the project.

Once you’ve completed this, you’re going to level your resources and see how long your planned scope will really take to develop. You’re almost guaranteed to exceed your deadline. Some minor optimizations can improve the schedule slightly, but you’re going to need to cut features. This works best when it’s only the leads and the product owner. Developers can get defensive if their favorite feature is on the chopping block and the meeting can get heated if everyone is involved in this decision. Remember that your job is to make sure that the project ships on schedule. You need to be emotionally invested in shipping the product, but not emotionally invested in the product or its features. It’s not easy to cut your favorite feature from the game, but you may need to do exactly that if the schedule is slipping and your release date is approaching.

Sprint Planning

Student teams have some pretty tight constraints to work in and managing a student team is a bit more involved than managing a professional team due to these constraints and their relative inexperience. This is why I recommend a much more waterfall approach to task assignment within a release. In agile teams, the team members are expected to self-organize and select their own tasks for a sprint, but this doesn’t work as well for students. Sprint planning still happens, but it’s your responsibility as the producer to handle the sprint planning for the students.

Once you’ve finished cutting features and tasks from your release and re-leveling resources, you’ll find that every task has a start and end date in Microsoft Project. You’re going to use these dates to determine which sprint a task is assigned to and what the deadline for each task is. Future sprints are likely to need to be changed as tasks either fall behind schedule or are completed ahead of schedule, but the best way to handle this on a student team is by tracking the progress with the Gantt chart in Microsoft Project.

This technique has worked very well for me on the student projects I have worked on since I implemented it, but it’s by no means a perfect system. If you have any suggestions on how this process can be improved, I’d love to hear about them in the comments.

[09.29.15]

– Adam Moore

Scope Management for Student Projects – GameCareerGuide.com.

How Big Pharma speaks with its systems

There’s a lot of money to be made in the pharmaceuticals business. Who knew?

As the creator of the medicine-making management sim Big Pharma lays out in a recent Gamasutra blog post, his game broke even shortly after launching its beta back in May, and has earned back five times its original investment since then. Tim Wicksteed says that it’ll be more than enough to self-fund his next project.

Of course, the takeaway is not just that players want to experiment with how far they can jack up the prices of prescription drugs. Wicksteed thought up the engaging gameplay mechanics well before he added the catchy pharmaceutical angle. But he doesn’t distinguish between the creative decisions involved in development and branding. “Designing something to be highly marketable is all part of creating a ‘good game,’” he says.

Big Pharma began as a a vision of an abstract set of mechanics: a network of machinery connected via winding conveyor belts, moving product one step at a time through assorted equipment in a steady and efficient factory line. Wicksteed, who calls himself the “head honcho” of one-man studio Twice Circled, had spent a year mulling over this core system before the idea for subject matter hit him.

“Wicksteed steered clear of creating narrative-driven ethical dilemmas. He wanted the game to speak with its systems”

“One day in the shower, I had this lightbulb moment when I saw an empty pill packet,” Wicksteed tells me. “I just thought ‘Big Pharma – that’d work.'”

Positech Games (also the developers of Democracy 3 and Gratuitous Space Battles 2) agreed to publish it, and Wicksteed designed and programmed with some freelance help on audio and graphics. He did a small beta launch, deliberately avoiding Steam. He was more interested in player feedback than big early access bucks. “There’s a limit on what you can do in three months,” he says, “but it’s much better to make very targeted changes to a game based on user feedback rather than just guessing what players want and hoping for the best.”

The game managed to recoup during that beta process, and that’s largely due to its solid management sim mechanics. Big Pharma requires players to master the process of transforming core ingredients into practical and profitable medical recipes, balancing side-effects and cures, and unlocking more advanced equipment and materials. You also have to manage the physical production lines, which is a puzzle in itself that requires planning, foresight, and careful color coding to prevent your many processes from blurring into incoherence.

Management sims have grown in popularity over the last few years, partially due to their suitability for smart devices. But Wicksteed also thinks the shift to mobile platforms has left a void in the PC management sim market that Big Pharma fills.

The subject matter is also a vital part of the game’s appeal. “At shows, before even playing the game, people would see the banner, approach me and say ‘Ah I see what you’ve done there!’”

“If I put the player in the position of the pharma executive and then put them under intense financial pressure, they would soon find themselves forced into making controversial decisions”

It’s a classic management sim with an unusual and morally fraught setting, somewhat in the vein of the recent Prison Architect. The pharmaceutical industry is a massive business that–to say the least–is no stranger to ethical grey areas. Recently, the CEO of an American pharmaceutical company came under fire for raising the price of a life-saving drug by over 5,000 percent – from $13.50 per tablet to $750 per tablet.

Wicksteed steered clear of creating narrative-driven ethical dilemmas. He wanted Big Pharma to speak with its systems, and let players struggle with the scenarios that would naturally emerge. “Any revelations about the industry are very much player-led experiences,” he says. “As you become more familiar with the mechanics, you’ll likely start to have increasingly unsettling thoughts such as ‘I won’t bother removing that side-effect as it’ll make me less money’ or ‘If I wait another year the demand for antimalarials will have risen to a point where I can make a decent profit.’

“My idea from the beginning was that if I put the player in the position of the pharma executive and then put them under intense financial pressure, they would soon find themselves forced into making these sorts of controversial decisions.”

Gamasutra – How Big Pharma speaks with its systems.

Learning by design