Games Studies - Lectures & Exercises


29.8.2023 - 10.10.2023 (Week 1 - Week 7)
Tan Yi-Tyng (0353327)
Bachelor of Design (Hons) in Creative Media
Games Studies 
Lectures & Exercises



LECTURES 

WEEK 1 (29.8.2023):   


WEEK 2 (5.9.2023):   



WEEK 4 (19.9.2023):   




INSTRUCTIONS

<iframe src="https://drive.google.com/file/d/18c7TIHoWVF9aCxxbjJh4ttHj4GE4AbWQ/preview" width="640" height="480" allow="autoplay"></iframe>


EXERCISE 1

Personal Gaming Experience 

Instruction: 
Choose a video game title that you really, really like. Is there a title that kept you returning to play it, even though you have stopped playing for quite some time?

Review the best parts of the game that makes you a fan, as well as the parts where you think the game could use some improvements.

Present your findings from the position of ‘PLAYER’ and ‘DESIGNER’ as a video presentation and upload it into YouTube (set to Unlisted) for submission.

Final Submission

Click HERE to access the presentation slides.
Fig. 1.1 - Final Presentation Slides, Exercise 1

Fig. 1.2 - Final Presentation Slides, Exercise 1

EXERCISE 2

Non-digital to digital - Evolution and remediating this game

Instruction: 
Identify a non-digital game which has been converted into a digital version. Discuss on:
  1. Brief explanation of the gameplay
  2. Differences and similarity of play dimension (real life vs on screen):
    *Tip! Pick a game with either real-time or turn-based action; describe its core game mechanics and explain how the player experiences them temporally during both play dimensions.
  3. Benefits and disadvantages of three-dimensional:
    *Tip! Find a game that has appeared in both two-dimensional and three-dimensional versions; compare, and give grounds for whether three-dimensional is beneficial or not in games.
Present your findings as a video presentation and upload it into YouTube (set to Unlisted) for submission.

Final Submission

Click HERE to access the presentation slides.
Fig. 2.1 - Final Presentation Slides, Exercise 2

Fig. 2.2 - Final Presentation Video, Exercise 2


REFLECTION

1. As a designer/creator and the player, how does the review of the gaming experiences helped you made aware of the different aspects of playful experiences?

Being both a designer and a player allowed me to examine these games from two contrasting yet harmonious perspectives. I experienced firsthand how games can be an intricate blend of various elements that contribute to the overall playful experience.

In PUBG, I was reminded of the paramount importance of immersion. As a player, parachuting onto an island with 99 others, the adrenaline-pumping battles, and the rush of survival were remarkably immersive. This experience underscored the significance of crafting a world that draws players in, sparking the realization that our project must strive to create a rich, compelling environment.

On the other hand, Werewolf opened my eyes to the power of player dynamics and social interaction in gaming. The game's essence lies in players attempting to deduce the hidden "werewolves" among them through discussion, alliances, and deception. This served as a vivid example of how multiplayer dynamics can create a captivating experience, prompting thoughts about incorporating similar social elements into our project.

Both games emphasized the art of balancing challenge and enjoyment. PUBG's intense combat scenarios and Werewolf's strategic deduction required just the right degree of skill and strategy to keep players engaged without feeling overwhelmed. This brought forth the realization that our project's difficulty curve and learning curve should be meticulously designed to maintain player interest.
2. How does the exercises helped your group to come up with the idea of your project?

My experiences with PUBG and Werewolf served as important influences in shaping the concept of our upcoming project. They acted as catalysts, stimulating discussions and sparking ideas.

From PUBG, I gleaned the significance of having a robust and immersive narrative. Even in the battle royale genre, with its seemingly simplistic premise, the underlying story of 100 players fighting for survival creates a compelling context. This revelation ignited conversations about how we could infuse our project with a narrative that gives meaning to the player's actions, irrespective of the genre.

In contrast, Werewolf encouraged us to explore the value of player interaction in our project. This social deduction game hinges on players engaging with one another, forming alliances, and outwitting their peers. This experience led us to consider mechanics that would foster player collaboration, deception, and strategy, even if our project took a different genre route.

In conclusion, the iterative process of reviewing gaming experiences, both as a designer and a player, has been a source of profound inspiration. Our dual perspectives allowed us to understand the intricacies of playful experiences, emphasizing the role of immersion, player dynamics, and the balance between challenge and enjoyment. These insights have significantly influenced the concept of our project, guiding us toward creating a game that is narratively rich, socially engaging, and finely tuned for player satisfaction. My experiences with PUBG and Werewolf have definitely had a big influence on our upcoming project.

Comments

Popular posts from this blog

Application Design I - Project 2: UI/UX Design Document

Application Design II - Task 2: Interaction Design Proposal and Planning

Typography - Task 1: Exercise 1 & 2

Application Design I - Project 1: Mobile Application Proposal

Application Design I - Final Project: High Fidelity App Design Prototype