Game Studies - Exercise 1
22/09/2025 - 06/10/2025 (Week 1 - Week 3)
Game Studies - Exercises
Cindy Noverin / 0376409
Bachelor of Design in Creative Media / Taylors University
TABLE OF CONTENTS
Lecture
LECTURE
- Creativity
- Technical Skills
- User Psychology
Player Experience (Psychology)
Understanding how the player feels is central to design. This is a User-Centered approach.
-
The 7 Categories of Experience (Aesthetics of Play): Different players find fun in different ways. These describe the emotions or "reasons" people play:
-
Sensation: Enjoying the audio/visuals (senses).
-
Fantasy: Make-believe and escaping to a new world.
-
Narrative: Enjoying the drama and story unfolding.
-
Challenge: Overcoming obstacles and mastering skills.
-
Fellowship: Social interaction and working with others.
-
Discovery: Exploring new territory or hidden things.
-
Expression: Creative freedom and self-discovery.
-
-
The Flow State:
-
The optimal balance where the player plays without friction and has fun.
-
Goal: Match the Challenge to the player's Skill.
-
Outcome: Keeps the player focused (not bored, not frustrated).
-
Gameplay Mechanics
The rules and actions that drive the game.
-
Primary Mechanics (Core):
-
The constant actions players perform (e.g., Movement, Turning, Dice rolls, Card drawing).
-
-
Secondary Mechanics (Enrichment):
-
Features that add depth (e.g., Resource management, Trading, Exploration).
-
-
Feedback Loops:
-
Positive Feedback: Rewards (encourages behavior).
-
Negative Feedback: Penalties (discourages behavior or acts as a "catch-up" mechanic).
-
Dynamic Loops: Systems that adjust automatically based on the game state.
-
Storytelling & Immersion
Narrative adds context to the mechanics.
-
Immersion & World Building: Adding depth makes player actions feel significant.
-
Environmental Storytelling: Using the world design itself to tell the story.
-
Player Agency: Giving the player control over choices and outcomes.
-
Narrative Arcs: The structured flow of events.
Balance & Progression
Ensuring the game is fair and engaging over time.
-
Difficulty Curve: A smooth escalation in difficulty to avoid frustration.
-
Skill vs. Luck: Designing challenges that require skill but include elements of chance (luck).
-
Player Progression: Ensuring the game is playable and enjoyable at all levels (early vs. late game).
Feedback & Iteration
-
The Cycle: Design is not linear. It requires play-testing, feedback loops, and fine-tuning.
-
Adaptability: Avoiding the trap of "Failing to Adapt." Designers must listen to player feedback and market trends.
Common Challenges
-
Overcomplicating: Adding too many mechanics can confuse players.
-
Monetization vs. Experience: Aggressive money-making tactics can ruin the fun.
-
Engagement Failure: Usually results from ignoring feedback or poor balancing.
Balancing Fun and educational Elements in Game Design
-
fun : games are inherently fun when they offer engaging mechanics,
rewarding challenges, and experience that feels emotionally
satisfying
- it comes from player choice competition, discovery and achievement
-
education : the educational component can range from simple
knowledge acqusition to complex problem solving, critical thinking
or real world application
- it may involve teaching concepts, improving skills, or enhancing understanding in areas like match, languages, science or history
serious games and edutainment require a balance between engagement and learning, the goal is to make learning feel natural and rewarding without sacrificing fun
4 strategies for fun and edu balance
- learning through play: educational content emerges naturally from game mechanics
- layered learning : unlock educational elements as player progress
- game mechanics as educational tools
- storytelling with purpose
Comments
Post a Comment