"Game Design Workshop" Reading Journal Week 10


Exercise 4.2: Dramatic Games

The Red Strings Club: all of the choices that you can make when talking to NPCs are very touching and hard to choose. Those choices really added to the narrative of the game.

Death Stranding: Unique world setting and the unique sense of weirdness incorporated in the game (visually and verbally). The background musics are very fitted to the situations.

Metal Gear IV: great shaping of characters that draws me in to the narrative.

Shelter 2: background music and the game mechanic together tells a very complete and moving story.

Assassins Creed: unique world setting and incorporation of the game mechanic into the narrative.

Exercise 4.4: Goals and Feedback

Left 4 Dead 2: audio and visual feedback when shooting bullets and being attacked. These feedbacks help the player know if he/she is hit by zombies/if successfully shoots the zombie, which helps the player to survive waves of zombies.

The Binding of Issac: audio and visual feedback when shooting tears and being attacked, also when picking up items the appearance of the character will change. The feedbacks let the player know what kind of abilities he/she has in order to kill the enemies and survive to the last level.

Candy Crush: audio and visual feedback when pairing 3/more candies together, also there’s visual hints which candies can be matched when the player does not take any action in a period of time. These feedbacks help players continue the game and finish the level.

Exercise 4.5: Player Types

The Competitor: PUBG

The Explorer: Death Stranding

The Collector: Civilization

The Achiever: I Wanna Be the Guy

The Joker: Ultimate Chicken and Horse

The Artist: Journey

The Director: Detroit

The Storyteller: Final Fantasy XIV

The Performer: League of Legend

The Craftsman: Minecraft

In this week’s reading, I find the “Visualization of gameplay mechanics for Spider-Man 2 and True Crime 2” really helpful because I didn’t think of using a diagram like this to clearly represent the gameplay. I think in future games with more complicated gameplay I would definitely create a chart like this to see if I’m missing out anything or doing anything redundant. I also learned about how to figure out a way to do physical prototypes for games. I was always wondering how to do physical prototypes for digital games that can represent the core game mechanics, and I finally have some clue of how to do one. Even though I feel like I’m more used to creating digital prototypes, I would definitely try to create a physical one in the future.

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