GAME STUDIES / EXERCISE 1

╎Gwendalyn Firly Bong / 0374580

╎Bachelor of Design (Honours) in Creative Media

╎Game Studies / Exercise 1


TABLE OF CONTENTS

I. Instructions

II. Lectures

III. Exercise 1

IV. Feedback

V. Reflection


I. INSTRUCTIONS





II. LECTURES

Week 1: Game Design
Core Principles of Game Design

Player Experience
  • The player's experience of the game.
Focus on Emotion
  • Players should feel immersed
User-centered Design:
  • Consider the target audience and playstyle preferences
Flow State
  • Players should experience an optimal balance of challenge and skill

PLEX 

Adventure:
  • Discovery
  • Exploration
  • Captivation
Excel oneself:
  • Suffering 
  • Challenge
  • Completion
Social:
  • Fellowship
  • Submission
  • Competition
Excitement:
  • Thrill
  • Subversion
  • Humour
Imagination:
  • Expression
  • Fantasy
  • Simulation
Caretaking:
  • Nurture
  • Sympathy
  • Control
Physical:
  • Sensation
  • Relaxation
  • Eroticism
  • Cruelty

Gameplay Mechanics
  • The rules and systems that drive interaction.
  • Primary Mechanics
    • The core players perform in the game
      • Movement/Turn Actions
      • Dice Rolling
      • Card Drawing/Playing
  • Secondary Mechanics
    • An additional enriching gameplay feature
    • Feedback Loops
      • Positive and negative reinforcement systems (rewards and penalties)
      • Positive Feedback:
        • Provide rewards for achieving objectives
        • Give players a sense of accomplishment
      • Negative Feedback
        • To slow down the player's progress, e.g. paying rent in Monopoly if player lands on opponent's property.
      • Dynamic Feedback Loops:
        • as we progress progresses, the game difficulty ramps up, which allows players to adjust the level of challenge
    • Storytelling: 
      • The narrative that unfolds through play
Player Agency:
  • Allowing players to influence the story creates a sense of ownership.
  • Environmental Storytelling: Stories told through world design, visuals, and settings.
  • Narrative Arcs: Structuring the story around conflict, climax, and resolution.
Balance and Challenge: 
  • Ensuring a rewarding experience without overwhelming the player.
Difficulty Curve:
  • A smooth escalation in difficulty keeps players engaged without frustration.


Enhancing & Refining Game Design:

1. Feedback and Iteration:
  • Ensures the game is playable and enjoyable at all levels.
  • Playtesting:
    • Helps identify areas of the game that need improvement or adjustment.
  • Feedback Loops:
    • Identify where the difficulty may be too high or low, or a story that feels flat.
  • Fine-tuning the experience:
    • Iterating the feedback to ensure the polish of gameplay.

2. Immersion and Worldbuilding:
  • Elevates the emotional engagement of the game.
  • Immersion
    • Helps players feel connected to the world and invested in the story.
  • Context for actions
    • Worldbuilding provides context for players' actions and deepens the emotional impact of the game.

Challenges in Game Design:

1. Overcomplication:
  • Simplicity usually results in a more enjoyable experience
2. Failing to Adapt:
  • Ignoring player feedback or market trends can lead to games that fail to engage
3. Monetization vs Player Experience:
  • Balancing profit motives with players' enjoyment


Week 2: Balancing Fun and Educational Elements in Game Design

Fun Elements
  • When games offer engaging mechanics, rewarding challenges, and an experience that feels emotionally satisfying.
  • Often comes from player choice, competition, discovery, and achievement.
Educational Elements
  • The educational component can range from simple knowledge acquisition to complex problem-solving, critical thinking, or real-world application.
  • May involve teaching concepts, improving skills, or enhancing understanding in areas like math, language, science, or history.
  • The challenge of designing games that are both entertaining and educational.
  • Serious games and edutainment require a balance between engagement and learning.
  • Make learning feel natural and rewarding without sacrificing fun.
Strategies to Balance Fun & Education
  • Learning through play
    • Using games as simulations
  • Layered learning
    • Layering gaming experience.
  • Game mechanics as educational tools
    • Problem-solving in the game
  • Storytelling with purpose
    • Using Narratives as reinforcements
  • Avoiding Over-instruction
    • Player motivation and rewards


Week 4: 
Playtesting & Iterative Design
  • Focuses on how game designers build complex systems that feel responsive to player choices.
  • How players' player agency can shape gameplay.
  • How to refine these elements through prototyping and iteration.
  • The goal is to provide students with the tools to design systems that evolve dynamically with player interaction and feedback

Types of playful experiences:
Adventure:
  • Discovery
  • Exploration
  • Captivation
Excel oneself:
  • Suffering 
  • Challenge
  • Completion
Social:
  • Fellowship
  • Submission
  • Competition
Excitement:
  • Thrill
  • Subversion
  • Humour
Imagination:
  • Expression
  • Fantasy
  • Simulation
Caretaking:
  • Nurture
  • Sympathy
  • Control
Physical:
  • Sensation
  • Relaxation
  • Eroticism
  • Cruelty



III. EXERCISE 1






IV. FEEDBACK

Week 1:
Module and project briefing

Week 2:
progress

Week 3:
progress


V. REFLECTION

I had lots of fun doing the first task as I had to chance to talk about one of my favorite games. In the beginning, it was hard for me to pick what game to talk about since I am so passionate about a lot of them. After finally settling on BOTW, I quickly finished my assignment.

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