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
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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:
- Brief explanation of the gameplay
-
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.
-
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.
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.
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