Your Game Design Trainer Co.

This is a game about dark patterns in game design. Dark patterns are game design approaches that leverage the developer’s advantage to manipulate and exploit the players in order to maximize profit. Dark patterns are ubiquitous nowadays, and we believe they are unsustainable for both players’ experience and industry development, so we made this game for the players to raise their awareness and reflections. In this game, the player will play as a game designer in a blueprint-like workspace. They will first need to place the basic game modules (such as the basic system and gameplay) on the canvas and connect them together to build a game loop. Then simulated players will appear and move around the cycle and quit after some time. At this point, the players will be offered the option to attach dark patterns (such as pay-to-skip and game ads) on the game modules. Each dark pattern the player implements will erode the simulated game’s reputation, yet it will also bolster the profits. As the game concludes, the player will realize that the true measure of success lies not in the game’s reputation, but in its profitability. We also added a dashboard for all commercial data in the game and a player review page in order to make the progression more comprehensible.

Team Four People:

  • Chao Liu
  • Xinchen Gong
  • Haoran Feng
  • SIHUI LIU

Whack-A-Bro

Standing in front of each other over a campfire, these former enemies have now found out that they have bigger issues when the sun passes the horizon, they must work together together to keep the campfire lit by using the most literal interpretation of the stone age-old adage “If it’s not working, have you tried hitting it?” to keep the fire alive so they can see their enemies in the cold night. Still having some conflict the paleolithic pals channel their hatred into squashing the bugs landing on eachother, with their club. Whilst in the magic circle the players will take their turns in this stone age high-action screenless game to hit the buttons located on the other players’ vest lit up by LED lights in a high action environment, sometimes being interrupted by the campfire going out. Restore safety and get back to bug squashing.

Team Whack-A-Bro:

  • Kjell Sandro Kolterjahn
  • Emil Popovic Jägtoft
  • Juan Gutierrez
  • Jesse Wilson
  • Max Schaffer
  • Ladan Roohian
  • Ella Andersson
  • Cristian De Santis

Up the Mountain

The game features 3 puzzles, each with unique mechanics and at least two solutions. These solutions are representative of one of the two factions that are competing to win the favour of their god. The player will randomly become part of one faction at the start of the game, but otherwise retain the same abilites. This will be used to evaluate whether the player’s faction has any effect on their approach to solving the puzzles. The project will most likely be mechanically complete, but not visually impressive. The aim is to test the playability of the project and collect data for our thesis.

Photo: Ulf Benjaminsson / ulfben.com

Thesis on DiVA:

Analysing the impact of the Proteus effect in a first person puzzle game

Team Three Peaks:

  • Márton Bodrog
  • Kenan Muhamedagic
  • Ziwei Wang