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
The Law and Ethical Issues in Video Games
For the discussion questions below, please read the peer-reviewed article "A Plea for Caution: Violent Video Games, the Supreme Court, and the Role of Science" by Ryan C. W. Hall et. al., about a legal case challenging violence in games and free speech protection:
- On Violence, Censorship and Liability:
- Can game developers ever be legally liable for real-world harm tied to violent content in games? (What arguments would you make for and against holding them responsible?)
- How does First Amendment (in the USA [free speech protection]) apply to video games?
- What role should rating boards (ESRB, PEGI, CERO [セロ], and others) play legally and ethically?
- How do rating laws or attempts to legislate content restrictions intersect with free expression and government censorship?
- On Data and Privacy:
- How should developers ethically (and legally) use player data, analytics, and behavioral tracking in games?
- What responsibilities do they have toward players' privacy?
- On Addiction and Manipulation:
- When do game design features cross the line from engagement into manipulation or exploitation, like "dark patterns" or reward loops designed to encourage overuse?
- Should game developers be held ethically or even legally responsible for designing games with manipulative mechanics?
DQ #6
Accessibility in Game Design
In preparation for the presentation on week 6, please review the following website gameaccessibilityguidelines.com. Their about page says:
Make sure you review some of the Basic considerations to make a game more accessible and their Why and How section. Then, get ready to discuss the following questions:A collaborative effort between a group of studios, specialists and academics, to produce a straightforward developer friendly reference for ways to avoid unnecessarily excluding players, and ensure that games are just as fun for as wide a range of people as possible.
- What does accessibility mean in the context of game design, and how does it differ from general usability?
- What are some common accessibility barriers players face in games, and how do you think developers can anticipate and address them during the design phase?
- How do inclusive design principles benefit all players, not just those with disabilities (the "Curb cut effect")?
- What are some exemplary games or studios known for advancing accessibility? What specific features or practices set them apart?
- What role can game communities play in promoting and improving accessibility after (or even before) a game's release?
DQ #7
Gaming Culture, Psychology of Games and Player Motivation
Please download and read the report "Gaming and Gaming" from the Pew Research Center. This reports analyzes answers from people who play and don't play video games and their perception of games, de culture of video games, gender, and violence. Inside the report (in section 2 " Public debates about gaming and gamers") there is a link to an article from the New Yorker titled "Gamergate: A Scandal Erupts in the Video-Game Community", download it, read it, and answer the following questions:
- How did gender and sexism shape the events of "Gamergate", and what does it suggest about the visibility and treatment of women and marginalized groups in the game industry and community?
- How did social media and anonymity contribute to the scale and intensity of "Gamergate?"
- In what ways have conversations around gender and inclusion evolved (or not) since the "Gamergate" scandal? Are there any parallels with current events?
General questions about the theme and topic:
- In general, how does gaming culture shape player identity, community norms, and social interaction within and beyond games?
- How might cultural differences (geography, gender, age) influence player motivations and experiences within gaming culture?
- How can gaming culture and communities support or hinder player well-being (e.g., through shared experiences, inclusion/exclusion, toxic behavior)?
DQ #8
Testing & Deployment of Video Games
For this week's theme, please read "How Feedback from Typical Gamers Can Help Avoid Disappointing Outcomes" from Game Design Workshop by Tracy Fullerton. After reading the experiences of game tester Bill Fulton, answer the following questions:
- Why is playtesting essential in the game development process, and how does it differ from traditional software testing (like the one you did in COMP305 - Software Development)?
- How can different testing stages (alpha, beta, and user acceptance) be structured to improve both quality and player experience before launch? Hint: you can base your answer from the assigned reading or other experiences you have read about.
- What ethical (or moral, legal, financial) considerations should developers keep in mind when deploying games, especially regarding unfinished releases, bugs, or post-launch patches?
- How do you think that continuous deployment (updates, DLCs, patches) change how developers think about "release" and "testing"?
- What are the major technical and logistical challenges in deploying games across multiple platforms (PC, console, mobile, web) that you have encountered or read about?
DQ #9
Emerging Technologies in Game Development
In preparation for this Friday's presentation, do some research in order to answer the following questions:
- How are technologies such as generative AI or procedural content generation reshaping the role of the game designer? What opportunities and what risks do they bring?
- In what ways do you think AR (Augmented Reality), VR (Virtual Reality), MR (Mixed Reality), and cloud-gaming change not just how games are played, but how they must be designed (in terms of mechanics, UI, interaction, access)?
- How do you think the adoption of emerging technologies like AI-driven NPCs impact issues of creativity? Do you opportunities for emergent gameplays?
- What are the ethical and creative implications when tools like generative AI create assets or gameplay systems based in the intellectual property of other artists and creators?
- Considering deployment your game in different platforms, how do emerging technologies complicate or simplify cross-platform/game-engine choices and maintenance?