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
Instruction
Reflection


LECTURE

Week 1
We were given a module brief about our project of making a table top game thats efficient and fun to play. we were put into a group of 5 and were assigned to do research and invent a table top game.

game design is The art and science of creating interactive experiences for the purpose of fun and playfulness.

It combines three key disciplines:

    • Creativity
    • Technical Skills
    • User Psychology
    good game requires engaging mechanics, compelling narratives, and a balanced challenge.

     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:

      1. Sensation: Enjoying the audio/visuals (senses).

      2. Fantasy: Make-believe and escaping to a new world.

      3. Narrative: Enjoying the drama and story unfolding.

      4. Challenge: Overcoming obstacles and mastering skills.

      5. Fellowship: Social interaction and working with others.

      6. Discovery: Exploring new territory or hidden things.

      7. 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.


    Week 2 

    Balancing Fun and educational Elements in Game Design

    1. fun : games are inherently fun when they offer engaging mechanics, rewarding challenges, and experience that feels emotionally satisfying
      1. it comes from player choice competition, discovery and achievement
    2. education : the educational component can range from simple knowledge acqusition to complex problem solving, critical thinking or real world application
      1. 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

    1. learning through play: educational content emerges naturally from game mechanics
    2. layered learning : unlock educational elements as player progress
    3. game mechanics as educational tools
    4. storytelling with purpose

    Week 3 
    go out to studies table top game with group outside

    Week 4 
    We had lessons about design thinking process, which we did cover on my last semester module so I didn't cover them.



    INSTRUCTION




    Exercise 1 : My favorite game and what makes this game playful






    FEEDBACK


    Week 2 : 
    I gave Ms. Anis a look on my exercise draft, I asked about my work and how its should be done and she said that i'm on the right path but I need to explain more on the rationale


    REFLECTION

    Experience
    Completing this exercise was an enjoyable and nostalgic process because it allowed me to deconstruct a game that has been a part of my life since I was younger. Moving from a "rip-off" version to supporting the original game, and now analyzing it as a design student, gave me a new perspective on its success. I enjoyed the challenge of taking my personal feelings—like the "fear and thrill" of survival mode—and connecting them to formal terms like "emotional range" and "negative feedback loops." It was satisfying to realize that the fun memories I have with friends are actually a result of well-designed "multiplayer mechanics" and "player agency."

    Observations
    During my analysis, I observed that Minecraft’s playability comes from its extreme flexibility. I noticed how the game caters to two very different types of players: those seeking a peaceful, creative outlet and those seeking a high-challenge survival experience. I also observed that the "story" in Minecraft isn't told through cutscenes, but through the environment and the player’s own actions. It was interesting to note that even a "blocky" and simple art style can create deep immersion, proving that high-end graphics aren't always necessary to make a world feel believable and engaging.

    Findings
    My main finding was that Minecraft excels because it perfectly balances player agency with constant iteration. I found that the reason I keep returning to the game after breaks is the developer's commitment to adding new biomes and mobs, which keeps the "difficulty curve" and exploration feeling fresh. I also discovered that the "luck" of world generation (seeds) works in harmony with the "skill" required for combat and resource management. Ultimately, I found that while the game is nearly perfect in its design principles, the lack of cross-play between Java and Bedrock editions is the only significant barrier to a seamless player experience.

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