Lewis Pulsipher, a game design instructor, has just published an article on GameCareerGuide.com called “Pulling the Plug: In Defense of Non-Digital Teaching and Learning,” in which he advocates the use non-digital games and projects to teach game design. In the article, he explains why using non-electronic games benefits not only students, but the their projects and instructors, too. He also describes the negative things that happen when students try to learn game design through electronic game development, namely, they focus too much of their time and effort on matters that are not related to game design. Pulsipher puts forth six main arguments for using non-digital games instead of electronic ones:
- 1. Prototyping is faster and more efficient.
2. The iterative nature of game design becomes evident.
3. Graphics and other visual effects are absent and thus cannot obscure the game design.
4. More ideas can be generated.
5. Gameplay becomes the focal point of creation.
6. Computers can never be the scapegoats.