Game Study: Exercise _Non-digital to digital - Evolution and remediating of game
22 April 2025 - 6 June 2025
CHONG CHENG TAO (0371072)
Game Study | Bachelor of Design in Creative Media | Taylor's University
Exercise 2: Non-digital to digital - Evolution and remediating of game
List
LECTURES
Week 1
In the first week, Ms. Anis brief us regarding the module overveiw.
EXERCISE 1
- Review my fav game.
- What make you come back to the game?
- What make you a fan?
- What are the potential improvement?
- Can include clips & gameplay
- Submission: Blog in E-portfolio
EXERCISE 2
- A non-digital that evolute into digital game, examine its remediation.
FINAL PROJECT
- A simple mock-up of game.
- IMPORTANT: How ot convert concept into a board game.
- Focus on game mechanic (playable prototype).
- Take reference concept from existing game.
What is Game Design?
Game design is to create interactivity, with fun and playfulenss. A ggood
game has engaging mechanic, compelling narrative and balanced
challenge.
Core Principle:
- Player experience
- Gameplay mechanics
- Storytelling
- Balance and Challenge
1. Player Experience
- Focus on emotion, player should feel immersed.
- The "FLOW" state, with optimal balance of challenge and skill.
- User-centered design, consider target audience & plastyle.
2. Gameplay mechanics
- Primary Mechanics: The core actions players perform in the game. (Get or Lost point)
- Secondary Mechanics: Additional enriching gameplay future.
- Feedback loop: Positive & Negative reinforcement systems (Rewards and Penalties). Dynamic Feedback Loop!
3. Storytelling
- Player agency, allow players to influence the story. (E.G: Chess, black & white). Give players' choices where their actions impact the progression.
- Environmental storytelling, immerse playes in the world.
- Narractive arc, with structuring story
4. Balance and Challenge
- Difficulty curve, challenge increased along the gameplay.
- Skills & Luck.
5. Feedback and Iteration
- Ensure game is playable & enjoyable at all level.
- Playtesting, get feedback loop and fine-tuning the experience.
6. Immersion and Worldbuilding
- Add immersion & provide context.
Challenge:
- Over Complication
- Failing to Adapt
- Monetization vs. Player Experience
*Ludology Game, focuses on the mechanics, rules, and systems that make games
unique, rather than just the narrative or story.
Week 2
Fun:
- Engaging mechanism & rewarding challenge
- Fun come from choice, competition, discovery and achievement.
Education:
- Involving teaching concepts, improving skills or enhancing understanding.
WHY:
Challenge in design games that are both entertaining and educational.
GOAL:
Make learning feel natural & rewarding without sacrificing fun.
CHALLENGE:
How to not overwhelm player & ensure the fun doen't feel secondary and gimmicky?
Strategy for Fun & Educational
Learn through play:
- Games as simulations, engaging with decision-making.
- Layering game experience.
- Problem-solving / puzzle mechanisms in game.
- Using narrative as reinforcements
User is not that "intelligent".
INSTRUCTIONS
This is the Module Information Booklet for this module:
Exercise 2:
- Non-digital to digital - Evolution and remediating this game
Exercise 2
Overview
In this exercise, we will need to select one game that evolute from non-digital to digital medium.
The game I choose is Pokémon TCG Live, knowns as PTCG Live. This trading card game (TCG) has long been a classic among the board game enthusiast since its launch in the late 1990s, offering players strategic battles using decks built from hundreds of unique Pokémon cards.
With the rise of digital platforms, The companies have expanded the traditional experience into the digital space through various iterations, most recently with PTCG Live (PTCG Live). It is both available on desktop and mobile devices.
Gameplay
In PTCG, player will need to defeat his/her opponent Pokémon and collecting 6 Prize Cards.
Deck Setup
Deck consists:
- Amount of 60 cards
- Pokémon
- Trainer card (Item, Supporter, Stadium, Tools)
- Energy
Battelfield Setup
- Each player has a deck of 60 cards.
- Shuffle the decks.
- Each players place 6 Prize Cards from their own decks.
- Players begin with a Basic Pokémon in play (active spot) and may place up to 5 Pokémon in bench.
- Players draw 7 cards into their hand.
- Game starts.
Turn Phrase
Each player takes turns, consisting of these main actions:
- Draw Phase: Draw 1 card from your deck.
- Bench Phase: Play additional Basic Pokémon to your Bench.
- Attach Energy: Attach 1 Energy card per turn to power attacks.
- Use Abilities: Activate Pokémon abilities if applicable.
- Evolve Pokémon: Evolve Basic Pokémon into stronger forms if you have the right card.
- Trainer Cards: Play Item, Supporter, or Stadium cards for effects.
- Attack Phase: Choose an attack (if you have enough energy), then end your turn.
From Non-Digital to Digital
I discover Bolter and Guisin's concept of remediation, which means the representation of one medium into another. Here is the 2 main concepts:
- Immediacy: Does the digital version try to replicate the physical version exactly
- Hypermediacy: Does it embrace the digital nature by adding extra interfaces or layers (e.g., animations, sound)?
PTCG Live mostly attempts to provide a sense of immediacy, the basic of gameplay is retained such as the layout, drag-and-drop interactions, and the card designs.
This is conisdered "transparent remediation" as it perserves the original game's structure.
On the order hand, PTCG Live adds some hypermediated elements, mostly on visual and sound effect. There is more visual effect added when attacking, defending and defeating opponent Pokémon. Thus, background music and sound effect are added to enhance the immersive experience.
Another big hypermediated elements is the damage calculation system. In PTCG Live, the Pokémon's HP is displayed after minusing the damage on that Pokémon. It lowers the entry barrier for beginners in providing the calculating assistance.
This aggresive remediation adds digital gamification features, add a additional layer to the game, creating a new user experience and also lower the entry barrier for beginner.
Similiarity of Play Dimension (Real life and On Screen)
Difference of Play Dimension (Real life v.s. On Screen)
Figure 2.5 Difference in Play Dimension
Conclusion
PTCG Live have a succesdful transition from a traditional tabletop game to digital platform, which is due to its turn-based nature of card games. Its core gameplay mechanics such as deck building, turn phases and card inetraction translate well into digital form. Players who have experience with either the non-digital or digital version of the game can easily adapt to the other, establishing a familair experience and short learning path.
Although the digital version has not intoduced any entriely new gameplay elements to the game, the visual, sound effects and damage calculating system indeed impact the player experience.
PTCG Live is an good example of a thoughtful remediation that respect its original game materials and mechanism while adapting the expectation of digital plays.





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