Game Studies | Full Compilation: Catch Me If You Can (G4)
FEILYCIA JOY KURNIAWAN / 0373400
Game Studies / Bachelor of Design (Honors) in Creative Media
Full Compilation: Catch Me If You Can
LECTURE
WEEK 1 - Principles of Game Design
What is game design? The combination of creativity, technical skills, and user psychology. It is the art and science designing an interactive experience and to make it fun.
Core principles:
> Player experience (how the game feels) - focus on emotion, user-centered design, flow state
> Gameplay mechanics (rules and systems) - primary &
secondary mechanics, feedback loops
> Storytelling
- Player agency (allowing players to
influence the story)
- Environmental storytelling (story told thru world design and
settings)
- Narrative arcs
(structuring the story around conflict, climax and resolution)
> Balance & Challenge (obstacles & rewards)
- Difficulty curve (a smooth escalation in
difficulty with the players skill to keep users
engaged)
- Skill vs Luck (challenges that require the
players skills but also allow luck into the challenge)
- Player progression ( rewarding progress while maintaining a
sense of growth and achievements)
> Feedback & iteration (continuous improvement of gameplay & player experience of the game)
> Immersion & worldbuilding (creating a believable world for players to engage with)
Challenges in Game Design:
- Over complication: make it simple but enjoyable experience
- Failing to adapt: ignoring feedbacks or market trends
- Monetization vs Player experience: balancing profit motives with player's enjoyment
- Integrating educational elements seamlessly into a gaming experience
- Successful games engage players while teaching them
- By balancing the two, we can create a memorable experience that is entertaining and educating
PROCESS
- Lee Wai Xian 03655740 (leader)
- Gwendalyn Firly Bong 0374580
- Jesslyn Octavia Tjong 0374562
- Khansa Raudlatus Syahiidah 0374511
- Feilycia Joy Kurniawan 0373400
- Players: Maximum 6
- Roles: 1–2 as police, the rest as prisoners
-
Goals:
- Police: Catch all the criminals
- prisoners: Exit the prison
-
Mechanics:
- Players can move around a changeable map (modular layout).
- CCTV cameras influence movement/strategy.
- Each players has their own roles, Mechanic, Leader,
- Criminals will be at the their respective cells (spawn points), at the 4 corners of the map
- Police will be at the middle
- Prisoners must complete tasks before escaping
-
Inspiration:
- Based on the shifting pathways concept from Ravensburger Labyrinth
- Escapist
-
We went to a board game cafe and played:
- Unlock - escape room–style card game
- Werewolf - storytelling game where villagers try to survive the night and spot the werewolves among them.
- Ricochet Robots - puzzle board game where you try to move colored robots to a specific target spot.
- Ludo - a classic board game where players race their tokens to the center of the board, based on dice rolls.
-
While playing these games, we discussed which elements of the game
we can implement into our project.
- Unlock was too complicated and Werewolf’s concept was too different from our approach.
- At first, we didn’t like Ricochet Robot’s concept, but we take their board as our inspiration for our board
-
The board
- Wall-like obstacles
- 4 separated maps with double-sided maps, so we can customize our own map.
-
Mission and target squares
- Using tokens that correlate with a sign on the board as targets
- 5-7 Players, 4 prisoners + 1 cop
-
Map Design
- 41x41 cm, 16x16 squares
- Double-sided (like ricochet robots)
- Add more blockades
- Safe Rooms
-
4 Randomized exits (Color-coded)
- Throw the dice to indicate exit
- Only 1 exit is open at a time
- 2 squares each (Outside the board/external)
- Once one prisoner exits, the original exit closes, so a new one opens
-
Cop Mechanism
- After catching prisoner A, cops cannot catch prisoner A again for 3 turns
- If a prisoner escapes, cops lose 2 turns
-
Prisoner Mechanism
- 2-3 Task cards per prisoner
- 2 Lives each
- Prisoners are color-coded - red, yellow, blue, green
-
Movement Mechanism
-
3 dices
- Prisoner (normal)
- Police (6-sided, 1-2-3 1-2-3)
- Exits (4-sided)
- The first exit color determines the first prisoner to go; order is clockwise
- Cops roll the dice after every prisoner
- When caught, the prisoner gets sent back to their cell + loses a turn
-
3 dices
- The game can get a bit boring without the hazard cards.
- Maybe implement adding specific tiles where players can get a hazard card if they landed on them.
- The hazard card instructions were not clear enough, some hazard card power can be confusing.
- But overall, the game was fun.
- Add more hazard cards? or increase the players chances to get hazard cards
- Put clear instructions on the hazard cards
- Improve the safe zones and wall placement?
- Overall, we didn’t spotted anything odd, most likely because we already had many own playtesting before this official one.
Key Feedbacks:
- The prisoners’ starting point(safe zone) is only applicable for players with the same colour, making them applicable for all players would be better?
- Some hazard cards are only applicable for late rounds, wasteful if the players are eliminated early.
Documentation: https://drive.google.com/file/d/15EB-9_3m9Gf4svQRmMxGyly4n7n9x_WV/view?usp=sharing
- During this week, one of the group member was not here, but was replaced with a friend of our own. Surprisingly, she won the game being a cop despite its her first time playing.
Documentation: https://drive.google.com/file/d/1n0cXQX9D_yFhX2r8KlJRJeTh0W-Zaz-h/view?usp=sharing
Key Feedback:
- Some instructions need to be more clear, especially for new players.
Documentation: https://youtu.be/tpkDk6Arx4M
- Refine the board design.
- Refine the hazard card design and instructions.
- Refine the dice and player miniature designs.
- Adding instruction booklet (in progress)
https://www.canva.com/design/DAG5-TS1fdA/2NBKW9I9Nr1oqwYwI6ujoQ/edit
Key Feedback:
- Safety zones allowing only one prisoner felt confusing
- Hazard cards took a while to obtain in certain situations
- Prisoners could still be eliminated quickly in some rounds
Final Self-Playtest:
https://drive.google.com/file/d/1qsHT5ZX6bDJiVO-sK5CrB_T2-ewTuIx5/view?usp=sharing
New Player Playtest 3:
https://drive.google.com/file/d/1x0DJ1PTQZ2PdcvZNk54hv1pmuUg_sLH2/view?usp=sharing
Week 14 - Final Presentation Recording
Final Online Presentation
Final Outcome
Progress Slides
Feedback
Week 13
Online (self-directed)
Week 14
Online (self-directed)
Reflection
From all of the modules i've taken during my time in Taylor's, this is my favorite module so far. Coming into this module I was a bit scared since I don't really play games, I was concerned what if I cannot think of a good idea for the game. Surprisingly, I really enjoy this module, more so I feel like this module is a breath of fresh air after all the other modules wreck me into dust :) . I was very grateful for Miss Anis to make the classes fun and engaging. And my groupmates that makes this module very very enjoyable.
Through this module, I've learnt how to brainstorm ideas and taking inspiration from existing games and making a whole new game from it. During the group discussion and iterations of the game, I saw the developments of the game. I also put more thought on games I play now, and see the components and mechanics they have







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