Before this class, I didn’t really know anything about game design. I just thought a “good” game was one that was fun to play, and I never really thought about how much goes into making that happen. I didn’t realize how important things like structure, clarity, pacing, and even accessibility are when it comes to designing something that actually works for players. I used to just play games for fun, but now I find myself noticing how they’re built and why certain parts feel satisfying or confusing.
One of the things I really liked about this class was how each assignment and lecture built off the last. It felt like every week, we were learning something that directly helped with our final project. I especially liked doing the critical plays, they helped me think more deeply about how different mechanics create different experiences. I started applying those same ideas to our game. For example, when we were designing Escape from Disney, I started thinking more intentionally about what we wanted players to feel, not just what we wanted them to do.
At first, we didn’t have super clear instructions for players. A lot of things were explained verbally, and switching between analog and digital parts of the game was kind of messy. But over time, and through playtesting, I saw how important it was to make those transitions smooth and intuitive. One player mentioned they were confused by overlapping clues between lands, and that feedback really helped us clean up the layout of the space. We ended up separating the physical zones and reworking our instructions so everything felt more guided.
One thing that really stuck with me was the MDA framework. Once I understood the difference between mechanics, dynamics, and aesthetics, it became easier to design around specific player experiences. For example, we wanted players to feel a mix of tension and teamwork, so we added the timer and the “manager patrol” mechanic, which created pressure but also made people work together.
We also thought a lot about immersion. One playtester suggested giving players character identifiers like nametags or headbands, and that made a big difference in helping people feel more like part of the story. I didn’t think much about stuff like that before this class, but now I realize how important those small touches are.
Overall, I feel like I’ve grown a lot. I started this class not knowing what makes a game “good,” and now I’m thinking about systems, space, timing, and player emotion. If I keep working on games, I want to push more into creating moments where the story is told through what players do, not just what they’re told. I’ve learned how much thought goes into even the simplest game moment, and that’s something I’ll carry forward.
To make anything good, meaningful, effective, affecting… it needs a designers care. So glad you have learned to love that!