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.
| Week | Title | Key themes |
|---|---|---|
| 1 | Player Psychology, Motivation & Behaviour | Cognitive processes, emotional responses, Maslow, SDT, Bartle’s taxonomy |
| 2 | Game Mechanics and Player Engagement | MDA framework, flow state, challenge/skill balance, DDA |
| 3 | Designing Reward Systems and Gamification | Reward loops, reinforcement schedules, feedback design, dark patterns, gamification |
| 4 | Crafting Compelling Player Experiences | Narrative structure, thematic coherence, world-building, Norman’s principles |
| 5 | Experience and Interface Design | Player-centric design, state transition, UI types, information hierarchy, visual communication |
| 6 | Game Atoms and Mechanics Representation | Game atoms, MDA mapping, micro-mechanics, representational layers, emergence, schema theory |
| 7 | Simulation and Testing / Emerging Tech | AI Director, adaptive narrative, VR presence, ethics of personalisation |
| 8 | Game and Player Analytics | Quantitative/qualitative data, engagement metrics, churn, progression metrics, Unity Analytics |
| 9 | Content and Progression Design | Progression models, difficulty curves, milestone psychology, Geometry Wars case study |
| 10 | Playtesting and Implementation | Playtesting methodologies, iterative design, Mutant Storm case study |
| 11 | Humour in Game Design | 5 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.mdwiki/game-design/reward-systems.mdwiki/game-design/dark-patterns.mdwiki/game-design/narrative-design.mdwiki/game-design/game-atoms.mdwiki/game-design/game-analytics.mdwiki/game-design/ui-design.mdwiki/game-design/player-psychology/psychology-of-adaptive-play.mdwiki/game-design/player-psychology/humour-in-game-design.md
Pages enriched:
wiki/game-design/game-feel.md— representational layers, micro-mechanicswiki/game-design/self-determination-theory.md— Maslow’s hierarchy in gameswiki/game-design/player-psychology/presence-and-immersion.md— adaptive systems as a trust/presence problemwiki/programming/game-ai/ai-experience-management.md— fair adaptation vs opaque adaptationwiki/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?
Links
- bartle-taxonomy
- reward-systems
- dark-patterns
- narrative-design
- game-atoms
- game-analytics
- ui-design
- psychology-of-adaptive-play
- humour-in-game-design
- self-determination-theory — enriched with Maslow mapping
- game-feel — enriched with representational layers
- mda-framework — further examples and atom-level analysis
- flow — challenge/skill balance extended
- interaction-loops — atomic loops as an extension of the LDARF model
- presence-and-immersion — enriched with adaptive systems note
- ai-experience-management — enriched with trust/transparency note
- left-4-dead — enriched with AI Director psychology framing