Games Studies Exercise 1 & 2
Game Studies Exercise 1 & 2
23.04.2025 - 26.07.2025 / Week 1 - Week 14
FANG YAOYUE / 0372006
Design Principles / BA of Design (HONS) in Creative Media / Taylor's University
Task 1 / Proposal
List
LECTURES
INSTRUCTIONS
FEEDBACK
REFLECTION
LECTURES:
In the first week, Ms. Anis brief us regarding the module overveiw.
EXERCISE 1
Review my fav game.
What make you come back to the game?
What make you a fan?
What are the potential improvement?
Can include clips & gameplay
Submission: Blog in E-portfolio
EXERCISE 2
A non-digital that evolute into digital game, examine its remediation.
FINAL PROJECT
A simple mock-up of game.
IMPORTANT: How ot convert concept into a board game.
Focus on game mechanic (playable prototype).
Take reference concept from existing game.
What is Game Design?
Game design is to create interactivity, with fun and playfulenss. A ggood game has engaging mechanic, compelling narrative and balanced challenge.
Core Principle:
Player experience
Gameplay mechanics
Storytelling
Balance and Challenge
1. Player Experience
Focus on emotion, player should feel immersed.
The "FLOW" state, with optimal balance of challenge and skill.
User-centered design, consider target audience & plastyle.
2. Gameplay mechanics
Primary Mechanics: The core actions players perform in the game. (Get or Lost point)
Secondary Mechanics: Additional enriching gameplay future.
Feedback loop: Positive & Negative reinforcement systems (Rewards and Penalties). Dynamic Feedback Loop!
3. Storytelling
Player agency, allow players to influence the story. (E.G: Chess, black & white). Give players' choices where their actions impact the progression.
Environmental storytelling, immerse playes in the world.
Narractive arc, with structuring story
4. Balance and Challenge
Difficulty curve, challenge increased along the gameplay.
Skills & Luck.
5. Feedback and Iteration
Ensure game is playable & enjoyable at all level.
Playtesting, get feedback loop and fine-tuning the experience.
6. Immersion and Worldbuilding
Add immersion & provide context.
Challenge:
Over Complication
Failing to Adapt
Monetization vs. Player Experience
*Ludology Game, focuses on the mechanics, rules, and systems that make games unique, rather than just the narrative or story.
INSTRUCTIONS:
This is the Module Information Booklet for this module:
Exercise 1:
My favourite video game/tabletop game
What makes this game playful
Exercise 2:
Non-digital to digital - Evolution and remediating this game
Exercise 1
In this exercise, we will need to select one of our favourite video or tabletop game that have a high replay value.
After discussing with my team members, we are going to create a role-playing board game card game. There are six classes, and each class needs to find its own job in the game to be considered victorious. Different classes do different tasks and will have different bonuses. This is our initial gameplay and plan.
Introduction to my favorite game:
"Apex Legends" is a free first-person shooter (FPS) battle royale game developed by Respawn Entertainment and published by Electronic Arts (EA). It was suddenly launched in February 2019 without any preheating and quickly became popular thanks to its high-quality gameplay.
Basic introduction:
Type: Battle Royale + Hero Shooter
Platforms: PC, PS4/PS5, Xbox One/Xbox Series X/S, Nintendo Switch. Later, the Mobile version was also launched (Apex Legends Mobile, but the mobile version was discontinued in 2023).
Mode: Mainly three-person teams (there are also time-limited modes such as solo and double teams) participate. In each round, 60 players compete on the same map until the last team survives.
Core features:
Hero System: Players choose different "Legends", and each character has unique skills: tactical skills, passive skills, and ultimate skills, such as reconnaissance, shields, movement, support, etc.
Fast-paced movement: The game emphasizes smooth parkour actions, such as sliding shovels and climbing, making the battle pace very fast.
Teamwork: Emphasizing the coordination of three people in a team, it features an innovative Ping system that enables quick marking of enemies, items, paths, etc. Even without turning on the microphone, communication can still be smooth.
Weapons and equipment: A wide variety of firearms, accessories, armors, etc. The equipment system is easy to pick up but has depth.
Map changes: The game features multiple large maps (such as "Kings' Canyon", "Edge of the World", and "Storm Point"), which are rotated or modified each season to add a sense of novelty.
The game adopts the Season system. In each season, new legendary characters, new weapons, new map changes, Battle passes, limited-time events, etc. will be updated.
In terms of e-sports, the official holds Apex Legends Global Series (ALGS), a large-scale global event.
Style and atmosphere
The background is a future science fiction, but it has a light and humorous atmosphere. Each character has a distinct personality and a rich background story. Sometimes, the world view is also expanded through animated short films.
| Action | Default Key | Description |
|---|---|---|
| Move Forward | W | Move character forward |
| Move Backward | S | Move character backward |
| Strafe Left | A | Move character to the left |
| Strafe Right | D | Move character to the right |
| Sprint | Left Shift | Hold to run faster |
| Crouch (Toggle) | C | Tap to toggle crouch |
| Crouch (Hold) | Left Ctrl | Hold to stay crouched, release to stand |
| Jump | Spacebar | Jump |
| Climb | Move to wall + Spacebar | Climb up surfaces (up to a limit) |
| Action | Default Key | Description |
|---|---|---|
| Fire Weapon | Left Mouse Button | Shoot your weapon |
| Aim Down Sights | Right Mouse Button (Hold) | Aim precisely (some weapons toggle) |
| Reload | R | Reload your weapon |
| Tactical Ability | Q | Use your legend’s tactical skill |
| Ultimate Ability | Z | Use your legend’s ultimate skill |
| Use Health Item | 4 | Quick-use healing or shield items |
| Throw Grenade | G | Throw grenades or throwable items |
| Melee Attack | V | Perform a quick melee strike |
| Action | Default Key | Description |
|---|---|---|
| Access Inventory | Tab or I | Open your backpack |
| Pick Up Items | E | Pick up loot items/weapons |
| Cycle Grenades | Mouse Scroll Wheel | Switch between grenade types |
| Switch Weapons | 1 or 2 | Swap between primary and secondary |
| Holster Weapon | 3 | Put your weapon away (run faster) |
FEEDBACK
WEEK1
In the first week, the teacher roughly told us about the content of this semester. We need to make a complete board game, which can be adapted from an existing classic game. We need to first understand and experience this classic game and adapt it based on it.
WEEK2
In class, we found the electronic version of the Catan Island board game. Our group played and experienced it in class. I think it's an interesting game. miss said that we could combine the game with educational significance.
WEEK3
This week, we made drafts of maps and cards in class and tested them once after class. We thought the gameplay was too monotonous and added chance cards.
miss thinks our gameplay is very interesting,And we need to introduce the content and gameplay to everyone in the class next week.
WEEK4
This week is for the presentation. I was responsible for the card design, map design and beautification work. The teacher gave some suggestions for our presentation. We need to make the cards more appropriate to the game names because some of our cards have nothing to do with glucose.
Miss thinks the card design is very good, the map is fine, and the gameplay is also very diverse. It's a great board game.
WEEK5
This week, we tested the game twice in class. It was a very interesting process. During the gameplay, we identified our own problems. We changed the winning score from 15 points to 10 points. We felt that the experience was not the best, so we modified it to 12 points. This can greatly enhance the gaming experience.
WEEK6
This week, I went to other student groups to experience and play the board game they designed. I thought it was very interesting. The whole game was tense and exciting. Everyone was both a team and an opponent. You had to judge by the players' expressions whether they could take out the corresponding cards. If they could, they could move forward and get the points cards. If not, everyone had to return to their original positions.
Finally, when you reach the key point, you need to calculate how many points you have got. Of course, the points cards won't all be bonus cards; there will also be deduction cards. This is also a game of luck, and this is the most interesting part of the game.
WEEK7
In the seventh week, we revised our cards and replaced "steel" with "iron". We thought this was more in line with our theme. As a result, the cards needed to be replaced along with the map. We also changed all the "steel" on the map to "iron", which was very important.
We have also updated the gameplay and added more chance cards to the game.
WEEK8
Core actions like dice rolling and resource collection follow fixed rules, but players have flexibility in trading, building, and using opportunity cards. There's no obvious exploit; resource caps and discard rules prevent hoarding. Strategy and luck are balanced.
Because the game involves too much element of luck, we have changed the entire process of selecting the initial address location. Instead, the person who selects the house will be the one to roll the dice last.
WEEK9
High-probability areas like 6 and 8 are clearly marked, giving new players direction on where to build. The dice-based system keeps engagement high and guides decision-making from the start. New players can quickly grasp key strategies through play.
We also changed the initial single house to one that could accommodate the construction of two houses. Moreover, the condition of needing to separate two grids to build a house was changed to just one grid being sufficient. This significantly accelerated the progress of the game.
WEEK10
Players tend to allocate their card resources more reasonably to the areas where they need them, and when discarding cards, they prioritize discarding the less important or excessive cards.No dominant or broken strategies exist. While securing areas 6 or 8 offers a statistical edge, randomness from dice rolls and the need for balanced planning prevent any one strategy from being overpowering. Tactical adaptability is key.
WEEK11
There are no preset starting positions—only building choices. Resource zones are evenly distributed, so no matter where a player builds, their chances remain balanced. Fairness is maintained through equal opportunity to collect resources.The game remains competitive until the end. Players can gauge who is ahead but can’t be certain of the outcome. Continuous dice-based resource collection and trading mechanics maintain excitement and suspense throughout.
WEEK12
It is challenging for a novice to beat an experienced player unless they are familiar with similar games. Skill and familiarity generally win, though luck can occasionally tip the scales—appropriate for a strategy-focused board game.
However, if you are quick enough to pick up the game and have good luck, you can also defeat the veteran players. Because this game relies heavily on luck, strategy is also crucial, and making good use of the opportunity cards is also important.
WEEK13
There is no player elimination. All players stay active until someone reaches 12 points. This ensures continuous engagement and a sense of agency throughout the game.While turn-based, players can trade, strategize, and benefit from others’ dice rolls during non-turn phases. Interaction is constant enough to prevent boredom and maintain involvement for all players.
WEEK14
This week will be the last week of our study of game studies this semester. We are very grateful for the help from the teachers. In class, the teachers constantly encouraged us and gave us suggestions. The final week's presentation went very smoothly. We are also grateful for the hard work of the team members. Everyone worked very hard and everyone's efforts were obvious to all. I was responsible for designing the cards and maps in the entire team. When designing the cards initially, I really felt very troubled. But the teacher was very satisfied with our cards in the end. I was really happy at that time. For the upcoming game development, I will take a fresh attitude to welcome the learning in the next semester.
REFLECTION
Game studies is a very interesting discipline. In class, we created board games and card games, which taught me a lot. Through the process of designing these games, I gained a deeper understanding of the importance of game mechanics, player interaction, and balance in gameplay. Creating rules and systems that are both fun and fair tested my creativity and problem-solving skills.
Moreover, working in a team taught me how to cooperate effectively. Each member proposed different ideas, and we had to test and adjust based on feedback, sometimes even completely changing our design plans. This iterative process made me realize that game development is not just about having a good idea, but also about constantly improving and refining it through playtesting.
Studying games from both theoretical and practical perspectives has enabled me to deeply understand how games convey information, reflect culture, and influence players' emotions and decisions. Games do not merely have an entertainment function; they can also have educational, persuasive, and even artistic functions.
Overall, this experience has made me more curious about the game-making process and why people enjoy playing games. I hope to continue delving deeper into this field and even attempt to design my own games in the future.




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