GAMES STUDIES - Final Project: Table Top Development

 22/9/25 - 2/1/26 (Week 1 - Week 14)

✩ WONG MEI YEE 0367857

Games Studies / Bachelor of Design (Hons) in Creative Media / Taylor's University

✩ Final Project: Table Top Development


TABLE OF CONTENTS

  1. Lectures
  2. Instructions
  3. Final Project
  4. Reflection

  5. Lectures

    Game Studies - Lectures by angel

    Visual Files


    Video Final Presentation



    Final Presentation Slide


    Reflection

Experience

 Finalizing the presentation deck for Makan Mania felt like assembling a complex recipe where every ingredient had to be measured perfectly to ensure a balanced experience. We moved beyond basic mechanics to refining the "user interface" of the game, such as clearly differentiating between the "Main Deck" and "Meal Deck" to streamline the setup process. The process of formalizing the "Order Up" phase and the specific "Makan!" announcement requirement highlighted how critical clear, structured communication is for rule enforcement and game flow.


Observations 

I observed that players often struggle with cognitive load, which required us to shift from relying solely on verbal explanations to implementing physical visual aids. The introduction of the "Only One Action Per Turn" reminder card was a direct response to players instinctively confusing our turn structure with other fast-paced games like UNO. Additionally, I noticed that the "Fridge" mechanic—placing wanted ingredient cards face-down—added a necessary layer of memory and secrecy. This elevated the game from a simple set-collection task to a strategic psychological battle where observation is just as important as the cards in hand.


Findings

 I learned that the end-game experience is just as important as the opening moves; a game cannot simply "end," it must climax. The decision to increase the difficulty of the final meal by requiring four ingredients (the refined "Makan" rule) was essential for preventing anti-climactic, quick victories and maintaining tension until the very last turn. Ultimately, this project demonstrated that a strong cultural theme, like Malaysia’s rich food culture, acts as a powerful anchor for gameplay. It transforms abstract mechanics—like blocking an action—into immersive, thematic moments like playing "Over My Wok," making the sabotage feel playful rather than frustrating.


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