Game Studies - Task 1
21/4/2025-Ending Week
FENG SHIWEN / 0374595
Bachelor of Design in Creative Media / Game Studies
Taylor's University
TABLE OF CONTENTS
INSTRUCTIONS
LECTURES
EXERCISE - 1
EXERCISE - 2
REFLECTION
INSTRUCTIONS
LECTURE
Gameplay Mechanics: The rules and systems that drive interactio
Storytelling: The narrative that unfolds through play
Secondary Mechanics: Features like resource management (Catan), trading, and exploration (Descent).
Feedback Loops:
Positive: Rewards success (Ticket to Ride).
Negative: Penalizes failure (Monopoly).
Dynamic: Adapts to player performance (Pandemic).
Example – RISK:
Environmental Storytelling: Story shown through visuals and world design.
Skill vs. Luck: Combine player skill and chance to create balanced gameplay.
Player Progression: Reward growth and provide a sense of achievement over time. Key is to challenge without overwhelming, and engage without becoming too predictable.
--Enhance & Refine Game Design
Playtesting: Crucial for identifying issues and refining game elements.
Feedback Loops: Spot where challenge is too high or story lacks impact.
Fine-Tuning: Use feedback to improve polish and playability. Iteration ensures the game is fun and balanced at all stages.
Immersion and Worldbuilding
Immersion: Makes players feel part of the story and setting.
Contextual Actions: Worldbuilding adds meaning and emotional weight to player choices. Strong immersion leads to higher emotional investment and more memorable gameplay.
Too complex = less fun
Ignoring feedback = loss of interest
Profit vs. fun = needs balance
EXERCISE
- Cargo Management: Each item has weight and volume—you must carefully stack and balance to avoid falling.
- Terrain Navigation: Players must plan routes to avoid rivers, cliffs, and mountains.
- Stamina & Balance: Running, climbing, or carrying too much drains stamina and affects balance.
- Social Building System: Players can build roads, bridges, ladders, and ziplines that appear in others’ worlds, encouraging indirect cooperation.
- Timefall (Rain): Special rain that rapidly deteriorates cargo and changes environmental conditions.
- Ladders: For climbing cliffs or crossing gaps.
- Ropes: Used for rappelling down steep areas safely.
- Delivery Bots: Help carry items or follow the player (unlocked later).
- Motorbikes & Trucks: Speed up delivery, but have terrain and power limitations.
- Stealth Tools: Advanced gear later on lets you hide or avoid detection.
- BTs (Beached Things): Ghostly enemies that require stealth and special gear to detect and avoid.
- MULEs: Human enemies who try to steal cargo.
- Combat includes non-lethal weapons like stun guns and blood grenades, but avoiding fights is often preferred.
- Dice rolls (random movement)
- Turn-based action
- Property buying & upgrading
- Trading and negotiation
- Resource management (money, assets, mortgaging)
- Physical (Real Life)
- Digital (On-Screen)
- 2D Version :
- Focused on quick access, readable layout, minimal graphics
- Functional but static
- 3D Version :
- Advantages
- Disadvantages
REFLECTION
Experience
During the past few weeks of courses and exercises, I have gained a clearer understanding of the core principles of game design. Through classroom learning, I have mastered the basic elements of game creation, such as core action mechanisms, resource management, reward and punishment systems, etc. These can effectively enhance the challenge and engagement of the game. I also experienced several classic games with my groupmates, such as "Catan", "Monopoly", and "Mario Kart". These games allowed me to personally experience how excellent designers attract players and maintain the fun of the game through intuitive and strategic mechanisms.
Observation
In these gaming experiences, I began to try to think from the perspective of "designer" rather than just that of "player". I noticed the design logic behind every mechanism in the game, such as how the randomness of dice affects the rhythm, how the turn-based system regulates the interaction rhythm among players, and how various balancing mechanisms keep the competition fair yet dynamic. These games are not only concerned with winning or losing, but also involve players' decisions, risk management, and the game of interaction among each other.
Finding
Through this design-oriented analytical perspective, I realized that even seemingly simple games actually contain a large amount of strategies and meticulously designed details, which I had overlooked as a player before. I began to understand that an excellent game is not only "fun", but also fair, easy to learn, and provides sufficient challenges and a sense of achievement throughout the process.







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