23.09.25 - 04.01.26
Celine Christabelle Patricia / 0374872
Game Studies / Bachelors of Design (Hons) in Creative Media / The Design School
Game Studies: Final Compilation and Reflection
Table Contents
Lectures
Lecture 1
Principles of Game Design
Principle 1 - Player Experience:
What emotion do they show — competitiveness
Principle 2 - Gameplay Mechanics:
Primary Mechanics (core actions)→ movement, dice rolling, card drawing, playing
Secondary Mechanics (additional enriching gameplay) → resource management, trading, exploration
Feedback Loops (positive and negative systems // reward penalties) → negative feedback, positive feedback, dynamic feedback loops
Principle 3 - Storytelling in games:
Player agency → allow players to influence the story, creating a sense of ownership
Environmental storytelling → stories told through world design, visuals, settings
Narrative arcs → structuring the story around, conflict, climax, resolution
Principle 4 - Balance and Challenge :
Difficulty curve → a smooth escalation in difficulty keeps players engaged without frustration
Skill vs luck → design challenges that require player skill but also luck
Player progression → rewarding progress while maintaining a sense of growth
Principle 5 - Feedback and Iteration
ensure the game is playable and enjoyable at all levels
→ when playing with ur own group record and recap
Play testing → helps identify areas that needs adjustments
Feedback loops → identify where difficulty may be too high or low, or story that feel flat
Fine tuning exp → iterating the feedback to ensure polishness of gameplay
Principle 6 - Immersion
immersion → helps player feel about the content?
context action → action in the game that makes users immersed
Challenges
- Over complication
- Failing to adapt → ignoring player feedback or market trends
- Monetization vs player experience → balancing profit with players enjoyment
Lecture 2
Balancing Fun and Educational Elements in Game Design
Fun: often engaging mechanics, rewarding challenges, and an experience that feels emotionally satisfying
Education: 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
How would to balance these
- the key is to design games that r both entertaining n educational
- the goal: make learning feel natural n rewarding without sacrificing fun key challenge how to design the game so that the learning experience doesn’t overwhelm the player, n ensure the fun doesn’t feel secondary or gimmick (e.g. the bezier game)
- Strategies:
- learning through play: educational content emerges naturally from game mechanics
- layered learning: unlock educational elements as players progress
- game mechanics as educational tools: directly teach concepts through gameplay
- storytelling with purpose: using narrative as reinforcement
- Learning through play: games as simulations
- real world scenarios: allow players to learn through trial n error while simultaneously engaging in strategic decision-making.
- educational content emerges naturally from game mechanics ex: pandemic
- Layered learning: layering game experience rather than front-loading a game with too much educational content, designers can embed learning into layers of the game experience. players can unlock educational elements as they progress or explore certain features of the game ex: betrayal at house on the hill Game mechanics as educational tools: problem-solving in games use the game’s mechanics to directly teach concepts. a game can include challenges that require problem-solving or puzzle mechanics to unlock levels or rewards. basically, by giving them objectives, u make them learn about the game ex: catan
- Storytelling with purpose: using narratives as reinforcement
- Narrative drives engagement, learning happens within the exciting context of an adventure. create a narrative that reinforces educational objectives while remaining engaging → ensure that the story provides emotional stakes n relevance to the educational content (e.g. the resistance: avalon)
- Avoiding over instruction in gameplay mechanics
- avoid making the educational content rather than an enjoyable experience. Designers must ensure that learning feels natural n integrated into the flow of the game focus on fun mechanics
- Intrinsic vs extrinsic motivation:
- intrinsic → whatever u feel on the inside, driven by curiosity, exploration, n achievement.
- extrinsic → rewards like points, levels, or badges that reinforce progress it’s important to design rewards carefully so that they feel meaningful within the game context. in educational games, rewards should connect to the learning experience
Lecture 3
Play testing and Iterative Process
Design thinking Process
- Empathize — interviews, seek to understand
- Define — personas, role objectives, challenges, pain points
- Ideate — share ideas
- Prototype —
- Test — (need to put in the game // refer to game mechanics)
Iterative — Design (game mechanics) → Playtest (players’ behavior)→ Analyse (game motives)→
Outcome → new ideas improved visuals, reiteration of design
Exercise 2
Non digital to digital evolution and remediating this game
- brief explanation of gameplay
- difference and similarity of play dimension — real life vs on screen
- benefits and weakness real life vs on screen
Week 1
Week 2
- Affair mystery
- Sekolah menengah mystery
- Ghost as the murderer
Role: Witness
This role we knows who is the killer, but cuz they dont
wanna be killed, they give a clue in a letter Killer must kill them so the "clue" won't be leaked by this
person.
Week 3
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| Fig 1.1 - Board Game with Teammates, Bang! |
We played 3 games, Resistance, Deception, and Bang. We explored these games and took inspiration from deception because it's the closest to our idea and it has a unique gameplay. Moreover, we also took inspiration from the werewolf game
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| Fig 1.2 - Playing deception |
Week 4
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Fig 1.3 - Lo-Fi prototype |
Preparation for presentation slides
Week 6
Week 7
Week 8
Week 9
Week 10
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| Fig 1.9 - Printed Cards |
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