Source metadata

  • Type: University lecture series (11 weeks + 2 case studies)
  • Module: CRE342 — Game Mechanics and Gameplay Design
  • Programme: BSc (Hons) Game Design and Development
  • Files: 11 PPTX lecture decks + 13 DOCX supplementary notes

Module overview

CRE342 is a second-year module covering the psychology, design, and evaluation of game mechanics and player experience. It builds on CRE133 (first-year game design theory) and extends into applied mechanics design, analytics, narrative, and industry ethics.

WeekTitleKey themes
1Player Psychology, Motivation & BehaviourCognitive processes, emotional responses, Maslow, SDT, Bartle’s taxonomy
2Game Mechanics and Player EngagementMDA framework, flow state, challenge/skill balance, DDA
3Designing Reward Systems and GamificationReward loops, reinforcement schedules, feedback design, dark patterns, gamification
4Crafting Compelling Player ExperiencesNarrative structure, thematic coherence, world-building, Norman’s principles
5Experience and Interface DesignPlayer-centric design, state transition, UI types, information hierarchy, visual communication
6Game Atoms and Mechanics RepresentationGame atoms, MDA mapping, micro-mechanics, representational layers, emergence, schema theory
7Simulation and Testing / Emerging TechAI Director, adaptive narrative, VR presence, ethics of personalisation
8Game and Player AnalyticsQuantitative/qualitative data, engagement metrics, churn, progression metrics, Unity Analytics
9Content and Progression DesignProgression models, difficulty curves, milestone psychology, Geometry Wars case study
10Playtesting and ImplementationPlaytesting methodologies, iterative design, Mutant Storm case study
11Humour in Game Design5 core emotions, humour theories, diverse expression, cultural sensitivity

Key takeaways

  • Cognitive processes — Mental models, pattern recognition, strategic thinking, working memory, and heuristics all shape how players engage with and understand game systems. Good design supports these processes; poor design corrupts them.
  • Bartle’s taxonomy — Achievers, Explorers, Socialisers, and Killers represent distinct motivation clusters. Serving one type can suppress another. Most games should provide multiple engagement routes.
  • Reward systems — Fast/frequent loops sustain moment-to-moment engagement; slow/infrequent loops sustain long-term investment. Extrinsic rewards risk over-justification if not connected to intrinsic depth.
  • Dark patterns — Loot boxes (variable ratio reinforcement), pay-to-win, grind walls, scarcity tactics, and forced continuity are exploitative mechanisms. Ethical design is transparent, respectful of agency, and fair.
  • Narrative design — Three-act structure, story beats (scripted and emergent), linear/non-linear narrative, the illusion of choice, thematic coherence. Story should emerge through play, not be imposed on top of it.
  • UI design — Diegetic/non-diegetic/spatial/meta interface types. Norman’s Visibility/Mapping/Feedback principles. Information hierarchy and progressive disclosure.
  • Game atoms — Actions/Resources/Goals/Rules/Feedback as atomic units. System layer vs representation layer distinction. Micro-mechanics define feel; macro-mechanics define system.
  • Emergence — Atomic loops interacting to produce complex behaviours not explicitly designed. Schema theory governs player interpretation of affordances.
  • Analytics — Quantitative (what) + qualitative (why) = evidence-based design. Churn metrics, DAU/MAU, progression funnels, heatmaps. Industry mobile churn benchmarks (64–72% Day 1, 94–97% Day 30).
  • Maslow’s Hierarchy mapped to games — Safety (UX accessibility) → Belonging (guilds, social) → Esteem (ranks, prestige) → Self-actualisation (creation, mastery).
  • Humour — Four key theories: Incongruity, Superiority, Relief, Benign Violation. Five core emotions: Anger, Sadness, Joy, Fear, Disgust.

Notable claims and quotes

“Players will tolerate challenge, but not unfairness or tedious repetition.” — CRE342 Wk2

“Thematic coherence sets the emotional stage; interaction design delivers the performance.” — CRE342 Wk4 notes

“Macro-mechanics define the system; micro-mechanics define the feel.” — CRE342 Wk6

“Every mechanic has two realities: the system layer (code logic) and the representation layer (player perception).” — CRE342 Wk6

“Without data, you’re just another person with an opinion.” — W. Edwards Deming (quoted CRE342 Wk8)

Industry mobile churn benchmarks cited in Wk8: 64–72% churn by Day 1; 94–97% by Day 30; Day 30 retention typically 2.5–5%.

Relevance

This source primarily informs:

New pages created:

  • wiki/game-design/bartle-taxonomy.md
  • wiki/game-design/reward-systems.md
  • wiki/game-design/dark-patterns.md
  • wiki/game-design/narrative-design.md
  • wiki/game-design/game-atoms.md
  • wiki/game-design/game-analytics.md
  • wiki/game-design/ui-design.md
  • wiki/game-design/player-psychology/psychology-of-adaptive-play.md
  • wiki/game-design/player-psychology/humour-in-game-design.md

Pages enriched:

  • wiki/game-design/game-feel.md — representational layers, micro-mechanics
  • wiki/game-design/self-determination-theory.md — Maslow’s hierarchy in games
  • wiki/game-design/player-psychology/presence-and-immersion.md — adaptive systems as a trust/presence problem
  • wiki/programming/game-ai/ai-experience-management.md — fair adaptation vs opaque adaptation
  • wiki/notables/left-4-dead.md — AI Director as fair unpredictability

Open questions raised

  • How does mobile-specific churn data (94–97% Day 30) affect the design of desktop/console games? Is the FTUE problem equally acute across platforms?
  • Week 7 and Weeks 10–11 now have dedicated answer pages, but both topics would benefit from stronger external source support beyond the lecture framing.
  • Which primary sources best extend CRE342’s treatment of adaptive psychology, especially around trust, transparency, and AI-assisted play?
  • Which game-studies or design sources would deepen the module’s humour material beyond the four-theory overview?