Game Studies | Exercises

23 Sep 2025 - 30 Dec 2025 (Week 1-14)
Justin Cleon (0375523)
Game Studies | Exercises

2. Lectures

Lecture 1 : Principles of Game Design

What is Game Design?
The art and science of creating interactive experiences for the purpose of fun and playfulness. It combines creativity, technical skills, and user psychology.

Core Principles of Game Design
1. Player Experience: How the game feels to the player
 Focus on Emotion
Games are emotional journeys.

 User-centered Design
Consider the target audience and playstyle preferences.

 Flow State
Optimal balance of challenge and skill. 

2. Gameplay Mechanics: The rules and systems that drive interaction
Gameplay mechanics are divided into two (2):

 Primary mechanics (interaction of the player and the game)
The core actions players perform in the game.
 Movement or turn actions (Monopoly and Risk)
 Dice rolling (Dungeons & Dragons)
 Card drawing/playing (Uno or Magic: The Gathering)

 Secondary mechanics (the purpose of the interaction in game)
Additional enriching gameplay feature.
 Resource management (Catan)
 Trading (Betrayal at House on the Hill)
 Exploration (Descent: Journeys in the Dark)

Feedback loops
 Positive Feedback
Provide rewards for achieving objectives, which encourage further progress and give players a sense of accomplishment.

 Negative Feedback: Slow down the player's progress, making them more cautious in future turns.

 Dynamic Feedback: Keep players on their toes and adjust the level of challenge based on their successes and failures.

3. Storytelling: The narrative that unfolds through play

 Player Agency
Allowing players to image the narrative even if the game doesn't have a story, or we can provide the story or narrative for the game.

 Environmental Storytelling
Stories told through world design, visuals, and settings.

 Narrative Arcs
Structuring the story around conflict, climax, and resolution.

4. Balance & Challenge: Ensuring a rewarding experience without overwhelming the player

 Difficulty Curve
Start from easy until hard.

 Skill vs. Luck
Incorporate both luck and strategy.

 Player Progression
Rewarding progress.

5. Feedback & Iteration: Continuous improvement of gameplay and player experience
 Playtesting
Helps identify areas of the game for improvement or adjustment. 

 Feedback Loops 
Identify where difficulty may be too high or low, or story that feel flat.

 Fine-tuning the experience
Iterating the feedback to ensure polishness of gameplay.

6. Immersion & Worldbuilding: Creating a believable world for players to engage with
 Immersion
Helps players feel connected to the world and invested in the story.

 Context For Actions
Provides context for the player's action and deepens the emotional impact of the game.


Challenges in Game Design
• Over Complication
Simplicity is a more enjoyable experience.

• Failing to Adapt
Ignoring player feedback.

• Monetization vs. Player Experience
Balancing profit motives with player’s enjoyment.


Lecture 2 : Balancing Fun and Educational Elements in Game Design

What is Fun and Education?
Fun
Inherently fun and feels emotionally satisfying. Fun often comes from player choice, competition, discovery, and achievement.

Education
Simple knowledge acquisition to complex problem solving. critical thinking or real-world application. Involves teaching concepts, improving skills, or enhancing understanding.

What Strategies to Balance Fun and Education?
Ensure the challenge feels natural and rewarding to maintain fun without overwhelming the player.
• Learning through play
• Layered learning
• Game mechanics as educational tools
• Storytelling with purpose

Avoiding Over-Instruction Gameplay Mechanics
• Avoid making the educational content too overt
• Focus on fun mechanics that naturally integrate learning
• Use gradual learning

Player Motivation & Rewards (Intrinsic vs. Extrinsic Motivation)

intrinsic
Driven by curiosity, exploration, achievement.

Extrinsic
Rewards like points, levels, or badges.


Lecture 3 : Playtesting & Iterative Design

Design Thinking Process
• Empathize
• Define
• Ideate
• Prototype
• Test

Basic Iterative Design
• Design (game mechanics)
• Playtest (player behaviour or experience)
• Analyse (game motives)


3. Exercise 1A



4. Exercise 1B



5. Exercise 2



6. Feedback

Week 1
General Feedback : Introduction to Game Studies, followed by a briefing about exercises.

Week 2
General Feedback : No feedback given this week.

Week 3
General Feedback : No feedback given this week (go to board game cafe).


7. Reflection

Of all the design modules in all semesters, this module is probably the most interesting. Because we were told to go to a board game cafe to play and get ideas about what board game we would make. Moreover, this module is also suitable for people who like to play games before and want to learn what aspects are important in a game. Additionally, users also participate in testing to find out which parts need to be fixed and improved to get good user interaction.



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