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

TBD

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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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