Game Studies - Exercise 2
13/10/2025 - 03/11/2025 (Week 4 - Week 7)
Game Studies - Exercises
Cindy Noverin / 0376409
Bachelor of Design in Creative Media / Taylors University
TABLE OF CONTENTS
Lecture
Instruction
Reflection
Exercise 2
LECTURE
there's no lecture because we are leaning more into the development of our
game prototype
INSTRUCTION
Exercise 2
Non-digital to digital - Evolution and remediating this
game
FEEDBACK
during this exercise timeline I didn't ask for feedbacks.
REFLECTION
Experience
During this period, I focused on Exercise 2, where I analyzed the remediation of Snakes and Ladders into its digital counterpart by Ludo King. This experience allowed me to look at game design through a critical lens, comparing the tactile, social nature of traditional board games with the automated efficiency of mobile apps. Writing the essay helped me understand that turning a game digital isn't just about moving it to a screen; it involves rethinking the "tempo" of the game and how players interact with the rules. This transition from physical to digital concepts was a key part of my growth in understanding game evolution.
Observation
I observed a fascinating paradox in digital remediation: while digital versions are meant to be more convenient, they often lose the social "breathing room" found in physical play. In my analysis, I noted that the physical game encourages face-to-face interaction because it is slower, whereas the digital version is fast-paced and automated, especially when playing against AI. I also observed that while 3D graphics and animations provide better "visualization," they can actually hinder the gameplay experience by slowing down a game that is fundamentally meant to be simple and quick.
Findings
My main finding was that automation is the biggest driver of change in digital games. In Snakes and Ladders, the computer handles the dice math and pawn movement instantly, which improves rule clarity but limits human interaction. I also found that "visual enhancement" does not always equal "better gameplay"; 3D elements can raise device requirements and create unnecessary delays through long animations. Ultimately, I found that for a digital adaptation to be successful, it must balance the convenience of online multiplayer and automation with the core simplicity that made the original game enjoyable.
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