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“The successful free to play games are selling positive emotions. Not content.” – Nicholas Lovell
“It should be the experience, that is touching. What I strive for is to make the person playing the game the director.” – Shigeru Miyamoto
SUMMARY
- I had an ok week. I learned a few things. Though I am turning this late. I feel like it’s as completed as ever, so yay.
PRACTICE ROOM (TUTORIALS)

Unity – C#
- For now, I am stuck in the “your first c# program” due to some technical difficulty so I have no choice but to do a little bit of java for construct 3 instead. After doing a little bit of javascript learning, it defiantly feels a lot easier to learn.
CLASSROOM (THEORY & ANALYSIS)


MDA Notes
- Mechanics
- Mechanics are the base components of the game – its rules, every basic action the player can take in the game, the algorithms and data structures in the game engine etc.
- Dynamics
- Dynamics are the run-time behavior of the mechanics acting on player input and “cooperating” with other mechanics.
- Aesthetics
- Aesthetics are the emotional responses evoked in the player.There are many types of aesthetics, including but not limited to the following eight stated by Hunicke, LeBlanc and Zubek:
- Sensation (Game as sense-pleasure): Player enjoys memorable audio-visual effects.
- Fantasy (Game as make-believe): Imaginary world.
- Narrative (Game as drama): A story that drives the player to keep coming back
- Challenge (Game as obstacle course): Urge to master something. Boosts a game’s replayability.
- Fellowship (Game as social framework): A community where the player is an active part of it. Almost exclusive for multiplayer games.
- Discovery (Game as uncharted territory): Urge to explore game world.
- Expression (Game as self-discovery): Own creativity. For example, creating character resembling player’s own avatar.
- Submission (Game as pastime): Connection to the game, as a whole, despite of constraints.
LAB (THEORY PRACTICED)
Brainstorm Ideas for Each of the Eight Categories
- Sensation (Game as sense-pleasure): The player enjoys memorable audio-visual effects.
- Something that makes the player satisfied through the visuals or audio
- Fantasy (Game as make-believe): Imaginary world.
- Basically, a thing/word where the play can be or do whatever the heck they want that wouldn’t do in the real world, such as fifa.
- Narrative (Game as drama): A story that drives the player to keep coming back
- A game where a player can get to complete a game by the story or the order the creator(s) made the game to be played.
- Challenge (Game as obstacle course): Urge to master something. Boosts a game’s replayability.
- A game that puts some sort of challenge that the player can get to overcome.
- Fellowship (Game as social framework): A community where the player is an active part of it. Almost exclusive for multiplayer games.
- A game in which the player is going to need to work with other people (community)
- Discovery (Game as uncharted territory): Urge to explore the game world.
- A Game where the player can get to Explorer, like unlocking parts of a map.
- Expression (Game as self-discovery): Own creativity. For example, creating a character resembling player’s own avatar.
- A game where the player can get to do everything in their way.
- Submission (Game as pastime): Connection to the game, as a whole, despite of constraints.
- A game that’s continuous almost like GTA Online (I gotta include my boy gta) where you can keep playing and playing without an end
OUTSIDE (CREATIVITY, PRODUCTIVITY & THE BRAIN)
- Set a timer
- Spend 30 minutes in this ‘room’


- I learned about how to become a more positive thinker or how to convert negative thinking into positive thinking. I barely have negative thinking and when I do I usually lead myself away from it and they’re usually not that negative to the point they affect how I feel or think. Though if I do think negatively to the point it affects me, I usually play games, watch some YouTube, take time off of what I am doing, or just do something I enjoy like biking or just doing things on my computer.
WHAT I LEARNED and PROBLEMS I SOLVED
- I learned a few things about making your mind think positively rather than negatively. I also learned a few things about M.D.As.