Thursday, November 26, 2020
Unity Tutorial 08
Tuesday, November 24, 2020
Week 9 Reading and Writing
Throughout the module I have tried to keep up with the reading tasks from week to week but always found them to be the least intuitive task. When it came to the informal readings (articles, videos, etc.), I thought they were relatively manageable, the language was easily comprehended and they were short enough to get through and take notes. The academic readings however, were a large task that I could never seem to complete in what I felt was a meaningful capacity. I was only ever able to get through a small portion of them in the time I had while taking notes and some of the language was too academically specific that I found myself having to interpolate my own understanding of the text into the notes to make them cohesive without complete confidence in if I was comprehending them properly or not.
My favourite reading so far has to be the reading task on Game Elements from Week 4. I found it to be the most interesting reading so far and was the only reading that's topic had me engaged and made me ponder the subject as I did the reading task. Formally reading the breakdown of a 'game' into it's fundamental elements was interesting to see, as unlike the other readings which I may have found interesting but had already learned about prior to this class, this was my first time reading this information comprehensively broken down.
Although the readings were interesting academic tasks to complete each week I felt that they were too related to the theory of games and game design that they became detached from the actual process of creating a game, especially in the short timeframe that we have in the module. The only reading I felt directly aided or impacted my process in this module was the reading on Game Design Documents which gave insight into what the goal and requirements of the Game Design Document task entailed.
I'm proudest of actually keeping up with most of the tasks in this module each week. That despite knowing that I could drop a task or two during the week that I was able to generally keep up pretty well with the class and complete most of the tasks that I could.
Sunday, November 22, 2020
Tech Task: Fake Social Media Generator
In this week's Tech Task I created a Fake Social Media Post using the Fake Twitter option on Simitator. I had not previously thought about using a premade generator for things like this before.
Friday, November 20, 2020
Unity Tutorial 07
Monday, November 16, 2020
Game Fun
Reading Week 8 “Game Fun"
Games can be described by the 3 components Mechanics, Dynamics, and Aesthetics (MDA) or otherwise stated as rules – system – “fun”. The three reading selections this week and the synopsis below all address the term “fun” in relation to game design.
There are eight types of Fun outlined by the MDA. These eight are both a source of reference and player experience that blend together in many ways, and essentially what makes a game engaging and enjoyable.
Figure 1: Eight kinds of Fun
Both Oxford and Merrian dictionaries define Fun as an enjoyment, delight but within the context of a game it refers to a form of pleasurable entertainment. MDA papers define the '8 kinds of fun' sensation, fantasy, narrative, challenge, fellowship, discovery, expression, and submission, remain a source of reference and possibly the most popular list of player interactions combining in various forms to attract each player to a particular game.
Nicole Lazzaro presents four types of fun that are involved in defining how fun a game can be for different players.
Easy Fun: This is essentially for players who are new to a game who want to satiate their curiosity.
Hard Fun: It is essentially for people who love a good challenge.
People Fun: Amusement from competition and cooperation. Meaning Co-op.
Serious Fun: Excitement from changing the player and their world.
Figure 2: From A Theory of Fun 10 Years On: Fun Is Just Another Word for Learning
Flow also has an influence on the feeling of “fun”. The concept of Flow is characterized as a balance between skill-challenge and the individual's enjoyment. When in flow the player is focused on the activity they are participating in. This gives a sense of reward and promotes further engagement in the activity.
Flow theory provides a good framework for analysing motivation in gaming activities, in particular enjoyment, engagement and positive affect.
Fun has everything to do with learning. “Fun is just the dopamine in our brains firing when we are presented with a new situation to learn from” Koster (2005) discussed about this saying that the different patterns that we take in helps our brain especially when it comes to enjoying a video game cause once you understand the many patterns that it offers you your brain has nothing to feed off making it unenjoyable to play anymore. Fun provides the brain with feedback of the game allowing it to observe and learn different patterns/sequences within.
Games help people to become more imaginative, engaging with their creative side of the brain and creating new ideas/designs that can be implemented in games.
Being more creative when developing your game will help you see what challenges the player may face and what ones will help further improve the progression and also add to the player's determination to complete the story.
Balance is an even proportion or distribution of elements to keep them at a steady rate. When playing chess, we learn about strategy, tic tac toe teaches us about reading people’s mind about their next move and when we play games like civilisation or sim it teaches us resource management. When playing games we should be provided with a balance of fun and challenges. These are called either type 1 or type 2 games and these have their own unique way of being played. The type 1 games involve strategy and thinking to complete these games such as in Chess or Poker whereas type 2 games mainly involve quick reflexes and combo memorization in games such as “Mortal Kombat and Call of Duty”
The GameFlow model shows that the inherent structure of games is associated with the experience of flow and enjoyment during gaming, at least for strategy games.) As stated by Kaye and Byrce (2012) “a large body of research has investigated the negative effects of playing video games” yet “there has been less examination of the psychological experiences associated with the activity”
We come across different types of fun in games that fulfil our amusement. Fun in games is provided in many different ways for example through socialising with friends or exploring the game world. People experience different emotions when driven by gameplay. Gameplay creates opportunities for “Flow”, “balance” and “learning”.
References:
Velev, A., 2016. Gamification Design: What’S Fun Got To Do With It?. [online] Megamification. Available at:<http://www.megamification.com/727-2//> [Accessed 16 November 2020].
Kaye, L. and Bryce, J., 2012. Putting The “Fun Factor” Into Gaming: The Influence Of Social Contexts On Experiences Of Playing Video Games. Available at: <https://core.ac.uk/download/pdf/9632557.pdf/> [Accessed 16 November 2020].
Sunday, November 15, 2020
Project Prototype 1: The Beginning
Tech Task: Animated GIF Maker
Reading Task 10: Finishing touches
Image by Markus Winkler on Unsplash.com For this week's reading task we, as a class, collectively worked on our individual sections in...
-
Images of my Unity 3D workspace Today I spent a few hours beginning my actual game for the this module. I will admit right off the bat tha...
-
To start, to be completely and wholeheartedly honest, I don't really have a goal for this course. I wasn't so sure what I wanted to ...
-
Image by Markus Winkler on Unsplash.com For this week's reading task we, as a class, collectively worked on our individual sections in...





