Game Design Fundamentals

The focus of CS 247G is an introduction to theory and practice of the design of games. We make…

Follow publication

Gorogoa

Jenny Wang
Game Design Fundamentals
3 min readOct 29, 2020

--

Gorogoa is a mobile puzzle game where you are given four images in a grid and can move them around, zoom in or out, or stack one on top of another to explore the space, open new space, solve puzzles and advance.

A long time ago, when I friend heard that I really enjoyed Monument Valley, she recommended Gorogoa to me. I downloaded the game, but I stopped playing after 15 minutes because it was confusing what is going on and what I am supposed to do. I recollected the game for this critical play and reflected on my past experience and current.

I was able to learn about the game mechanics after playing for a few minutes. For example, in the image above, there are four tiny images in a 2x2 grid. The top right image has an empty block, and by stacking the block on top of another image, you might be able to find a new place that shows up in the block, and allows you to zoom in an enter. The reason I stopped playing last time is that I lost motivation in keeping solving the puzzles.

Is it because the the mechanics isn’t cool? No, it’s super sick! It allows you to explore infinite space in the finite phone frame!

Is it because it’s too hard? Well, it is hard, but you can figure out after exploring the space.

So why did I lost interest?

Honestly, I was also feeling like losing interest when I played this time if I didn’t google what the game was about. It turns out there’s a neat narrative to this game, and it’s about how a young boy growing up, encountering a strange monster in a war-ravaged and reviving landscape, and ending up reflecting on his past. It touches on spirituality and religion. The space and architecture was designed as they were in 20th, which further connects us to a time of turmoil.

When I found out about the game narrative, solving the puzzles and exploring the space became more interesting. Maybe I lost interest earlier due to the hidden narrative. Here comes two questions:

  1. We don’t want to give up the story right away. We want players to engage and explore. However, if we don’t give them much, they might abandon the game in an early stage. So what is the right amount of narration given at what point? How to keep a good balance?
  2. Monument Valley, comparing to Gorogoa, doesn’t provide more narration. Why do I feel more captured by it when I first played? What did it do better?

Maybe Gorogoa could provide a few easier levels at the beginning with a bit more narration? This would explain to players why they are here, and why they want to keep exploring. And then keep it as it for later levels? Maybe the mechanics could be simplified even more for the beginning levels? As I’m on later levels in the game now with an overall sense of why I’m here, and I’m fully immersed and intrigued. I think that if the game on-boarding is made simpler with more narration, this game would be more inviting for an immersive play for more.

Sign up to discover human stories that deepen your understanding of the world.

--

--

Game Design Fundamentals
Game Design Fundamentals

Published in Game Design Fundamentals

The focus of CS 247G is an introduction to theory and practice of the design of games. We make games (digital, paper, or otherwise), do rapid iteration, and run user research studies appropriate to game design with the goal of improving and refining our design instincts.

Write a response