DISCUSSION QUESTIONS
NOTE: Discussion questions this quarter will serve as a study opportunity. Answer the questions in your notebook or electronically. Use the notes to study for class presentations. When indicated, some discussion questions should be submitted to Kit.
DQ #1
Foundations of Game Design
Define the following concepts in game design:
- Core mechanics
- Gameplay loop
- Game balance
- Difficulty curve
- Reward systems
Answer the following questions based on the definitions you found for the concepts above:
- What makes a mechanic "fun"? How do different reward systems affect player engagement?
- How do different genres define their core gameplay loops (e.g., RPG vs. platformer)?
- What is the difference between "challenging" and "unfair" game design?
- How can reward systems (points, achievements, loot) change player motivation?
DQ #2
Gameplay & Storytelling in Games
Define the following concepts in gameplay and storytelling:
- Linear storytelling
- Nonlinear gameplay
- Asymmetric video games
- Branching narratives
- Emergent storytelling
- Emergent gameplay
- Ludonarrative dissonance
- Cooperative video games
Answer the following questions based on the definitions you found for the concepts above:
- Which storytelling method creates the strongest player immersion?
- How does storytelling in games differ from books and movies?
- Can a game succeed without a story if the mechanics are strong? Why or why not?
- Where do you see ludonarrative dissonance in popular games, and how does it affect the experience?
DQ #3
User Interface (UI) and User Experience (UX) in Games
Read the blog post A Complete Guide to Game UI Design and Basic Guide to Game UX Design to have context for today's presentation and to help you answering the following questions:
- What makes a game's interface feel intuitive, and what makes it confusing? Can you give examples from games you've played/seen?
- How much information should be displayed on the screen at once (HUD elements, menus, maps, etc.)? Where is the line between helpful and overwhelming?
- In what ways can UI design break immersion, and how can designers minimize that risk?
- What role does visual feedback (health bars flashing, sound cues, vibrations) play in helping players understand game states?
- Can "bad" UI/UX ever be used intentionally to enhance the experience (for example, horror games or puzzle games)? Can you give examples from games you've played/seen?
- How do UI/UX considerations differ between platforms (mobile, PC, console, VR)?
DQ #4
Business Models and Monetization in Games
Read the pre-print article "The Analysis of Different Monetization Models That Are in the Video Game Industry and Their Real-Life Applications" by Anson Wong, and use the following discussion questions to both guide your reading and prepare yourself for today's presentation:
- What are the advantages and disadvantages of free-to-play + microtransactions compared to buy-to-play / premium business models?
- How do you think monetization strategies influence game design choices (e.g. pacing, reward frequency, "vibe")?
- When do you consider that monetization features become exploitative or unfair?
- What role does user retention (keeping players over time) play in successful monetization, and how do you think business models support that?
- How do monetization models differ across platforms (mobile, console, PC, web)?
- Do you think that small/indie developers can balance monetization with player goodwill and community trust? Can you cite examples when this has worked or has not worked?
DQ #5
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DQ #6
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DQ #7
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DQ #8
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DQ #9
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