Game Studies-Exercises

29.08.2023-10.10.2023 / Week 1-Week 7
Kor Qian Qian / 0359496
Game Studies / Bachelor of Design (Hons) in Creative Media
Exercises


INSTRUCTIONS



Exercises 1

We were asked to do a presentation about My favourite video game & what makes this game playful in recording video.

I chose the mobile game "Cooking Fever". I have been playing this game for a few months (After my HayDay farm game got deleted by my father T_T). I found that I would lose track of time when playing this game.

Fig 1.1 Game cover

From a designer's perspective:

"Cooking Fever" is a well-designed mobile game that captivates players with its addictive time management gameplay, progressive difficulty progression, and various restaurants to explore. From a designer's perspective, it excels at providing intuitive mechanics that make it easy to get started and reap the benefits of many players. Additionally, it employs a gradual increase in difficulty levels as players progress through the game. It keeps players engaged by providing a sense of accomplishment as they overcome each challenge. Moreover, it can be strategically monetized through in-app purchases, and engaging customization options. Provides the designers with a revenue stream while allowing players to enjoy the game without making purchases.

From a player's perspective:

As a player, the moment you enter the game, you can feel the interface's colourful visuals and cheerful music. The breakout is fast-paced and will keep the player fully engaged in the game, trying to fulfil the needs of the customers in the game. Furthermore, the game offers daily rewards, daily quests and specific quests for each restaurant, keeping the player on the go in order to achieve the quests and get the rewards. The rewards earned will be small diamonds, large diamonds, gold coins and casino tickets. These rewards can be used to upgrade the equipment in each restaurant or to draw better rewards in the casino. In addition, Cooking Fever hosts occasional competitions between players or solo challenges. By spending a certain amount of gold and diamonds, players can earn more diamonds according to the ranking at the end of the match, which inspires players to win!

Youtube Link: https://youtu.be/YW4ObLPFUMw


Exercises 2

We were asked to do a presentation about Non-digital to digital - Evolution and remediating this game.

Fig 2.1 Monopoly Go in App-store

Monopoly is a board game that everyone MUST HAVE played before. Monopoly is a popular multiplayer board game with an economics theme. Players use two dice to navigate the board, buying and trading properties, and developing them with houses and hotels. The goal is to collect rent from opponents and drive them into bankruptcy. Chance and Community Chest cards, along with tax squares, can alter players' finances. Passing "Go" earns a salary, while landing in jail requires specific conditions to exit.

Monopoly has numerous editions, spin-offs, and global popularity, with licenses in over 103 countries and translations in 37 languages. It originated from The Landlord's Game, created by Lizzie Magie in 1903 to promote economic theories. When published by Parker Brothers in 1935, it lacked certain rules, resulting in more competitive gameplay. The game's name reflects the economic concept of monopoly – the dominance of a single entity in a market.

Evolution:

 

Remediation:

Real-Time Multiplayer Option

  • Implement a real-time multiplayer mode that allows players to invite and play with friends or match with online opponents.
  • Develop a system where players can take turns, roll the dice, and make decisions simultaneously, just like in the physical board game.

Chinese Language Support

  • Add Chinese language as a language option within the game settings to make it accessible to a wider audience.
  • Provide a smooth transition between languages, allowing players to switch between languages without losing progress in their games.


Youtube Link: https://youtu.be/KhWtkyJ_auU





Reflection

As a designer, the review of the gaming experiences helps me understand the subtleties of game design is crucial. I learned to dissect games, break them into constituent elements, and assess what makes them attractive or unattractive. Also, it has emphasized the importance of player feedback and how it can be a valuable asset in the design process.

As a player, I've learned to appreciate the thought and effort that goes into creating engaging gameplay, and immersive visuals, and the importance of balancing difficulty levels. It made me more aware of how design choices impact the overall experience. 

The iterative process of reviewing gaming experiences not only made us aware of these different aspects but also provided valuable insights into what works and what doesn't in the realm of playful experiences. It showed us the power of community and social interaction, the significance of regular content updates to keep players engaged, and the potential for combining entertainment with education.

These practised play styles didn't come in handy in my final project but incorporated some side influences such as how to keep the player invested in the game and having a good experience, etc. are still being conceptualised.

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