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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