The process of specifying and modifying the way the game plays: not programming, art, marketing, licensing, sound, etc
This pair of "Learning Game Design" courses is designed for people who want to design games - video or tabletop - but lack information about what is really involved and how to go about it. It's not rocket science, but commercial design is a JOB - one that cannot be done by rote, there is no "Easy Button". I'm not here to encourage you, or entice you, or entertain you, I'm here to inform you. I assume you have the motivation to learn how to design games, you just need to know how. And that means you need to do it from start to finish, to complete games rather than merely start them.
We'll discuss the process of game design, the possible structures in games, the best way to start learning game design, what makes a game good (there's a great variety of opinion about this), ways to provide a framework for your design efforts, ways to keep records of your work, software to help you learn. Many aspiring game designers have crippling misconceptions (such as the notion that it's all about a great idea, or that everyone likes the same games they do), and I'll try to clear those out of your way.
This is not a "comprehensive" series because there's no such thing. It is a pair of courses about learning game design. Learning is a process that goes on throughout a game designer's career, and it starts here.
Keep in mind, this course is not about game development, that is, not about programming, art, sound, and so forth. It is only about game design.Most so-called "game design" courses are actually about game development, with just a little game design involved.