Game description
Limbo is a 2D side scroller platform game in which the player controls a nameless little boy who is looking for his sister. The player does not learn anything about a backstory. To progress in the game the player has to solve puzzles which make use of mechanical effects, gravity, magnetism, among other things. Additionally, one has to avoid dangers such as foothold traps. In some cases, these dangers are not immediately visible, such that the player cannot help but make the character die in the first attempt and avoid them in a subsequent try when he knows about them. The game appearance is a dark, moody, greyscale look. It makes heavy use of fog and artistic blur. The deaths of the character are usually cruel, illustrated by disturbing animations of the detachment of body parts.


gameplay video:

Lens of Pleasure
What pleasures does your game give to players? Can these be improved?

  • It is satisfactory to solve a puzzle and make progress in the game: resolving a period of frustration with a “eureka experience” of finally seeing the solution can be very pleasurable 
  • well-designed graphics, artwork and sound which work together in an aesthetically pleasing way are an enjoyable to experience for the player

What pleasures are missing from your experience?

  • Game does not provide pleasure for players who especially enjoy the following game mechanics:
    – levelling up
    – collecting things
    – noticeable improvement over time
    – creating things
    – action
    Those aspects are not present in the game design.

Why? Can they be added? 

  • It seems like a conscious choice by the designers to keep the game as simple as possible and to concentrate on the core experience, avoiding everything that could distract from it.

Lens of Surprise
What will surprise players when they play my game?

  • In many cases, deadly foothold traps cannot be spotted beforehand. Suddenly seeing the main character die in one of them will probably shock most players.

Does the story have surprises? Do the game rules/artwork/technology?

  • When first playing the game, it is surprising not to get any type of instruction on what to do.
  • The very reduced graphics style might be surprising for some players; however many players have already seen screenshots before they start playing \
  • The movements the player can execute (running left/right, jumping, pushing and dragging objects) are not surprising since it is common to all platformer games.

Lens of Curiosity

  • since everything is kept very mysterious, player’s curiosity is triggered
  • curiosity is the motivation to keep on playing since no formal goal is stated

What questions does my game put into the player’s mind?

  • There is no explanation or introduction, so players will ask themselves:
  • Who is the character? What are his goals? What is the objective of the game? What is this dark and foggy venue?
  • Mysterious things, like a white butterfly, are placed in the game world without any further explanation. What are these things about?
  • How difficult will the game puzzles become?

What am I doing to make them care about these questions?

  • The game hooks the players with interesting puzzles
  • The possibility of a great story which will unfold later and resolve the beginning mystery keeps the player interested.

Lens of Freedom
When do my players have freedom of action? Do they feel free at these times? When are they constrained? Do they feel constrained at these times? Are there any places I can let them feel more free than they do now?

  • When solving puzzles, player has the freedom to interact with moveable objects in the game world. For example boxes, ropes or corpses of beasts. However, the number of these objects is usually very low.
  • The overall freedom the player has is very limited. Firstly of course by the fact that the platformer-genre only allows movement in two spatial dimensions. Secondly, because at every state in the game there is usually only one way (or very few ways) to progress.
  • Other than trying to solve the puzzles, there is not much else to do. This fact does not change for the entire duration of the game.
  • Despite this lack of freedom, the overall feeling of the game is not dominated by feeling constrained. This is partly achieved by the level design: Progress is made by moving to the right, and there is no boundary at the right until the end. This makes the world seem big and open, even though in fact only a certain range of the world can be accessed at any given time (you can’t move all the way back to the left because of certain one-way obstacles in the level design)

Lens of the Visible Progress
Players need to see that they are making progress when solving a difficult problem.
To make sure they are getting this feedback, ask yourself these questions:
What does it mean to make progress in my game or puzzle?

  • The visual environment changes from a forest to a more industrial setting
  • The character of the puzzles changes from (involving classical mechanics, animals, etc.) to puzzles which make use of technology such as electricity or gravity-inversion.
  • The difficulty of the puzzles gets slightly harder in the course of the game
  • Besides those aspects, we don’t feel progress. For example, the character does not learn

League of Legends

Game: League of Legends
Game Type: MOBA
Players: 5 v 5

League Of Legends

Opinions on the game

League of Legends (LoL) is a multiplayer online battle arena video game developed and published by Riot Games for Microsoft Windows and Mac OS X, inspired by the mod Defense of the Ancients for the video game Warcraft III: The Frozen Throne.

League of Legends was the most played PC game in North America and Europe in terms of the number of hours played. As of January 2014, over 67 million people play League of Legends per month, 27 million per day, and over 7.5 million concurrently during peak hours. Currently, it has become one of the most played in Asia as well as the World Champions being Asians previously (TAIWAN).

The main game’s objective is to destroy the last structure on the classic map, the enemies’ “Nexus”. Other maps have differences in the rules and objectives, such as the map “Dominion” where the team’s Nexus will lose health when the opposing team has at least three of the five towers in their control.

This game is frequently compared with its counterpart DOTA. However, it is different from DOTA in many ways. Some of the ways are:

  1. Different mechanics
  2. Bushes along the lanes that hide heros
  3. Dragon that is similar to Roshan in DOTA but weaker
  4. No “Denying”
  5. Heroes are bought instead of free to play
  6. Weekly free Heroes
  7. Masteries outside of the game itself to allow players to customize how their heroes play.


1. The Lens of Surprise

The mechanics of ganking and how the players utilises the spells on each characters to their benefit will surprise players when they play my game. Bushes along the lanes will allow players to hide from enemies to suprise each other. There is also Fog of War that only allow the player to see what is around his character or his team. Since this is a MOBA, different players can use their creatively to surprise the players themselves

2. The Lens of Skill vs. Chance

This is usually a more serious game as there are 5 people playing and if you
spoil the game it might result in spoiling the game for everyone else. Hence this is a game

Team Fight

where the player should have a certain level of skill. However, there is always a custom games where players can train to play. The game is also tedious as there are lots of tatics to follow and adhere to. Adding more elements of chance does not enliven it as many believe this game to be based on skills. However, there are still some elements of chances that will surprise the players like % of stun chance.


3. The Lens of Cooperation 



This game focuses on team work to win and accomplish the mission. Each team has 5 players and there are different roles in the team (Carry, Support, 1Tanker) which makes a critical role in team fights. Each roles have different abilities to support, carry or tank in which they assist each other in team fights. For example, a Support Class Hero Soraka can heal her allies in battle by using her ultimate(Wish).

4. The Lens of Essential Experience

In this game, the essential experience that it provides to the players is the challenge of mixing up the skills and trying to predict the opponents moves and working together as a team to achieve the goal of the game.

5. The Lens of Time


The length of the gameplay is determined by the status of the game. Only
when the team is able to defeat the other teams Nexus will the game end.
Hence, some player might be frustrated if this game drags too long due to the
difficulty of destroying the opponent’s nexus.

Dota 2


Dota 2



Dota 2 is a sequel to the game Defece of the Ancients (DotA) which is a custom map on Warcraft 3. Basically, the game is a battle between 2 teams, the radiant and the dire with 5 players on each side. Each of the players will be controlling a hero which is chosen from a pool of more than 100 heroes. Every hero has different skills and attributes and they also have different roles to play in the game. Their heroes would level up, learn new skills and become stronger as the game progress by killing weaker computer controlled monsters or opponent heroes. The main objective of the game is to defend your own base and destroy the throne (aka ancient) in your opponent’s base.



  • Lens 37 cooperation

Dota 2 is a game that require a high level of cooperation. In a team of 5 players, there are various roles that each of them can take on such as carry, support and semi-carry role. Each role as their own special jobs and if they are not fulfilled, it will affect other players and the whole game play. In the game, players are able to communicate with their own teammates and usually, the more experience players will guide the newer players on what they are supposed to do and what special jobs they are supposed to fulfill.


  • Lens 25 goals

In Dota 2 , there is only one ultimate goal of the game which is to destroy your opponent ancient. However, there can be a series of smaller and more specific goals such as killing a tower or killing the heroes (which is the opponent) and fulfilling these smaller goals will allow your team to have a better chance in achieving the ultimate goal which is to win the game by destroying the opponent’s ancient.


  • Lens 27 skills

This game requires a variety of skills from the players. One of the more important skills in Dota 2 is teamwork. A team of 5 average players will be able to outplay a team of 5 skilled players if they are able to communicate better and display more teamwork in their play. Sometimes, individual skills is important as well. A highly skilled individual is able to help his team win the game even when his opponent are not very skilled. However, in most scenario, if the skill level of both teams is similar and not differ by a lot, the team with more teamwork will usually emerge victorious.


  • Lens 32 Meaningful Choices

Dota 2 often requires players to make decisions in game. For example, when a player level up, he gains one skill point and he has to decide on which of the 4 skills he wants to level up. Different skills give your different advantage and sometimes, levelling up the right skill would make the difference between life and death. Players also would earn gold in game by killing other heroes or computer controlled units. Deciding on what items to buy with your gold is also a very important decision to make as you have different allies and enemy heroes every game and choosing the right items in the particular situation would improve your chances of winning the game.


  • Lens 36 Competition

As you are fighting against 5 human players, there will always be competition. Recently in Dota 2, it implemented a ranked matchmaking option whereby after you played a couple of games, the system would give you a rank and when you are finding game, the system would match you with players with similar rank as you as your allies or enemy. When you win a game, your rank would improve and if you loses. With this system, you would also be match against players of the same skill caliber and hence there would always be competition when you play. If you are really good, you could find a few friends and for teams to take part in competition. In recent years, there are a lot of competition organized for Dota 2 both online and offline with really good prize money to be won. For example in August, Valve organized one of the biggest Dota 2 competition of the year called The International where the first price money is over US$1.4 million. There is a link for the grand final of the International below if you are interested.


Interested Links

Dota 2 Documentary by Valve

Dota 2 Trailer                        

History of Dota                     

The international Grand Final