{"id":33,"date":"2026-09-28T10:32:53","date_gmt":"2026-09-28T10:32:53","guid":{"rendered":"https:\/\/sites.wsagames.com\/yft1g25\/?p=33"},"modified":"2026-10-07T11:14:06","modified_gmt":"2026-10-07T11:14:06","slug":"week-2-design-intention","status":"publish","type":"post","link":"https:\/\/sites.wsagames.com\/yft1g25\/2026\/09\/28\/week-2-design-intention\/","title":{"rendered":"Week 2 &#8211; Design Intention"},"content":{"rendered":"\n<h2 class=\"wp-block-heading\">Exercise on Essential Experience<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">On Monday we did an exercise of analysing an existing game&#8217;s design intention and how the developers choices support these.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full is-resized\"><img fetchpriority=\"high\" decoding=\"async\" width=\"600\" height=\"900\" src=\"https:\/\/sites.wsagames.com\/yft1g25\/wp-content\/uploads\/sites\/98\/2026\/09\/image.png\" alt=\"\" class=\"wp-image-34\" style=\"width:312px;height:auto\" srcset=\"https:\/\/sites.wsagames.com\/yft1g25\/wp-content\/uploads\/sites\/98\/2026\/09\/image.png 600w, https:\/\/sites.wsagames.com\/yft1g25\/wp-content\/uploads\/sites\/98\/2026\/09\/image-200x300.png 200w\" sizes=\"(max-width: 600px) 100vw, 600px\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">This game has very clear subject matter &#8211; you work at an immigration checkpoint for a fascist state.<\/p>\n\n\n\n<p class=\"has-contrast-color has-base-background-color has-text-color has-background has-link-color has-medium-font-size wp-elements-1 wp-block-paragraph\">Papers, Please intends to immerse the player in the environment described above, with audio and visual motifs clearly based on the USSR. There is an emergent design intention of <strong><mark style=\"background-color:#FFEE58\" class=\"has-inline-color has-contrast-color\">hopelessness<\/mark><\/strong> &#8211; this is supported by the design choices of a <mark style=\"background-color:#FFEE58\" class=\"has-inline-color\">repetitive<\/mark>\/mundane closed <mark style=\"background-color:#FFEE58\" class=\"has-inline-color\">game loop<\/mark> and the constant reminder at the end of every day of by how little of a margin you are able to support your family. While your actions do heavily affect the story\/events and what ending you get, these are either winding up imprisoned or dead, or simply aiding an organisation larger than you (whether that is the government or the resistance group EZIC). This is also underlined by the repeated occurrence of terrorist attacks, which over time desensitizes the player to the shocking nature of this once again immersing the player in the experience of living in a fascist state &#8211; of the <mark style=\"background-color:#FFEE58\" class=\"has-inline-color\">individual<\/mark> being <mark style=\"background-color:#FFEE58\" class=\"has-inline-color\">powerless<\/mark> compared to those with more influence, or having to make great sacrifices to overthrow them.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">MDA Analysis<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Mechanics: approval\/denial of entry, reading and analysing documents, important choices<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Dynamics: supporting Arstotzka\/EZIC, follow\/disobey rules<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Aesthetics: emotional responses to consequences\/outcomes of actions (eg. guilt, pride etc.), underlying sense of hopelessness<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Applying this lens to my game idea<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">The class &amp; lecturer&#8217;s analysis of <mark style=\"background-color:#FFEE58\" class=\"has-inline-color\">Unpacking<\/mark>&#8216;s essential experience &amp; how it uses &#8220;show not tell&#8221; gameplay to tell a story gave me an idea for how to condense one of my ideas from last week to have a <mark style=\"background-color:#FFEE58\" class=\"has-inline-color has-contrast-color\">realistic scope<\/mark> for a student project and make the <mark style=\"background-color:#FFEE58\" class=\"has-inline-color\">design intention clearer<\/mark>.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img decoding=\"async\" width=\"960\" height=\"540\" src=\"https:\/\/sites.wsagames.com\/yft1g25\/wp-content\/uploads\/sites\/98\/2026\/09\/Game-Design-Project-2-1.jpg\" alt=\"\" class=\"wp-image-46\" srcset=\"https:\/\/sites.wsagames.com\/yft1g25\/wp-content\/uploads\/sites\/98\/2026\/09\/Game-Design-Project-2-1.jpg 960w, https:\/\/sites.wsagames.com\/yft1g25\/wp-content\/uploads\/sites\/98\/2026\/09\/Game-Design-Project-2-1-300x169.jpg 300w, https:\/\/sites.wsagames.com\/yft1g25\/wp-content\/uploads\/sites\/98\/2026\/09\/Game-Design-Project-2-1-768x432.jpg 768w\" sizes=\"(max-width: 960px) 100vw, 960px\" \/><\/figure>\n\n\n\n<p class=\"has-medium-font-size wp-block-paragraph\">While the world exploration &amp; NPC interaction was the springboard for this idea, I feel the<mark style=\"background-color:#FFEE58\" class=\"has-inline-color\"> experience<\/mark> I wanted to design lies in exploring the question of <mark style=\"background-color:#FFEE58\" class=\"has-inline-color\">identity<\/mark> with the <mark style=\"background-color:#FFEE58\" class=\"has-inline-color\">body-horror<\/mark>-esque idea of replacing body parts. During this session I had an idea inspired by how Unpacking uses the <mark style=\"background-color:#FFEE58\" class=\"has-inline-color\">actions<\/mark> you&#8217;re performing and the <mark style=\"background-color:#FFEE58\" class=\"has-inline-color\">items<\/mark> you interact with to tell the story rather than being dialogue heavy.<\/p>\n\n\n\n<p class=\"has-medium-font-size wp-block-paragraph\">Switching the focus from obtaining the parts to <mark style=\"background-color:#FFEE58\" class=\"has-inline-color\">attaching<\/mark> them to the robot&#8217;s existing body as a <mark style=\"background-color:#FFEE58\" class=\"has-inline-color\">design choice<\/mark> would make the experience more <mark style=\"background-color:#FFEE58\" class=\"has-inline-color\">focused<\/mark> on the above central theme and more realistic to develop in one semester.<\/p>\n\n\n\n<p class=\"has-medium-font-size wp-block-paragraph\">The <mark style=\"background-color:#FFEE58\" class=\"has-inline-color\">gameplay loop<\/mark> could switch between brief visual novel\/talking sections between the robot and his mechanic to provide context on characters and their relationships and goals, and piecing the new parts with the robot&#8217;s existing body. This part could involve simple logical puzzles &#8211; maybe certain parts of the robot&#8217;s body need to be rotated or opened to attach parts, or some power modules need to be turned off.<\/p>\n\n\n\n<p class=\"has-medium-font-size wp-block-paragraph\">This idea allows for a more flexible game length &#8211; you could split it into a few levels, eg. new legs, arms, torso then head. With each &#8220;level&#8221;, the player would be replacing a more integral part of the robot, eventually being forced to confront the loss of the robot they&#8217;ve gotten to know throughout the game &#8211; or maybe being presented to the choice to preserve him.<\/p>\n\n\n\n<p class=\"has-medium-font-size wp-block-paragraph\">These aren&#8217;t set in stone, but provide options for pillars that could support my desired intention &amp; experience.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Intention &amp; Experience<\/h2>\n\n\n\n<p class=\"has-large-font-size wp-block-paragraph\">I&#8217;d like the player to feel a gradual, strong sense of <mark style=\"background-color:#FFEE58\" class=\"has-inline-color\">discomfort<\/mark> and loss from the bodily changes\/borderline mutilation they enact on their robot character.<\/p>\n\n\n\n<p class=\"has-large-font-size wp-block-paragraph\">I would like players to experience the <mark style=\"background-color:#FFEE58\" class=\"has-inline-color\">tension<\/mark> between the <mark style=\"background-color:#FFEE58\" class=\"has-inline-color\">desire<\/mark> to achieve a goal and the <mark style=\"background-color:#FFEE58\" class=\"has-inline-color\">cost<\/mark> of attaining it.<\/p>\n\n\n\n<p class=\"has-large-font-size wp-block-paragraph\">I want players to consider questions of <mark style=\"background-color:#FFEE58\" class=\"has-inline-color\">body, identity and conformity<\/mark> through the metaphorical nature of the <mark style=\"background-color:#FFEE58\" class=\"has-inline-color\">body-horror<\/mark> genre.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Discussion<\/h2>\n\n\n\n<p class=\"has-medium-font-size wp-block-paragraph\">After discussion with Vanissa and Issy, we came up with another idea that would make the <mark style=\"background-color:#FFEE58\" class=\"has-inline-color\">tension<\/mark> listed above a more consistent and <mark style=\"background-color:#FFEE58\" class=\"has-inline-color\">prominent<\/mark> part of the experience. Rather than being set in the workshop, the player could already be in the training program for the space mission. Throughout, they could be presented with the <mark style=\"background-color:#FFEE58\" class=\"has-inline-color\">choice<\/mark> of upgrades &#8211; if you upgrade, you don&#8217;t fall behind and are more likely to make it on the crew, but maybe other characters you had\/form relationships with have varying negative reactions to it as you start to lose what is integral to your character. Alternatively, if you choose not to upgrade, you could fall behind in certain aspects. There would be different characters urging you (in subconscious or outward ways) in different directions, and perhaps like <strong>Life is Strange<\/strong>, it could all culminate in one big <mark style=\"background-color:#FFEE58\" class=\"has-inline-color\">final choice<\/mark> that determines the outcome for your character.<\/p>\n\n\n\n<p class=\"has-medium-font-size wp-block-paragraph\">Vanissa suggested I try <mark style=\"background-color:#FFEE58\" class=\"has-inline-color\">making something<\/mark> &#8211; whether it&#8217;s a storyboard or sketches or a powerpoint &#8211; to get a clearer idea of what feels right for this vision and what direction it should go in.<\/p>\n\n\n\n<p class=\"has-medium-font-size wp-block-paragraph\">We both agreed it&#8217;s still a struggle to keep the idea to a realistic scope, but I will research the key elements I want the game to explore and create an experience of, and try making something to do with the game. By doing both of these, hopefully I can have a better idea of the experience I want the game to create.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Additional Iteration<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">We did an exercise on Tuesday of iterating on our current idea with different genres, however none of the ideas really grabbed me, and I struggled quite a bit with thinking of other directions to take it in.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img decoding=\"async\" width=\"1024\" height=\"814\" src=\"https:\/\/sites.wsagames.com\/yft1g25\/wp-content\/uploads\/sites\/98\/2026\/09\/20260929_122211-rotated-1-edited-1024x814.jpg\" alt=\"\" class=\"wp-image-74\" srcset=\"https:\/\/sites.wsagames.com\/yft1g25\/wp-content\/uploads\/sites\/98\/2026\/09\/20260929_122211-rotated-1-edited-1024x814.jpg 1024w, https:\/\/sites.wsagames.com\/yft1g25\/wp-content\/uploads\/sites\/98\/2026\/09\/20260929_122211-rotated-1-edited-300x239.jpg 300w, https:\/\/sites.wsagames.com\/yft1g25\/wp-content\/uploads\/sites\/98\/2026\/09\/20260929_122211-rotated-1-edited-768x611.jpg 768w, https:\/\/sites.wsagames.com\/yft1g25\/wp-content\/uploads\/sites\/98\/2026\/09\/20260929_122211-rotated-1-edited-1536x1221.jpg 1536w, https:\/\/sites.wsagames.com\/yft1g25\/wp-content\/uploads\/sites\/98\/2026\/09\/20260929_122211-rotated-1-edited-2048x1628.jpg 2048w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">Considering core element &amp; prototype<\/h2>\n\n\n\n<p class=\"has-medium-font-size wp-block-paragraph\">After Monday I felt very stuck on what the game would actually entail, and how to execute my desired experience in a scope-conscious way. I discussed this with Jordan and some peers and they reminded me that while advice is useful, I&#8217;m not obligated to follow everything to the letter, and it&#8217;s important to keep what I really want this game to say and achieve as a vice to hold on to while developing the idea.<\/p>\n\n\n\n<p class=\"has-medium-font-size wp-block-paragraph\">With this in mind, I was able to brainstorm with them and land on a solid <mark style=\"background-color:#FFEE58\" class=\"has-inline-color\">gameplay loop and prototype idea<\/mark> that are both feasible for our time constraints.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">GAMEPLAY<\/h3>\n\n\n\n<ol class=\"wp-block-list\">\n<li><mark style=\"background-color:#FFEE58\" class=\"has-inline-color\">Visual Novel sections.<\/mark> Each stage\/level will be bookended with a short exchange between the robot (player character &amp; protagonist) and their mechanic. There may also be brief dialogue while obtaining and attaching parts.<\/li>\n\n\n\n<li><mark style=\"background-color:#FFEE58\" class=\"has-inline-color\">Obtaining parts.<\/mark> At the start of each day, after talking to their mechanic, the player will go into the world and find the part they&#8217;re looking for. It may be simple as buying, or they might need to dumpster dive, steal or craft. There could be NPCs that the player interacts with multiple times, however the inclusion of this would depend on time.<\/li>\n\n\n\n<li><mark style=\"background-color:#FFEE58\" class=\"has-inline-color\">Attaching parts and seeing change.<\/mark> The action of attaching\/upgrading\/replacing parts would be conveyed through small puzzles. For example, some parts may need to be rotated or a certain system may need to be powered off. Then there would be a wide shot showing how our character now looks after the upgrade.<\/li>\n<\/ol>\n\n\n\n<p class=\"has-medium-font-size wp-block-paragraph\">The <mark style=\"background-color:#FFEE58\" class=\"has-inline-color\">core<\/mark> of the game is the <mark style=\"background-color:#FFEE58\" class=\"has-inline-color\">story<\/mark> and <mark style=\"background-color:#FFEE58\" class=\"has-inline-color\">narrative beats<\/mark>. As the player strives for the goal of qualifying for the program, there&#8217;s a <mark style=\"background-color:#FFEE58\" class=\"has-inline-color\">building<\/mark> sense of <mark style=\"background-color:#FFEE58\" class=\"has-inline-color\">unease<\/mark>, with a final <mark style=\"background-color:#FFEE58\" class=\"has-inline-color\">realisation\/climax<\/mark> at the end. To achieve this, throughout the game the player could be upgrading\/replacing a part more integral to their identity, as mentioned earlier in this post. The game may end with replacing\/erasing the memory core, but with the game ending before the process is over, leaving it sort of open-ended while still achieving that sense of <mark style=\"background-color:#FFEE58\" class=\"has-inline-color\">losing identity<\/mark> that&#8217;s at the core of the idea.<\/p>\n\n\n\n<p class=\"has-medium-font-size wp-block-paragraph\">Then in terms of prototyping, Jordan suggested making a <mark style=\"background-color:#FFEE58\" class=\"has-inline-color\">condensed<\/mark> version of the <mark style=\"background-color:#FFEE58\" class=\"has-inline-color\">narrative<\/mark> in <mark style=\"background-color:#FFEE58\" class=\"has-inline-color\">Bitsy<\/mark>, seeing if the beats and climax have the desired <mark style=\"background-color:#FFEE58\" class=\"has-inline-color\">impact<\/mark> without the fluff.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Tech Session<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">I booked a 1-to-1 session with Ross this week to seek guidance on resources to build technical skills and knowledge, and also for what engines\/tools would best suit both the prototyping and development of my idea.<\/p>\n\n\n\n<p class=\"has-medium-font-size wp-block-paragraph\">Since I&#8217;m starting with basically zero programming knowledge, I want to have a resource I can go to throughout the year to develop myself in a language\/engine\/skills that are widely applicable and useful while also (relatively) easy to pick up. In terms of prototyping, I can use Bitsy, but I&#8217;d like to see if there are other options for accessible tools that might still develop my technical knowledge.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Ross gave me various things to look into for both prototyping and skill development.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large is-resized\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"462\" src=\"https:\/\/sites.wsagames.com\/yft1g25\/wp-content\/uploads\/sites\/98\/2026\/09\/20261001_134341-1024x462.jpg\" alt=\"\" class=\"wp-image-97\" style=\"aspect-ratio:2.216494845360825;width:428px;height:auto\" srcset=\"https:\/\/sites.wsagames.com\/yft1g25\/wp-content\/uploads\/sites\/98\/2026\/09\/20261001_134341-1024x462.jpg 1024w, https:\/\/sites.wsagames.com\/yft1g25\/wp-content\/uploads\/sites\/98\/2026\/09\/20261001_134341-300x135.jpg 300w, https:\/\/sites.wsagames.com\/yft1g25\/wp-content\/uploads\/sites\/98\/2026\/09\/20261001_134341-767x346.jpg 767w, https:\/\/sites.wsagames.com\/yft1g25\/wp-content\/uploads\/sites\/98\/2026\/09\/20261001_134341-1536x693.jpg 1536w, https:\/\/sites.wsagames.com\/yft1g25\/wp-content\/uploads\/sites\/98\/2026\/09\/20261001_134341-2048x924.jpg 2048w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><a href=\"https:\/\/school.gdquest.com\/courses\/learn_2d_gamedev_godot_4\/learn_gdscript\/learn_gdscript_app#lets-get-started\">https:\/\/school.gdquest.com\/courses\/learn_2d_gamedev_godot_4\/learn_gdscript\/learn_gdscript_app#lets-get-started<\/a><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Ross sent the above resource to help me learn GDScript, the programming language used in Godot. He also heavily advised not to get stuck only following tutorials, and to learn by both research and practice.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Exercise on Essential Experience On Monday we did an exercise of analysing an existing game&#8217;s design intention and how the developers choices support these. This game has very clear subject matter &#8211; you work at an immigration checkpoint for a fascist state. Papers, Please intends to immerse the player in the environment described above, with [&hellip;]<\/p>\n","protected":false},"author":78,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-33","post","type-post","status-publish","format-standard","hentry","category-uncategorized"],"_links":{"self":[{"href":"https:\/\/sites.wsagames.com\/yft1g25\/wp-json\/wp\/v2\/posts\/33","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sites.wsagames.com\/yft1g25\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sites.wsagames.com\/yft1g25\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sites.wsagames.com\/yft1g25\/wp-json\/wp\/v2\/users\/78"}],"replies":[{"embeddable":true,"href":"https:\/\/sites.wsagames.com\/yft1g25\/wp-json\/wp\/v2\/comments?post=33"}],"version-history":[{"count":50,"href":"https:\/\/sites.wsagames.com\/yft1g25\/wp-json\/wp\/v2\/posts\/33\/revisions"}],"predecessor-version":[{"id":142,"href":"https:\/\/sites.wsagames.com\/yft1g25\/wp-json\/wp\/v2\/posts\/33\/revisions\/142"}],"wp:attachment":[{"href":"https:\/\/sites.wsagames.com\/yft1g25\/wp-json\/wp\/v2\/media?parent=33"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sites.wsagames.com\/yft1g25\/wp-json\/wp\/v2\/categories?post=33"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sites.wsagames.com\/yft1g25\/wp-json\/wp\/v2\/tags?post=33"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}