Games Studies - Exercises 1 & 2

22/09/2025 - 07/11/2025 / Week 1 - Week 7

Ye YingYing / 0364398
Games Studies / Bachelor of Design (Hons) in Creative Media / Taylor's University

Exercises 1 & 2 (20%)


TABLE OF CONTENTS

Lecture Slides: View Here

    INSTRUCTION 
     


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    EXERCISE 1
    Part A
    This Exercise 1 (Part A) task requires us to analyze a favorite video game or tabletop game from a player’s perspective. The goal is to review the game’s best features, the elements that keep us returning to it, and also identify areas for improvement. This analysis must be framed using the Principles of Game Design introduced in the class.

    Since I’m not really a "gamer", I usually get bored and rarely finish anything. But I chose Unpacking. It’s actually the only game I’ve ever completed because it taps into my real-life habit of organizing everything. And this game feels like "self-care" to me. 

    The game tells a personal story entirely without words, using environmental storytelling where every object represents a piece of the main character's life from childhood to adulthood. I identified a deep emotional progression in the details, such as the temporary loss of self when the character moves in with a boyfriend and must hide her belongings. The mechanics are simple, creating a relaxing flow state with no timers or pressure.

    Part B
    Part B of this task is the Artificial Intelligence Interaction Log, which required us to document exactly how I used AI to help develop my game analysis. The goal was to demonstrate "critical use" of AI, showing where I accepted, rejected, or revised its suggestions, rather than just copy and paste. 

    I used AI to clarify the difference between primary and secondary mechanics, helping me see that "organization logic" is the layer beneath the actual dragging and dropping of items. I also used the AI to help me identify a narrative arc in a game without dialogue, which it helped me frame the character's move to her boyfriend's house as an internal conflict of identity. I also used the AI to validate my idea that the game uses intrinsic, emotional progression instead of traditional points or rewards. 

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    EXERCISE 2
    For Exercise 2, the task was to explore the evolution of a game from its non-digital roots to its digital version, specifically looking at how the "play dimensions" change when we move from real-life interaction to a screen. 

    I chose to analyze Werewolf because I don't really know any other games. This game is a social deduction game where players are secretly assigned roles as either villagers or werewolves and must eliminate the opposing side through alternating night and day phases. 

    In my report, I compared how the physical version relies heavily on reading body language and facial expressions, whereas the digital version is mostly limited to voice or text chat, often losing those vital non-verbal cues. I also looked at the technical side, noting how digital versions are more convenient because they automate roles and turns, removing the need for a manual moderator, though this often makes the experience feel faster and less "tense" than face-to-face play. To make sure my analysis was structured, I also used AI to help me categorize these differences into areas like interaction style, game pace, and accessibility. Ultimately, I concluded that while digital games offer great accessibility and structure, they can’t fully replicate the emotional intensity of being in the same room with other players.

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    REFLECTION
    Working on these two exercises was actually a lot of fun because I got to deep-dive into games I already enjoy, like Unpacking and Werewolf. For Exercise 1, it was cool to realize that my everyday habit of organizing is actually a core game mechanic that keeps me in a "flow state". I learned new concepts like "environmental storytelling" and "expressive agency," those things that were always present in the game, but I never had the formal words for them until now. Exercise 2 was just as chill because it made me think about why I feel more tense playing Werewolf in person compared to on a screen, specifically due to the "non-verbal cues" like body language that get lost in digital versions. Using AI throughout the process really helped bridge the gap between my experiences as a player and the design theory, making it easy to break down "secondary mechanics" or "narrative arcs" without the work feeling like a chore. Overall, the process felt very relaxed since I was just looking into my own favorite ways to play and discovering the logic behind the fun.

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