Games Studies

 

Game Studies | 

22/09/2025 - 15/07/2025 | Week 01 - Week 

Jesslyn Octavia Tjong / 0374562 / Bachelor of Design (Honors) in Creative Media

Game Studies / Taylor's University

Table of Contents
I.  INSTRUCTION
II. FEEDBACK
III. REFLECTION
IV. FURTHER READING
V. QUICK LINKS

I. LECTURE

Lecture 01| Principles of Fame Design 

Game Design is the craft of creating interactive experiences that combine creativity, technical expertise, and an understanding of player psychology to deliver fun and playfulness.

A well designed game can be recohnized when it has these features : enagging mechanics, compelling narrative, and balanced challenge. 

Core Principles of Game design focuses on : 
  1. Player Experience: The overall feel and emotional impact of the game on the player.

  2. Gameplay Mechanics: The rules, systems, and interactions that shape how the game is played.

  3. Storytelling: The narrative that unfolds and deepens through player interaction.

  4. Balance and Challenge: Crafting difficulty in a way that keeps the game rewarding without becoming frustrating.

Six Principles of Game Design

Principle 1: Player Experience

  • Focus on Emotion: Games should immerse players in emotional journeys.

  • User-Centered Design: Design should match the target audience’s playstyle and preferences.

  • Flow State: Balance challenge and skill to keep players engaged.

  • Types of Playful Experiences (PLEX Framework):

    • Adventure: Discovery, exploration.

    • Excel Oneself: Challenge, completion.

    • Social: Fellowship, competition.

    • Excitement: Thrill, humor.

    • Imagination: Fantasy, expression.

    • Caretaking: Nurture, sympathy.

    • Physical: Relaxation, sensation.

Principle 2: Gameplay Mechanics

  • Gameplay Mechanics :

  • Primary Mechanics (Core Actions):

    • Movement / Turn Actions: Moving pieces across the board, like in Monopoly (linear path) or Risk (network path).

    • Dice Rolling: Used to resolve outcomes in games like Dungeons & Dragons—combat, movement, or chance-based events.

    • Card Drawing/Playing: In Uno or Magic: The Gathering, drawing and playing cards drives interaction and strategy.

    Secondary Mechanics (Enhancing Gameplay):

    • Resource Management: Strategic use of resources, such as wood or grain in Catan.

    • Trading: Social exchanges of resources/items, as in Catan or Betrayal at House on the Hill.

    • Exploration: Uncovering new areas or challenges, like in Descent: Journeys in the Dark.

    Example – Risk (Quick Breakdown):

    • Primary Mechanic: Moving armies and resolving battles with dice rolls.

    • Secondary Mechanic: Negotiating alliances with other players.

    • Feedback Loop: Winning battles strengthens armies, giving higher chances of future success.

  • Feedback Loops (rewards & penalties):

    • Positive: Encourages progress (e.g., Ticket to Ride rewards for completed goals).

    • Negative: Punishes mistakes (e.g., Monopoly rent penalties).

    • Dynamic: Adjusts difficulty over time (e.g., Pandemic increasing disease spread).

  • Quick Example (Risk):

    • Primary mechanic: Moving pieces and dice battles.

    • Secondary mechanic: Negotiation and alliances.

    • Feedback loop: Winning battles strengthens armies, boosting future chances.

Principle 3: Storytelling in Games

  • Player Agency: Players’ choices and actions shape the narrative, creating a sense of ownership and co-creation.

  • Environmental Storytelling: Worlds, visuals, and settings convey stories through maps, artwork, and lore — immersing players beyond dialogue or text.

  • Narrative Arcs: Stories unfold through conflict, rising tension, climax, and resolution. These arcs can be continuous or episodic, and may emerge through cooperative or competitive play.

Principle 4: Balance and Challenge

  • Difficulty Curve: A smooth escalation of difficulty keeps players engaged. Balance challenge with player skill so the game is neither too easy nor too frustrating.

  • Skill vs. Luck: Combine player skill with elements of chance to create dynamic and engaging gameplay.

  • Player Progression: Reward progress with growth, achievements, or new abilities to keep players motivated and invested.

  • Feedback and Iteration: Continuously refine gameplay based on testing and feedback to maintain balance and improve player experience.

  • Immersion and Worldbuilding: A believable, consistent world enhances engagement and makes challenges feel meaningful.

Principle 5: Feedback and Iteration

  • Goal: Ensure the game is playable and enjoyable at all levels.

  • Key Practices:

    • Playtesting: Spot areas needing improvement.

    • Feedback Loops: Detect issues with difficulty or story pacing.

    • Fine-tuning: Refine based on feedback to enhance overall player experience.

Principle 6: Immersion and Worldbuilding

  • Immersion: Draws players into the world, making them feel connected to the setting and invested in the story.

  • Context for Actions: Worldbuilding gives meaning to player choices, adding depth and emotional significance to their actions.

  • Emotional Engagement: Elevates the overall experience by adding depth and context, making gameplay feel more impactful.

Challenges in Game Design

  • Over-Complication: Games that are too complex can overwhelm players — simplicity often leads to a more enjoyable experience.

  • Failing to Adapt: Ignoring player feedback or market trends risks creating games that fail to engage or stay relevant.

  • Monetization vs. Player Experience: Striking a balance between profit motives and maintaining a fun, player-centered experience is an ongoing challenge.

II. INSTRUCTION

MIB September 2025

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