Game Design 2 Week 2 Homework

  • What advergames have you played? Did they influence a purchase outside of the game?

Lego Online Games, Minecraft, Five Nights at Freddy’s. Now I haven’t played these in years as a kid I always wanted the toys and merch to go along with these games and franchises. To this day I still purchase Lego’s and I went to Halloween Horror Nights Orlando to go see the Five Nights and Freddy’s house to fulfill my childhood.

  • Why do the advergames ”tooth protector” and “escape” work? What makes ”chase the chuckwagon” and “shark bait” fail?

In Tooth Protector the player protects teeth from germs and sugar. The act of playing already teaches that teeth are fragile and must be cared for just like real dental hygiene. In Escape Work you must plan, react quickly, and survive a disaster. This mirrors real-life emergency behavior. The game models the correct actions, not just explains them. They fail because the gameplay has nothing to do with them. These games use branding as decoration, not persuasion.

  • What does volvo’s “drive for life” accomplish? 

It persuades players that safety is a skill and responsibility, not just a feature. Practicing safe driving through your gameplay could either persuade good or bad decisions on the road depending on how you drive.

  • What company used in-advergame advertising 

7-Eleven used in advergame ads inside games placing branded products directly into gameplay rather than building a game around them.

  • What was one of the first home-console advergames and what beverage was it for? 

Pepsi Invaders, it was a modified version of Space Invaders made for Coca-Cola sales reps, where players shot the word “PEPSI.”

  • What makes “the toilet training” game sophisticated and do you agree?

It is sophisticated because it uses symbolic actions rather than direct branding, reflects cultural pressure, shame, and control, and persuades through systems, not slogans. I agree because I think it’s sophisticated because it expresses a social argument, not a commercial one.

  • What do advergames and anti-advergames have in common, and what principles do they share?

Both advergames and anti-advergames use rules, systems, and player actions to persuade through procedural rhetoric meaning the game’s mechanics make the argument. The difference is that advergames promote brands, while anti-advergames use the same tools to critique corporate power and social systems.

Game Design 2 Week 2 Reflection

REFLECTION QUESTIONS

Monopoly (The Simpsons)

What made the experience fun or not? No, Monopoly is not my favorite game. The spin on it is definitely interesting, but makes the chances pretty unfair. I was playing as the 1% and I had 10x more properties and money than anyone else.

What is the motivating factor to get or keep players playing? Maybe if I was playing as the minority I would be more motivated to get more money and more properties.

Is the game persuasive, and what is it trying to get you to do outside of the game? I wouldn’t say persuasive because it was very unfair for some players. I mean I could say it is persuasive in the terms of actual reality, because some of the roles are real world struggles.

The McDonalds Game:

What made the experience fun or not? I think it could be fun, the instructions are a little unclear though on how to navigate and get around the game. Although, I like the graphics and the concept of it. Reminds me of heyday in a way.

What is the motivating factor to get or keep players playing? Keeping the business alive and not going bankrupt, Managing the farm, the the cow factory, to the restaurant, to the corporate office. Managing all 4 can become a challenge so I think that becomes a motivating factor.

Is the game persuasive, and what is it trying to get you to do outside of the game?

I think the game is maybe trying to get you to want to go to McDonalds and make you think they have a good process behind their business. They want you to trust the business and buy more burgers from them.

CoolSpot:

What made the experience fun or not? No I think it seems kind of frustrating, the controls look hard to use and hard to see, probably from it being so old. I think if you know how to use the controls though it looks like a lot of fun and a good challenge.

What is the motivating factor to get or keep players playing? Moving forward on the map, killing the shell looking things, collecting more coins and points. The free roam aspect is kinda cool too you can go backwards.

Is the game persuasive, and what is it trying to get you to do outside of the game? Yes I think the goal is to make people want to buy 7 up , not really sure what the little bean thing is looks like the mascot maybe, but I think if you enjoyed the game your more prone to buy the drink.

Week 2 Game ideas

Aleah, Mason, Lauren

  • Theme: Politics as systems, not heroes
  • Genre: Satirical management sim
  • You don’t control leaders you control the system around them: media bias, lobbyists, public fear, misinformation.
  • Even “good” leaders fail if the machine is broken.
  • Mind shift: Political outcomes are shaped by systems, not just individuals.

  • Theme: Air pollution & corporate denial
  • Genre: Survival horror
  • The air is slowly becoming toxic. You wear a mask, but filters are expensive, rare, and controlled by a private company.
  • The world looks normal at first… until you remove the mask and see the truth:
  • Buildings are rotting
  • People are coughing black smoke
  • The sky is decaying
  • The company insists everything is safe.
  • Mind Shift: The scariest thing is that the truth is optional.

  • Theme: Climate normalization
  • Style: Semi-cooperative / social horror
  • Core Mechanic
  • Disaster cards (fire rain, mass floods, toxic fog) are drawn every round.
  • But players also draw Normalization cards that force them to act like nothing is wrong.
  • If anyone reacts with fear, the group loses resources.
  • Horror Twist
  • The more disasters happen, the fewer panic responses are allowed.
  • Mind Shift: You realize you’re suppressing fear to survive.

  • Theme: Fossil fuel dependence
  • Style: Engine-building horror
  • You feed a central Engine with Fuel cards to keep cities alive.
  • The Engine mutates, demanding more every round.
  • You can shut it down but doing so kills cities immediately.
  • Mind Shift: The system only exists because you keep it alive.

  • Theme: Collective guilt
  • Style: Reverse victory
  • Every time you “fix” a problem, the world worsens.
  • The only way to win is to stop playing, but the rules never say that.
  • Mind Shift: The game teaches you when to walk away.

PERSUASIVE ENDLESS GAME (FROM WEEK ONE)

The persuasive purpose of this digital pet experience is to emotionally connect users to their virtual companion by making them feel responsible, needed, and valued, encouraging consistent engagement through care-based gameplay. By showing that the pet depends on the user for its happiness and growth and becomes lonely when neglected the experience taps into empathy and attachment rather than rewards alone. This motivates users to return often, form a bond, and unlock new pets, reinforcing the idea that their time, attention, and kindness truly matter.

Week 1 Question Set – Ian Bogost

  • What are the issues Ian Bogost raises about social games with Cow Clicker?

I think he sort of raises the question of the pointless activities we are entertained by in this society. Clicking something for the sake of clicking something again – and then his game which was supposed to be satire actually became popular for the exact thing he was “fighting” against

  • How do social games like FarmVille enframe friends?

Games like these affect how we interact with others – how we give gifts, compare ourselves, base our value off of our qualities and material. Even how people make friends shifts and can make people look at the things differently if they’re used to being in a virtual, different environment.

  • How do social games destroy time outside of the game?

It can potentially make us waste the time we have just to play the game again. If the focus is the game, that changes the way we interact with the time we have

Week 1 Questions

  • What are the issues Ian Bogost raises about social games with Cow Clicker?

Ian Bogost argues that social games like Cow Clicker rely on repetitive, meaningless actions and waiting mechanics that replace real play with habit and obligation. He criticizes how these games exploit social pressure and player attention to drive monetization rather than provide meaningful or creative gameplay.

  • How do social games like FarmVille enframe friends?

Friends are used to boost your farm. The more friends you have, the more progress your farm will have.

  • How do social games destroy time outside of the game?

Social games can quietly destroy time outside the game by bleeding into everyday life, even when you’re not actively playing.

Getting over it

Was it fun? Yes

What were the player interactions? using the mouse to click and drag in order to move the man’s hammer.

How long did it take to learn? 2 minutes

What was the most frustrating moment or aspect of what you just played? making sure that you dont lose your progress by falling since you cannot save the game or get checkpoints.

What was your favorite moment or aspect of what you just played? my favorite moment was being able to learn how to maneuver the guy so that you can start making progress.

Was there anything you wanted to do that you couldn’t? jump without being able to move your hammer.

If you had a magic wand to wave, and you could change, add, or remove anything

from the experience, what would it be? being able to save your progress or add check points.

Is this a game you would play again? Yes _____ No ______ Why? yes because it challenges me to keep trying.

Analyze the game using the 3 act structure. The beginning is you start at the very bottom of the map. The middle is climbing the map to the top while trying not to fall back to the bottom. The end is making it to the top.

What are the collaborative and or competitive aspects of the game? The collaborative aspects are with the gamer and the game itself. The competitive aspect is the drive to finish the game.

What is the game’s metaphor and which of the game’s mechanics standout? The games metaphor would be: Dont give up. The mechanics that stood out was the clicking and dragging to make the man move.

Describe the game in 3 sentences or in the form of a haiku. Use the hammer to maneuver the movements of the man. Don’t stop climbing. Don’t fall.

Townscaped

Was it fun? yes

What were the player interactions? clicking to add and remove buildings, platforms, and bridges

How long did it take to learn? 1 minute

What was the most frustrating moment or aspect of what you just played? learning how to delete something

What was your favorite moment or aspect of what you just played? changing the colors of the buildings.

Was there anything you wanted to do that you couldn’t? build more specific buildings like choosing if it becomes a platform or a roof.

If you had a magic wand to wave, and you could change, add, or remove anything

from the experience, what would it be? i would add different building options so that you could choose what you are building.

Is this a game you would play again? Yes _____ No ______ Why? yes because it is relaxing.

Analyze the game using the 3 act structure. You start the game with just water. The middle is building the structure. the end is that there is no ending.

What are the collaborative and or competitive aspects of the game? the collaborative aspect is between you and the game because you are clicking to build structures.

What is the game’s metaphor and which of the game’s mechanics standout? The games metaphor is: Keep calm and click on. The mechanics that stood out was the clicking to build and break structures.

Describe the game in 3 sentences or in the form of a haiku. Tap to make buildings. Change the color of the buildings. Make a long click to delete a building.

Calvin ball

Was it fun? depends

What were the player interactions? making rules with a ball to create a game.

How long did it take to learn? 2 seconds.

What was the most frustrating moment or aspect of what you just played? when someone makes a rule that automatically makes them win or the rule is not your favorite.

What was your favorite moment or aspect of what you just played? When the game is more than just a bunch of random rules and has a goal.

Was there anything you wanted to do that you couldn’t? I dont think so.

If you had a magic wand to wave, and you could change, add, or remove anything

from the experience, what would it be? Not that I can think of because the object of the game is to make new rules.

Is this a game you would play again? Yes _____ No ______ Why? yes because it can be fun when people make good rules.

Analyze the game using the 3 act structure. you start with player one who makes the first rule. the middle is the players continuing to make more rules. The game only ends if someone makes a rule for the game to be able to have a winner, otherwise the game will not end.

What are the collaborative and or competitive aspects of the game? it is collaborative because everyone is making rules and it is competitive because you are trying to “win”.

What is the game’s metaphor and which of the game’s mechanics standout? Dont make rules that only benefit yourself. The mechanics that stand out is the use of the ball. The game is literally to have a ball and make all the rules yourselves, yet everyone assumes you throw the ball even when it was never stated.

Describe the game in 3 sentences or in the form of a haiku. Make rules. Throw the ball. Try to “win”.

Week 1 Questions: Game Design 2_MB

-Ian Bogost comments on how these games are essentially meaningless, repetitive, and have nothing to them. The point of these games is simply to have something to do, which makes them less engaging than they should be and gives other games bad names.

-“Friends” on these social games are tools for advancing and getting money. They allow you to trade currency and items in order to make yourself better, without having any real connection to these people.

-If a social game tells you “3 hours till next reward”, then the player is constantly waiting and anticipating those next three hours, causing a cycle of dependency on these games, which is very unhealthy. It can destory meaniningfdul moments by having the time be focused on a game.

1.22 Week 1

1. What issues does Ian Bogost raise about social games with Cow Clicker?

  • Some issues Ian Bogost raises about social games in his game Clicker are that these games will reduce play to repetitive, meaningless actions that are most often time- or enjoyment-based. The game is intentionally designed to rely on mental systems such as habit rather than meaningful interaction; it is meant to prioritize engagement and leisure.

2. How do social games like FarmVille enframe friends?

  • Social games like FarmVille frame friends as people to interact with, not just for social connection but for in-game advantages. This can be anywhere from bonuses or virtual Goods to optimize the gameplay. The idea of the social relationship mainly focuses on the transactions between every interaction and also uses human relationships as data to strengthen bonds.

3. How do social games destroy time outside of the game?

  • Social games can destroy time outside of the game simply through a hypnotic nature and influence beyond timer notification games especially with the anxiety about missing progress often this hypnotic state destroys the illusion of time not spent playing where there’s a lack in attention and mental energy being used to go back and forth between the game and life social games consume Leisure Time and can intrude everyday life but it removes the sense of obligation and can sometimes become an outlet during those Leisure times. 

Week 1 Q&A’s

This week opened my eyes to how game design focuses on capturing attention rather than just providing simple fun. The games we looked at often lacked clear endings or resolutions, with no defined final state.

Take Calvinball, for example. It shows how instability can reach absurd levels. Its rules change constantly, often in response to recent events, making it impossible to master or plan long-term strategies. At first glance, this seems chaotic, but it means the game only exists in the moment. The most stable this game ever felt while in motion in class was when Grace set a definitive goal, or end state to the game, with knocking down the chain of monkeys being the aim. Once everyone stops paying attention, the game ends. There’s no lingering need to return or feel like you’re missing out. This is very different from many modern games aimed at sticking in your mind.

On the other hand, Cow Clicker caught my attention due to Bogost’s critique. It’s not just that social games are shallow; they thrive with minimal gameplay. Cow Clicker reduces interaction to a single click every six hours. While this might seem silly, it’s a surprisingly effective satirical comment. The game doesn’t require deep involvement or focus; it just wants a spot in your daily routine. You are not really “playing” the game; you’re more like checking in.

Things become more complex when social mechanics are included. Games like FarmVille treat friends as resources instead of players. A friend becomes someone who can send energy, unlock progress, or fulfill a request you feel you should return. While these interactions are technically social, they become mere exchanges. This subtly pressures players to maintain connections that benefit the game, reflecting broader trends in the attention economy where social interaction is something to optimize.

A troubling aspect of these systems is how they blur the lines between game time and real life. Social games rarely require long play sessions, but they never really let you go. Timers, cooldowns, and notifications keep the game running in the background, making it feel less like a choice and more like a constant obligation.

So, considering all of this, I don’t think the issue is whether games have endings. It’s more about how they manage the player’s attention and time. Cow Clicker shows how easily attention can be drawn with minimal interaction, while Calvinball illustrates what it’s like when play occurs only in the present. Games like Townscaper suggest that endlessness doesn’t have to be exploitative. This week made me view motivation less as engagement and more as responsibility.

Game Responses – Week 1

Calvin Ball:

Was it fun? Yeah, because it was energetic and a bit chaotic

What were the player interactions? They were the whole game really – the game was nothing without what people said or did with each other – what people do impacts how you play the game

How long did it take to learn? Instantly, because it is up to the people to create how it works

What was the most frustrating moment or aspect of what you just played? Some of the rules that players come up with are not helpful to the ease of the game so that’s frustrating

What was your favorite moment or aspect of what you just played? It’s energetic and mind-engaging which makes it enjoyable because people are laughing and having fun

Was there anything you wanted to do that you couldn’t? People often forgot the rules others came up with so if there was a way to ensure that players do what other players have called as the rules would make it more chaotic and feel like a game though

If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? Maybe start the game with a premise or a type of ruleset that you need to go off of so it’s a little more directional

Is this a game you would play again? Perhaps, cause you can do whatever you want

Analyze the game using the 3 act structure. It begins with the ball and nothing else, then rules start accumulating as you throw the ball around, then it ends whenever poeple decide it ends

What are the collaborative and or competitive aspects of the game? It’s mostly collaborative because of needing people to create the mechanics but people can turn it competitive (like mason) if they declare themselves the winner

What is the game’s metaphor and which of the game’s mechanics standout? There isn’t really a metaphor other than create whatever you want – the mechanic of do whatever mechanic you want is a unique mechanic in and of itself

Describe the game in 3 sentences or in the form of a haiku
no rules but for choice
people making stuff up
no rules every rule

Get Over It:

Was it fun? Sort of, it’s a frustrating sort of fun where it’s addictive to try and finish the game

Player Interactions: It’s a one player game so no interaction really

How long to learn: Pretty quick, just one mechanic

frustrations: the one mechanic makes it hard to win or get to the “end”

favorite moment or aspect: watching somebody else play it

anything you wanted to do but couldnt: nope, because i wasnt doing it

what i wanted to change: I feel like the point of the game is to be frustrating and simple so i dont really want to change anyting

Play again? no not really, maybe just to see if i could beat it but not too intriguing to me

3 act structure: The beginning where the dude sits and doesn’t move, trying to get farther on the map, giving up when you don’t get far enough

collaborative/competitive: it’s just competitive with yourself

metaphor and mechanics: the “metaphor” is a dude in a water bucket trying to move up a mountain with a pickaxe to move, which is also the mechanic – moving by gripping the ground with the pickaxe

haiku:

bro in a bucket
can’t move except for pickaxe
frustration increased

Painstation

Was it fun? I did not play it but the video looked extremely not fun

What were the player interactions? There are two players and they are trying to get the ball into the others goal or something and in turn not let that happen to them cuz of PAIN

How long did it take to learn? since we just watched a video of it i wasn’t quite sure how it worked except for you instantly learned the consequence by the dudes screaming in pain

What was the most frustrating moment or aspect of what you just played? I don’t like the idea of inflicting that much pain loll

What was your favorite moment or aspect of what you just played? I didn’t play it (just watched) and enjoyed none of that video

Was there anything you wanted to do that you couldn’t? play it without pain

If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? have an option to play with no pain

Is this a game you would play again? NO, i don’t play games to be physically abused

Analyze the game using the 3 act structure. No pain, much pain, end with too much pain

What are the collaborative and or competitive aspects of the game? it’s purely competitive so that you don’t get electrocuted or whipped

What is the game’s metaphor and which of the game’s mechanics standout? The metaphor i think would be the intrigue and suspense of getting hurt – the pain consequence is the most significant outcome of a mechanic

Describe the game in 3 sentences or in the form of a haiku.
don’t let the ball fall
ping PAIN pong PAIN zap zap zap
play again at your risk

Townscraper

Was it fun? Yes, this was the most fun game we played today

What were the player interactions? no interactions since it’s a single player game

How long did it take to learn? a few minutes, figuring out the details of the mechanics

What was the most frustrating moment or aspect of what you just played? initially it was a little frustrating not knowing how to delete the structures but then i figured it out

What was your favorite moment or aspect of what you just played? the little noises were very satisfying, the design of the buildings was super cute and it was just relaxing

Was there anything you wanted to do that you couldn’t? choose what type of building

If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I kind of wanted to see my little town inhabited with people moving around the streets and navigating the streets i created

Is this a game you would play again? Yes, it was simply super satisfying and cute

Analyze the game using the 3 act structure. There’s not much of a structure, but basically you start with a blank canvas and start placing squares of homes and continue placing them until you want to stop

What are the collaborative and or competitive aspects of the game? it’s neither collaborative or competitive, you just set your own wishes and boundaries of game time

What is the game’s metaphor and which of the game’s mechanics standout? Metaphor is unstressfully building a town on water, the mechanics are clicking and changing color – you let the programming of the game do the rest

Describe the game in 3 sentences or in the form of a haiku.
sploosh splash water village
satisfying little game
cute homes to relax

Cow Clicker

Was it fun? Well, i didn’t really get to play it so no i did not think it was fun, the idea behind the game is intriguing however

What were the player interactions? no interactions just a cow, or rather lack of a cow now

How long did it take to learn? instantly, all you do is click

What was the most frustrating moment or aspect of what you just played? you have to wait is probably the frustrating aspect

What was your favorite moment or aspect of what you just played? the cute lil cows

Was there anything you wanted to do that you couldn’t? actually play the game

If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? see the cows in actions

Is this a game you would play again? No, it’s pointless game, tho a good critique

Analyze the game using the 3 act structure. A cow, cow is clicked, person waits, clicks again

What are the collaborative and or competitive aspects of the game? neither really

What is the game’s metaphor and which of the game’s mechanics standout? the metaphor is a cow in a field, the mechanic is just clicking and waiting and clicking again

Describe the game in 3 sentences or in the form of a haiku.
Click cow wait click click
wait wait wait click click click click
wait years no click cow

3 Game Reviews from over winter Break

Bad therapist

  1. Was it fun?
    1. I thought I would like the game more than I actually did, it was okay.
  2. What were the player interactions?
    1. It was sort of like Cards Against Humanity, except with images.
  3. How long did it take to learn?
    1. It took about 5 minutes to learn and understand the game. The directions were very simple and easy to pick up.
  4. What was the most frustrating moment or aspect of what you just played?
    1. The game was only frustrating when my card wouldn’t get picked.
  5. What was your favorite moment or aspect of what you just played?
    1. My favorite moment was being the therapist and deciding whose card was the best.
  6. Was there anything you wanted to do that you couldn’t?
    1. Something I wanted to do but couldn’t was to have more cards that could be universal to all of the opportunities and situations.
  7. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
    1. If I had a magic wand to wave and could change anything, I would make the diagnosis cards broader and relatable to every situation.
  8. Is this a game you would play again? Yes _____ No ______ Why
    1. I don’t think I would play this again simply because this game’s creators were the creators of exploding Kittens and I despise that game and overall don’t think their games are good.
  9. Analyze the game using the 3 act structure.
    1. The 3 act structure in this game is followed by the therapist selecting their question card and situation card the next axt is the struggle of the other players choosing their own cards then lastly the 3rd structure is having the therapist read aloud and choose their favorite card.
  10. What are the collaborative and or competitive aspects of the game?
    1. This game is moreso competitive in that it requires the other players to compete to find the best answer to fill in the situation
  11. What is the game’s metaphor and which of the game’s mechanics standout?
    1. I don’t know if the game has a metaphor but the mechanics are the hand limit and how many cards you can place as well as how many cards can the therapist use.
  12. Describe the game in 3 sentences or in the form of a haiku.
    1. Boring as ever, Would not play this game again. Why is this a thing?

Play 9

  1. Was it fun?
    1. I really enjoyed this game.
  2. What were the player interactions?
    1. The player interactions involved taking the number a player discarded and using it for your deck.
  3. How long did it take to learn?
    1. The game took me about 20 minutes to fully pick up.
  4. What was the most frustrating moment or aspect of what you just played?
    1. The most frustrating moment was when you would take a card out of your hand blindly to place in the discard pile and you actually needed it.
  5. What was your favorite moment or aspect of what you just played?
    1. My favorite moment was when I ended up with the most negative points in one round.
  6. Was there anything you wanted to do that you couldn’t?
    1. I wanted to be able to have a little more freedom in my pick but I understand why the game is the way it is.
  7. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
    1. I honestly wouldn’t change the game I found myself really enjoying it as is.
  8. Is this a game you would play again? Yes _____ No ______ Why
    1. I would play this game again I found it very engaging and I found myself invested in this game.
  9. Analyze the game using the 3 act structure.
    1. The three-act structure follows from the moment when you flip your first two cards, then deciding which cards you want to play on. Then gets to the heat of the second round, where you have 2 cards left to flip or swap, and you can’t pick up and swap unless you’re sure. Lastly, it’s down to the last card, where everyone sees who has the fewest points wins the round.
  10. What are the collaborative and or competitive aspects of the game?
    1. The competitive aspect of the game is trying to get the least amount of points every round to win.
  11. What is the game’s metaphor and which of the game’s mechanics standout?
    1. The metaphor is about golf, and the mechanics are pick up, put down, and pick up and play. 
  12. Describe the game in 3 sentences or in the form of a haiku.
    1. Dynamic itself, Fun to play at every age, Lowest score will win

OTrio for tic tac toe

  1. Was it fun?
    1. I really enjoyed playing the game.
  2. What were the player interactions?
    1. The players interacted by preventing and placing three in a row without the other players noticing.
  3. How long did it take to learn?
    1. It took about 5 minutes to learn
  4. What was the most frustrating moment or aspect of what you just played?
    1. The most frustrating part is when you can play one last turn, but you’re stuck on how to beat both players when either of their next moves lets them win.
  5. What was your favorite moment or aspect of what you just played?
    1. My favorite moment of what I played was winning when your opponents don’t realize it.
  6. Was there anything you wanted to do that you couldn’t?
    1. I wanted to be able to have a master block move so that I could stop either of them.
  7. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
    1. I wouldn’t change anything it was so fun as is.
  8. Is this a game you would play again? Yes _____ No ______ Why
    1. I would play this game again because it flows so easily.
  9. Analyze the game using the 3 act structure.
    1. Just the whole building of the game follows the 3 act structure from the foundation.
  10. What are the collaborative and or competitive aspects of the game?
    1. It is a competitive game that runs like tic tac toe, trying to win while trying to stop the other team from getting ahold of the win.
  11. What is the game’s metaphor and which of the game’s mechanics stand out?
    1. Im not sure this game has a metaphor, but the mechanic that stands out is that you need three in a row of the same color and shape or same color and progress of shapes.
  12. Describe the game in 3 sentences or in the form of a haiku.
    1. Easy environment. Portable for on the go, Twist on a classic.

Andrew H Cow Clicker questions

  • Questions:
    • What are the issues Ian Bogost raises about social games with Cow Clicker?

Bogost made Cow Clicker as a satire to express how we view the core problems of social games. He made the argument that many of these games are too shallow, exploitive, and manipulative, which makes the game less meaningful on the gameplay aspect and more on keeping players engaged through them clicking their screen repetitively. Cow Clickers strip social games to the way players play. Clicking, waiting, sharing, to show how little interaction or creativity is being shown. Bogost is also critiquing the way in which games rely on artificial rewards, monetization tactics, and repetitive actions rather than actually playing the game. Which reveals how social games treat players as resources rather than the player

  • How do social games like FarmVille enframe friends?

Bogost is arguing that social games like FarmVille turn friends into tools, rather than meaningful social connections. The friends are being enframed as resources, people you send requests to, receive bonus from, or use to unlock certain content. This reduces the friendship to the game’s actual mechanics. The value of a friend is measured by what they can provide in the game rather than by a real human connection

  • How do social games destroy time outside of the game?

Social games interfere with people’s everyday lives by demanding that players constantly get on the game and play. From notifications and limited time rewards to players feel the need to return frequently, even when they’re not actually playing. Bogost argues that this is conflicting with our daily lives, for turning breaks, social moments, and downtime into a task they need to complete in the game. Rather than offering an escape, social games use real time to pull players back into the game, making it feel like an obligation of leisure.

Week 1 reading response MASON TOSADORI

    • Post thoughts on what we played in class

GETTING OVER IT

  • – Was it fun? Yes, I enjoyed it and I could spend more time playing it.
  • What were the player interactions? The player controlled a hammer which you used to propel yourself upward a mountain with obstacles in the way.
  • How long did it take to learn? I still haven’t learned the controls, especially because I was on a track pad, but the concept was easy to understand.
  • What was the most frustrating moment or aspect of what you just played? My lack of understanding of the controls made it difficult because that’s the whole premise of the game, if you don’t understand the controls you can’t progress in the game.
  • What was your favorite moment or aspect of what you just played? I like the idea of failing and trying again, there’s no luck so you can hone your skills and get better.
  • Was there anything you wanted to do that you couldn’t? I wanted to switch to an actual computer mouse, but didn’t have that opportunity.
  • If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? To be honest I don’t think I would change anything about the actual game. The whole point of the game is to be simple and difficult. I feel like adding stuff to the game would take away the goal of the developer.
  • Is this a game you would play again? Yes ! I feel like I didn’t get enough time with the game and I want to play it more and actually make progress.
  • Analyze the game using the 3 act structure.- Im not exactly sure, especially since they don’t actually have any character development but I guess you start at the bottom and the game ends when you get to the top.
  • What are the collaborative and or competitive aspects of the game? Since theres no NPC’s or multiplayer its only posible to collaborate with yourself and get better. The competiton is with the player and themselves, if they fail in game they fail themselves. Its a mental battle about trying again.
  • What is the game’s metaphor and which of the game’s mechanics standout? Not sure about the metaphor I only played for a bit but I’d say its about not giving up and trying again. The mechanics are super simple with only 1 form of control and I think thats what makes it standout.
  • Describe the game in 3 sentences or in the form of a haiku.-

A difficult game

You will fail and try again

Skills grow as times pass

CALVIN BALL

  • Was it fun?

I didn’t have alot of fun, theres no actual game.

  • What were the player interactions?

The players passed the ball and created the game themselves, I wouldn’t even credit the game as Calvin ball.

  • How long did it take to learn?

Calvin Ball took 4 seconds to learn. Learning the other players’ rules is what took some time to understand.

  • What was the most frustrating moment or aspect of what you just played?

When Mason (me) made a rule, he instantly won the game. The game’s structure is flawed from the start.

  • What was your favorite moment or aspect of what you just played?

I like it when people aren’t specific with rules and you think outside the box to get past those rules.

  • Was there anything you wanted to do that you couldn’t?

Not really, you can do whatever you want in this game.

  • If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?

I would have some kind of structure for the kind of rules that are made, but then again that takes away from the freedom of the game.

  • Is this a game you would play again? Not unless I was extremely bored. I’d play rock paper scissors before this game. The game can literally end on the first turn.

  • Analyze the game using the 3 act structure.

Theres not a clear act structure but I guess it would come with adding more rules as the game goes on until the game is over.

  • What are the collaborative and or competitive aspects of the game?

The competition is against the people youre playing with and the collaboration comes from trying to make a fair and fun game with the other players.

  • What is the game’s metaphor and which of the game’s mechanics standout?

I guess the metaphor has something to do with giving the players complete freedom. The game’s mechanics standout because there are none lol.

  • Describe the game in 3 sentences or in the form of a haiku.

I dont like this game

there is no structure to follow

there are better games

  • TOWNSCRAPER
  • Was it fun?

I didn’t play it but I don’t think it looks very fun.

  • What were the player interactions?

The player clicked the screen and could either make a building or destroy it.

  • How long did it take to learn?

Not very long because there are only 2 things you can do.

  • What was the most frustrating moment or aspect of what you just played?

I think I would get bored after 2 minutes with just clicking the screen.

  • What was your favorite moment or aspect of what you just played?

I guess the best part of the game would be the noises and not even the gameplay.

  • Was there anything you wanted to do that you couldn’t?

Have more options for buildings and structure.

  • If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?

I would add different kinds of builidings, new terrain so you dont just build over the ocean and could maybe go underground.

  • Is this a game you would play again? Nope. It doesn’t seem fun and I think there are way better options.

  • Analyze the game using the 3 act structure.
  1. Start over the water
  2. Make a cute little city
  3. keep making that cute city cause the game doesn’t end
  • What are the collaborative and or competitive aspects of the game?

Actual no competition anywhere, you collaborate with yourself and your creative mind to keep clicking the same button.

  • What is the game’s metaphor and which of the game’s mechanics standout?

The metaphor is to never be satisfied and always want more, probably. The mechanics stand out because they’re extremly simple.

  • Describe the game in 3 sentences or in the form of a haiku.

super simple game

click and click and click and click

the city grows large

  • Questions:
    • What are the issues Ian Bogost raises about social games with Cow Clicker?

Bogost brings up the point of how simple and absent-minded games nowadays are. People will absent mindedly click their screens in order to get “rewards” that help you click more. He then mentions microtransactions that just let the user click more. There’s no skill or story, it’s just clicking.

  • How do social games like FarmVille enframe friends?

Farmville-like games use your friends to their own benefit. They have you invite friends to play the game so the player can get rewards. The rewards are miniscule and you can’t even play with your friends, you can just send them some materials and thats it. They didn’t make the game for you and your friends, they made the feature to have you get more people to play their game.

  • How do social games destroy time outside of the game?

They destroy time outside the game because you constantly need to log on to collect the rewards, or else you can progress. Most games you can get on once a day and play for a little bit and still progress, but in these social games like farmville you have to log on every couple of hours to collect resources and progress in the game.

Game Reviews for 3 games

Cow Clicker

  1. Was it fun?
    1. I would say watching the gameplay was fun and mindless.
  2. What were the player interactions?
    1. The player clicks the cow to milk it then dispenses the milk into the cartons until full, then goes down the assembly line.
  3. How long did it take to learn?
    1. Literally, it was so self-intuitive that it took less than 2 mins to learn the game.
  4. What was the most frustrating moment or aspect of what you just played?
    1. The game is so mindless, other than not having an end to it that is the only time I am frustrated.
  5. What was your favorite moment or aspect of what you just played?
    1. My favorite moment was honestly watching as the milk was placed into the cartons and filling up the cartons.
  6. Was there anything you wanted to do that you couldn’t?
    1. I wanted to have more animal options like a chicken.
  7. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
    1. I would add other animals so you had to go around and equally gather resources from each animal.
  8. Is this a game you would play again? Yes _____ No ______ Why
    1. Yes, I would play again because it is so brainless.
  9. Analyze the game using the 3-act structure.
    1. The three-act structure is followed by the click to gather the milk and then the placing of the milk into the carton, and then the assembly line continues the process and you gather cows the longer you play.  
  10. What are the collaborative and or competitive aspects of the game?
    1. This is a solo game that invites the user to collaborate with the system to accomplish tasks.
  11. What is the game’s metaphor and which of the game’s mechanics standout?
    1. The clicking was definitely the biggest mechanic, which is easy enough to zone out to place.
  12. Describe the game in 3 sentences or in the form of a haiku.
    1. The game was calming, I would for sure play again, easy on the eyes.

Townscrapper

  1. Was it fun?
    1. Yes I enjoyed the calming nature of it.
  2. What were the player interactions?
    1. Players clicked on the screen to build towns.
  3. How long did it take to learn?
    1. It took 2 mins to learn and decipher.
  4. What was the most frustrating moment or aspect of what you just played?
    1. Literally nothing, I was zen the whole time.
  5. What was your favorite moment or aspect of what you just played?
    1. Building the town was the best aspect of what we played.
  6. Was there anything you wanted to do that you couldn’t?
    1. I wanted to be able to control what I built. Like when I placed things, I couldnt tell what it was gonna build. 
  7. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
    1. I would be able to control what sort of building I was creating when I clicked so I had options.
  8. Is this a game you would play again? Yes _____ No ______ Why
    1. Yes this game was a soothing experience for the brain to just turn off and click.
  9. Analyze the game using the 3 act structure.
    1. The objective starts as a click and then progresses with building the towns and choosing colors, then the game continues until you decide the end.
  10. What are the collaborative and or competitive aspects of the game?
    1. I would say this one-player game fares more collaboratively as in if you have other people watching, they can advise you.
  11. What is the game’s metaphor and which of the game’s mechanics standout?
    1. I would not argue that the game has a metaphor, but I would say the mechanic comes with the click and choosing the color to build on.
  12. Describe the game in 3 sentences or in the form of a haiku.
    1. Mindless and Brainless, Colorful objects on screen. One cohesive game.

Calvin Ball

  1. Was it fun?
    1. Yes
  2. What were the player interactions?
    1. The players came up with their own rules to play the game.
  3. How long did it take to learn?
    1. I would say it requires an explanation before you play so not long.
  4. What was the most frustrating moment or aspect of what you just played?
    1. When Mason decided he was the winner.
  5. What was your favorite moment or aspect of what you just played?
    1. Trying to hit the monkeys was my favorite.
  6. Was there anything you wanted to do that you couldn’t?
    1. I wanted to have the ball more.
  7. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
    1. I would have a rule where people had to pass to me.
  8. Is this a game you would play again? Yes _____ No ______ Why
    1. I would play again because you could make the game whatever you wanted.
  9. Analyze the game using the 3 act structure.
    1. I don’t think this kind of game follows the 3 act structure.
  10. What are the collaborative and or competitive aspects of the game?
    1. I think there is a competitive aspect to what we played because there was no end and you could keep going with whatever part you wanted.
  11. What is the game’s metaphor and which of the game’s mechanics standout?
    1. Just throw the ball, and there are no specific mechanics unless people come up with their own.
  12. Describe the game in 3 sentences or in the form of a haiku.
    1. Fun and exciting, as little or as many. Age does not matter

1.22 Game Design week 1

Aleah Dudek

  • What are the issues Ian Bogost raises about social games with Cow Clicker?

Bogost created Cow Clicker to reveal how shallow and exploitative many social games are by intentionally designing a game built around meaningless interaction, where the core mechanic, clicking a cow, has no real purpose or depth, mirroring how many social games rely on repetitive, low-effort actions instead of meaningful gameplay. He argues that these games prioritize manipulation over fun, using addiction loops, notifications, and artificial rewards to keep players engaged rather than genuinely entertained, while also emphasizing monetization as design, where progress is often locked behind payments and the primary goal becomes extracting money instead of offering creative or emotional experiences. Ultimately, Cow Clicker demonstrates the automation of play, where players are no longer truly playing but performing routine tasks like workers in a system, making the game intentionally boring to expose how many popular social games are already boring, just disguised as fun.

  • How do social games like FarmVille enframe friends?

Bogost argues that social games enframe friends by turning real human relationships into tools for the game system, where friends become resources rather than people. Players interact with them mainly to send requests, gain bonuses, or unlock items, reducing social interaction to spam and obligation instead of genuine connection. Rather than communicating with friends out of care or interest, players message them because the game requires it, transforming friendship into a mechanic and making one’s social network part of the game’s infrastructure.

  • How do social games destroy time outside of the game?
  • Bogost claims that social games don’t just take time, they colonize it by operating in real-world schedules that force players to structure their lives around the game, creating a state of constant half-playing where users are always thinking about logging in, checking notifications, and feeling pressure not to fall behind. Instead of being a contained activity, social games bleed into daily life, fragmenting attention and turning free time into a continuous background obligation.

Game Response

Townscaper

Was it fun? I feel like it was

What were the player interactions? No other players, but the user would interact with the area to create buildings.

How long did it take to learn? Almost immediate

What was the most frustrating moment or aspect of what you just played? No frustrating moments

What was your favorite moment or aspect of what you just played? It had to be the asmr sounds while clicking everything

Was there anything you wanted to do that you couldn’t? No

If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I’d just add it a menu to change the building options

Is this a game you would play again? Yes _____ No ______ Why. Yes because it’s a simple and yet fun game to play.

Analyze the game using the 3 act structure. Click, build, repeat

What are the collaborative and or competitive aspects of the game? I’d say there’s none honestly. It’s a very simple and straightforward game.

What is the game’s metaphor and which of the game’s mechanics standout? Just clicking the screen stands out.

Describe the game in 3 sentences or in the form of a haiku. Click and build your town. Expand the town. Create your imagination.