Questions
Questions

SP25: ART-108 Sec 02 & 81 - Intro Game Studies Chapter 8: Design Goals

Matching

Match the goal with either Player  or Designer Centric and the description.   1: Fortune 2: Fame 3: Community 4: Personal expression 5: Greater good 6: Becoming a better designer 7: Fun 8: Lusory attitude 9: Flow 10: Structured conflict 11: Empowerment 12: Meaningful decisions 13: Experiential understanding

Options
A.[ 选择 ]
B.You want people to know who you are.
C.You want players to be optimally challenged.
D.You want players' choices to have meaning to them and the game.
E.You want players to feel powerful both in the game and in the metagame.
F.You want to make the world better in some way.
G.You want to give players a way to combat others or challenge your game systems.
H.You want to make money.
I.You want to be part of something.
J.You want players to enjoy your game.
K.You simply want to make games and improve your craft.
L.You want players to gain understanding through play.
M.You want players to take part in the fantasy of your game.
N.You want to communicate with others through games.
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Step-by-Step Analysis
We start by listing the 13 matching items (goal names) and the corresponding student-provided descriptions that map to them. The task is to classify each goal as either Player Centric or Designer Centric and then justify why that classification makes sense. I’ll go option by option, explaining the rationale and potential ambiguities where appropriate. 1) Fortune — You want to make money. - This motive is primarily about personal or professional gain tied to the designer’s or developer’s success, not the player experience itself. It aligns with a Designer Centric focus, since earning money is an outcome for the creator and the project rather than a direct, intrinsic player-facing goal. Misconception to avoid: money itself is not a property of the gameplay experience for players; it’s an external incentive for the designer. 2) Fame — You want people to know who you are. - Desiring recognition or reputation is about the designer or studio’s public presence, not the act of playing or experiencing the game as a player. This is a Designer Centric motivation because it concerns the creator’s status and identity in the community, rather than the in-game experience of players. A common pitfall is treating popularity as a player goal, which it is not by definition here. 3) Community — You want to be part of something. - Feeling part of a community is an inherently social, player-facing aspiration. ......Login to view full explanation

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