Creating one course suitable to classes of 36, 400, and 25,000 students is a daunting task. This is particularly true in games studies, which by its very nature almost requires interactive, resource-intensive course material. A key challenge is maintaining student engagement, especially in such extra large classes. This talk addresses an effort to meet that challenge at the University of Alberta. "Understanding Video Games," a course developed in collaboration with BioWare, had three successes and one lovely, messy failure in improving student engagement. Successes derive from involving students in game-like activities and then transforming these activities into objects of study.