Game Studies - Lectures & Exercises

28.08.2023 - 10.10.2023 / Week 1 - Week 7
Lim Rui Ying / 0358986
Games Studies / Bachelor of Design (Hons) in Creative Media
Lectures & Exercises


LIST
Reflection


LECTURES

WEEK 1 | Introduction
Games exist in every culture and were created for various purposes such as for distraction (knucklebones and balls for Lydians), education and honouring the gods (ancient Olympic games). They can also be symbolic of knowledge (snakes and ladders from ancient India) or the afterlife (Senet from the Egyptians).

- Importance of games: for celebration, distraction and escapism, and strategy and education.
- Playful experiences: Emotions that players can experience and connect to the game.
E.g. Tetris is a challenging game which requires the player to excel himself.
List of playful experiences

WEEK 2 | Game Principles
Gaming directions
a. Ludology (competitive play)
- Play to win / gain / understand / learn / stay alive
- Not dependent on complex narrative
- Challenge the rules
Ludology games
b. Narratology (story driven play)
- Play to achieve story conclusion / develop character / fulfil quests
- Play as a part of simulation
- Dependent on a main story
- E.g. MMOs, MMORPGs

Games principles
- Play & challenge experiences
- Rewards & achievements 
- Act of rebellion
- Multisensory (motivation, engaging, appealing, replayable, social)

Games Studies: Research by playing → Iteration process → Prototype
- Playtest prototype → analyse → modify prototype
Iteration process

WEEK 4 | Dimensionality


INSTRUCTIONS


Exercise 1: My Favourite Video Game & "What makes this game playful?"

Choose a favourite video game and analyse it from two perspectives—as a player and a designer. Consider the interaction dynamics, game motives and visual design, revolving around playful experiences. Lastly, generate ideas for improvements that might enhance the video game.
Exercise 1: My Favourite Game & "What makes the game playful?" - SLIDES, Week 3 (18/9/2023)

Exercise 1 Video Presentation, Week 4 (21/9/2023)

YouTube link: https://youtu.be/gfyPMlnrbEw


Exercise 2: Non-digital to digital - Evolution and remediating this game

Choose an analogue game converted into a digital version. Below is the outline given to include in our presentation:
1. Brief explanation of the gameplay 
2. Differences and similarities of the game in physical and digital forms
3. Benefits and disadvantages of the three-dimensional
Exercise 2: Non-digital to digital - Evolution and remediating this game - SLIDES, Week 7 (10/10/2023)

Exercise 2 Video Presentation, Week 7 (10/10/2023)

YouTube link: https://youtu.be/e0WlV9wOgrM


REFLECTION

In my analysis of the gaming experiences with Crossy Road and Cluedo, I noticed that focusing on two to three specific playful experiences is sufficient to make a game enjoyable and attractive. Games are designed to satisfy players by offering thrilling experiences, competition with other players, personal challenges and more. Besides, games are also for players to gain excitement through winning the game or accomplishing achievements and awards. For example, Crossy Road provides players with thrilling challenges, encouraging them to break new records and unlock new characters. On the other hand, Cluedo is a deductive game that engages players in solving crimes by sharing clues, thus offering experiences such as competition, exploration and discovery. In short, both games offer great interactions and motivate players to keep playing them.

Both exercises required us to review chosen games and recognise the playful experiences of each game offered. This allows me to understand the essential aspects of game design including the gameplay, game mechanics and interactions. It also helps to understand how these important aspects contribute to the game's motives, and to the goal of creating ideal playful experiences. Besides, the design and art styles are also vital aspects of designing a game, where designers have to determine the correct art direction that matches the game itself. Thus, as our tabletop game is the combination of Jenga and Scrabble with the power cards, I am able to determine the playful experiences of this game which are competitive, thrill and discovery. Furthermore, our game is aimed to be fun and explore vocabulary, so we might need an engaging and playful design for the game. Analysing the areas of improvement of the selected games in the exercises could help us in the iterative process of our game.

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