The Weekly Rhythm: Play → Name → Make → Reflect

This is how learning happens in VG101. Every concept, every week, follows the same cycle. It's not optional structure - it's the method.

Practice - what you do

The Four Phases

Play

Experience videogames with intention. Not just "playing for fun" - playing to feel, to notice, to gather raw material for naming. Play is research.

Name

Develop vocabulary for what you felt. If you can't name it, you can't discuss it, design it, or improve it. Naming makes the invisible visible.

Make

Create something that embodies the concept. Your idea only becomes a videogame when you commit to constraints: input, timing, state, feedback. Making reveals what you actually understand.

Reflect

Articulate what you learned. What worked? What didn't? What do you understand now that you didn't before? Reflection closes the loop and prepares you for the next cycle.

Why This Order?

The conventional order - theory first, application second - doesn't work for videogame design.

The problem with theory-first: students learn words without referents. "Ludonarrative dissonance" means nothing until you've felt the dissonance.

The Play → Name → Make → Reflect sequence ensures that vocabulary attaches to felt experience, and that understanding emerges from making.

Play: Active Engagement

"Play" isn't just passing time with videogames. It's active, attentive engagement.

  • Playing with a question in mind ("What makes this jump feel good?")
  • Journaling while or after playing
  • Playing something unfamiliar (not just comfort videogames)
  • Playing critically (noticing choices, not just reacting)

Name: Vocabulary That Fits

Naming should feel like relief, not burden.

If we've shown students Celeste and had them write about the dash, then we introduce "gesture" - they should think "oh, that's what that was!"

Make: Constrained Creating

Making should be scoped and focused, not open-ended.

"Make a videogame" is paralyzing.

"Recreate the Celeste dash using the dash scaffold in 30 minutes" is actionable.

The constraint is the gift. Freedom overwhelms; constraint enables.

Reflect: Closing the Loop

Reflection is where learning consolidates. Without it, students do but don't understand.

Good reflection prompts:

  • "What surprised you in the making process?"
  • "How is what you made different from what you planned?"
  • "What would you do differently?"
  • "How does this change how you see the original videogame?"

Related