GAMES STUDIES - EXERCISE 1: MY FAVOURITE VIDEO GAME
22.09.25 - 07.10.25 (Week 1 - Week 3)
Michelle (0373843)
Games Studies / Bachelor of Design (Honours) in Creative Media / Taylor's University
Exercise 1: My Most Favourite Video Game & What Makes This Game Playful
Michelle (0373843)
Games Studies / Bachelor of Design (Honours) in Creative Media / Taylor's University
Exercise 1: My Most Favourite Video Game & What Makes This Game Playful
TABLE OF CONTENTS
Lectures
Week 1
Lecture 01 - Principals of Game DesignGame design breakdown human reaction with media - combineing creativity, technicality, and psychology.
Core Principles
1. Player EX
- Games are emotional journeys (immersed).
- User-centered, depends on target audience & playstyle preferences.
- Flow state = Feeling locked in, "in the zone" mode.
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Figure 1.1 Playful Experience Framework |
2. Gameplay Mechanics - what's the main purpose of interaction?
- Primary - core actions.
- Secondary - enhance gameplay.
- Feedback Loops - how to determines the winner/loser (positive - rewards, negative - penalties).
3. Storytelling: narrative
A game can have a set up story or allow people to imagine their own stories.
- Player - ownership to influence story.
- Environmental - world-design, visuals, settings.
- Arcs - conflict, climax, resolution.
4. Balance & Challenge: increase of challenge
- Difficulty curve: Overtime increase in difficulty (from told what to do > figure out yourself) - the higher level, the more challenge.
- Skill vs Luck: from poor to rich, winning to losing.
- Player progression - rewarding progress, growth, and achievements.
Enhance & Refine
5. Feedback (feeling when playing) & Iteration (continuous
playing)
- Play-testing - identify areas that needs improvement/adjustment.
- Feedback loops - difficulty level (too high/low), storyline (flat/too complex).
- Fine tuning experience - balance game composition to make sure polishness.
6. Immersion and Worldbuilding - more in games development
Deepen context and connection to the world.
Challenges
- Over complication
- Failure to adapt
- Monetization vs. Player Experience
Week 2
Lecture 02 - Balancing Fun & Educational Elements in Game Design
- Game - naturally needs to be fun, inherently look, feel, smell fun (emotionally satisfying).
- Through engaging mechanics & rewarding challenges.
- Usually from discovery, competition, achievement.
Educational component - can be simple knowledge acquisiton,
Learner - designer - but think as player
Challenges:
Gamifying education without making fun a secondary.
Challenges:
Gamifying education without making fun a secondary.
Too difficult to understand.
Strategies:
- Learning through play - conscious strategic decision making.
- Layered learning - unlock learning as game progress.
- Game Mechnics as educational tools - seemless integration - problem solving, puzzles, etc.
- Storytelling with purpose
Try to include more unknown information/knowledge
To Avoid:
- Edutainment Fatigue - don't make education obvious, not forced.
- Over-Instructions - gradually, simple concepts in the beginning harder as time goes.
- Player Motivation (intrinsic) curiosity, exploration, achievement & Rewards Gameplay. Mechanics (Extrinsic) - points, levels, badges.
memorable experience
Week 3
!
Exercise
Brainstorm session about group project, make whatsapp group
w3 - find game cafes, exposed with a whole bunch of games, understand how to
play
w6 - revision, adjustments
w7 - new players
w8 - game components finalized
w11/12 - playtest beta
Table Top Games - Understanding User Experience
Playing game - goal to have fun (feel happy after)
Game Skeleton (Framework) - Regulation, Games Mechanics (Minimal Design)
Table Top Games - Understanding User Experience
Playing game - goal to have fun (feel happy after)
Game Skeleton (Framework) - Regulation, Games Mechanics (Minimal Design)
Look for games that were once popular but lose its popularity (adapt) -
research to make sure game hasn't been invented
Keep the game simple, no complicated rules
Maintain player's interest, (fun feeling) only last for 20-40 minutes, after negative feelings starts to arise.
Keep the game simple, no complicated rules
Maintain player's interest, (fun feeling) only last for 20-40 minutes, after negative feelings starts to arise.
Target audience - people of our age (what they want
Information delivery
Game testing -
GenAI only for research, process
Report Writting (exercises 20%)
what I like
how re-media-ting affect UX (tabletop to digital/screen)
Information delivery
Game testing -
GenAI only for research, process
Report Writting (exercises 20%)
what I like
how re-media-ting affect UX (tabletop to digital/screen)
Group 60%
ideation
propposal
propposal
test run
presentation
10% e-port
10% peer assestment
Exercise 1
Video game/Table top Game really liked, to go back to
Why locked in state?
10% e-port
10% peer assestment
Exercise 1
Video game/Table top Game really liked, to go back to
Why locked in state?
what makes us like certain games?
How can we improve
Be smart in prompting AI -> to not get general info, but more unique
utilize technology, cuts down time to find what we need - latest research paper?
utilize technology, cuts down time to find what we need - latest research paper?
discover something we might overlook
critical thinking, rational thinking - don't repeat things, don't copy
pasta!
Indonesian culture - bring people together (socials)
Indonesian culture - bring people together (socials)
Feedbacks
Week 1
together
Week 2
Do research on a
Can implement theories to other projects.
Can implement theories to other projects.
Petrosains - exhibition require user interactivity that goes beyond the screen.
Week 3
!
Reflection
Experience
!
Observation
!
Findings
!
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