Game Play Reflection Paper
Game Play Reflection Paper
Game Play Reflection Paper
Isabella Schilling
EDUC 333
Professor Quintana
12/04/2020
2
INTRODUCTION
Throughout the course of this class I have had the opportunity to take the knowledge
learned through lecture and readings and apply it to actual gameplay. As we learned about
different learning theories and game designs, I was able to update my perception of my game of
choice as I continued to play throughout the semester. The game that I chose to play provided me
with a very complex framework to transfer each topic that we focused on in class each week. In
the following paper, I will work to expand on my knowledge of education and gaming through
the game Prey. I want to both describe my experience within the game, as well as analyze the
design. To accomplish this goal, I will describe the overall gameplay, goals, win conditions and
different aspects of the game that served to teach me different skills and ideas. To back up this
information, I will draw on course readings to connect my knowledge to the game design and the
gameplay itself. Overall, I want to build a picture of Prey that dissects the different variations of
GAME THEME
The game Prey follows a science fiction type of design. It is set in an alternative timeline
of the universe where the space race was accelerated to the point where humans had created
space stations far earlier than expected. Within this subset of the setting, the game is specifically
set at one space station, Talos 1. The year is 2032, and Talos 1 serves as the living quarters for a
research staff. Talos 1 includes a staff of scientists who work together to study the main
antagonists of the game, the Typhon. Typhon are a species of Alien that had previously been
3
imprisoned by both the United State’s space stations and the USSR space stations. The research
staff spends their time studying the Typhon’s neurology, to further advance the capabilities of the
human brain and hopefully foster the mental capabilities of the Typhon to advance the skills of
The game actually begins as something terrible has happened upon Talos 1. The Typhon
have escaped and have taken over the space station, leaving it broken and virtually void of any of
the original staff. This is where Morgan Yu comes in. Morgan is the main protagonist of the
game, and is who the player is within gameplay. Morgan was recruited by the research staff to
begin research on Talos 1. But, as Morgan begins his training sessions, which center around
psychological tests, the administrator of those tests is attacked by one of the Typhon and killed,
setting the scene for the game. Right after this happens, Morgan wakes up in his apartment, and
soon realizes it has been 3 years since the murder of the administrator of his tests, and he finds
out he has been passed out in a simulated version of his apartment for those 3 years, when in
reality he has been on Talos 1 the entire time. Once this simulated reality is broken, Morgan is
back on Talos 1 physically and mentally, with no knowledge on what has transpired in those 3
years. From there, the player has to explore Talos 1, defeating or avoiding Typhon while
uncovering the secrets of the space station and trying to figure out what happened and how to
come back from the rule of the Typhon within Talos 1. He explores the space station,
encountering dead staff members, Typhon and some very interesting technology.
GAMEPLAY
Before diving into the specifics of what exactly I learned throughout the semester within
the game Prey, it is important to build a picture of what this game is all about. Now that we have
4
covered the conditions of this game, and the threatening environment that the player finds
themselves in from the get go, the main goal of the player becomes clear. The main goal is to
survive the Typhon. When Morgan explores the ship, it becomes evident that much of the staff
has been murdered, so Morgan is the sole survivor and must stay alive. Aside from the goal of
pure survival, the player also serves to figure out the mystery of the ship. Morgan has lost 3 years
of knowledge, and must adapt to this disadvantage. So, the player has the responsibility of
deciphering what exactly happened and how it can be solved to save humanity. Within both of
these goals, is personal goals. The player can set their own goals in terms of how they want to
achieve the two larger goals. The player builds skills and acquires different weapons and
protection throughout gameplay, and sets up which traits they want to accomplish and which
In terms of the game mechanics of Prey, the game follows a first person shooter type
design. It is a bit more complex than just a shooter game, as it also follows an imaginative
narrative. I would say this game falls in between a shooter game and an RPG. The game does not
revolve around solving puzzles, rather it provides the player a dynamic environment in which
they can find their own solutions and drive their own path to victory. This will be further
exemplified within the description of the learning within this game and how free the exploration
of the environment is. The game revolves around giving the player freedom to choose how their
gameplay will transpire. The game has little structure in terms of the specific actions that the
player must take, rather it has overarching consequences and hiccups along the way. The player
is encouraged to take control of their gameplay, decide how and when they want to do certain
tasks and take action. This is exemplified within the two main options of gameplay that players
can achieve their goals through: stealth or combat. Besides the choice on how to deal with the
5
Typhon, the player also develops knowledge through the clues laid throughout the ship. The
player is able to choose weapons and skills based on which tactics they choose, or if they choose
a combination of both. This allows the gameplay to be unique to each player. Besides the choice
on how to deal with the Typhon, the player also develops knowledge through the clues laid
throughout the ship. Also, the consequences of the game encourage this type of free
environment, to show the player that planning ahead is a key part of Prey.
Again, as in line with the main goal of the game, the win conditions are contingent on
survival. The real win condition of the game is to make it to the ending sequence, by exploring
the space station whilst staying alive. There are two alternate endings to this game, which the
player has control over which ending they pursue. The first win condition involves deciding to
blow up the entire ship, therefore eradicating the Typhon completely. This choice gives the
player the opportunity to either find a way to escape the ship before the explosion or die with the
station. This condition will also destroy all of the research within the station. The second option
Morgan has is to build a device that will destroy the Typhon on the ship, but keep the ship and all
of its research intact. So, the win conditions are dependent on the player’s goal once the secrets
of the station and the conflict comes to a head in terms of the morality of this scientific research
To outline what I have learned throughout this game, I think it is best to start at the
beginning. The beginning of the game provides a wonderful framework for the rest of the game.
Before the player even makes it to the main environment of the rest of the game, Talos 1, they
6
begin in the simulated apartment. This first environment serves as almost a training ground for
vital game mechanics that will be necessary to master before continuing. This serves as a fish
tank. A fish tank is a place used for the player to learn vital skills without the complexity of the
challenges of the real game (Gee, 2005). The apartment is void of Typhon, therefore facing no
threat to the player, so they can hone the basic elements of controls. Also, the player can stay in
this environment for as long as they feel comfortable, the true game (with typhon) will only
begin when the player, as instructed, crashes through their glass window. Before embarking on
the real game, the first skill that I learned was how to use my character’s hands. The game
actually provided an icon that told me to put on my space suit, which showed me the controls on
how to use my hands to grab objects. The second skill I learned was how to interact with objects
and artifacts within the apartment. The apartment was scattered with papers and random objects
which caught my eye, and when you got closer to them, an option to investigate would pop onto
the screen. Directly after interacting with an object I then learned how to access my inventory. A
pop up icon states for the player to open up their bag, with the choice on whether or not to store
objects. Third, again with the help of the icon prompts given by the game, I learned the different
movements I could make. I was able to walk and run through my apartment, practicing the
sequence. As I moved, I received another prompt, which instructed me how to open my map. So,
with this training period I was able to understand the basic necessities of the game: grabbing,
investigating, walking, running, storing, and opening my map. The use of the fish tank design
helps build the practice of these basic skills. This leads to the player developing a sense of
competence within the game. Competence is a vital first step when learning a game. As
described by Rigby and Ryan (2011), competence is a natural need/want people have to master
skills. To place this aspect of practice at the start of the game helps build the intrinsic motivation
7
that comes along with the feeling of being competent for the player, and makes them want to
continue playing.
Exploration
Once I felt comfortable to break containment, the next element of the game that I found
myself learning was the aspect of exploration. The unique design of this game is within how a
player is allowed to explore. There is no strict guide through the space station, rather the player
is given a lot of freedom, which adds to the mystery of the overarching plot. The player is
actually able to return to areas they have been previously. Even after the player has discovered a
new area, they are able to return to it with the added knowledge they may have obtained whilst
playing further. This exemplifies the idea of how the game uses prior knowledge to further the
player. Bransford (2000) describes the fact that experts have a large repertoire of knowledge that
they can use to apply to their domain of interest. This is exactly what Prey does through their
open world design. It teaches players the importance of thinking ahead, as the first time you
encounter an obstacle or task you may not have the ability to understand or complete it, so the
option to return is vital once you have more knowledge under your belt. Also, while the player is
The first of these that I want to cover is artifacts. Artifacts come in the form of notes,
writing on the wall, keys to different doors, webpages open on malfunctioning computers and
written articles. Articles are a source of knowledge for the player. One of the many goals of this
game lies in uncovering the mystery, what happened in the last three years? Artifacts provide
clues to this question, and the more you store and the more you read, the more you begin to
understand this mystery. Artifacts serve to add to the constructivist design of this game.
Constructivism highlights the importance of a play creating their own meaning through their
8
learning and exploration (Selwyn, 2011). As the player chooses to store, read, or place artifacts
into the well of information that they have gathered whilst exploring, they are essentially
building the meaning of the story through these clues. As the player moves through the game,
this knowledge continues to build, and the meaning is therefore expanded upon.
Within this open world design, there seems to be a light guide within the obstacles the
player encounters along the way. The first obstacle is obviously the main antagonist of the
storyline, the Typhon. As the game begins, they Typhon appear to be lightly guiding the player
through different areas of the space station. When the Typhon appears, you must choose to make
your way past them if you want to continue in whichever direction you were going. At the start,
your skills and abilities are not developed enough to get through many of the Typhon, so you
must backtrack. If your only choices are to go somewhere else or battle these aliens, you must
take a look at your strength and decipher what is the right choice. This serves to teach the player
the importance of building skills and deciding how exactly you want to play this game. This
relates to the concept of pleasant frustration. Pleasant frustration is a concept that is felt by
players when they are given a challenge that is on the cusp of their abilities. Since the Typhon is
the first encounter the player has with an object that is not inanimate, they must learn to adapt to
The second obstacle that you encounter midway through the game is what I would
classify as broken equipment. Oftentimes, when the player is in a room, there will be
malfunctioning technology that could be of us if it were to be working. This creates a barrier for
the player, as when doors malfunction they have to either figure out how to find a key, or find a
way to break the door open. This teaches the player about the complexity of the game,
sometimes when you get somewhere, you’ll find even more obstacles ahead of you. This causes
9
you to have to choose whether to go back to where you started and gain more knowledge, or try
to figure out the obstacle at hand. This makes players stop in their tracks, and actively think
about the barriers they face and the feedback they receive from the environment. Learning is best
when it is active, and has appropriate and adapted levels of challenge (Shute, 2012). This is
exactly what Prey does with broken equipment, it keeps the player actively thinking, and
Overall, exploration plays a large role in teaching the player the strategy of the game.
This is done through artifacts and obstacles like the Typhon and broken equipment.
The ultimate goal of this game is survival, as stated earlier. As described by McGonigal
(2011) describes that a goal is an outcome the player hopes to achieve. Making this goal pure
survival causes a focus on strategy. There are two main paths to victory that Prey hints at, and
those are combat or stealth. The reason these strategies play such a vital role in this game is
because the Typhon tends to appear wherever you go, unexpectedly. So, if you want to make any
progress on the space station you need to decide how to deal with these creatures, to of course,
survive.
When first starting the game, the player does not have many skills that they have
acquired, nor do they have many weapons. So, the game really makes the choice for you in the
start, you must avoid these creatures until you have the correct weaponry or protective
equipment. This opens the door to the player, that maybe there’s multiple ways to get through
this game. For example, the first time the player encounters a Typhon is when the game prompts
them to go to the Machine Room. At this point, the player also receives information on the
Typhon’s capabilities, that they can teleport and can do transfiguration. This serves to show the
10
player that the Typhon are not just any ordinary creature, rather, they are intelligent, and one
must build their skills in order to outwit them. This is where Weaponry comes in. As the player
builds their inventory of weapons, the distinction between combat and stealth becomes clear. For
example, when you pick up a weapon, the prompt will tell you its function. The weapon that
highlighted the distinction in strategy for me was the Gloo Cannon. The Gloo Cannon disables
and demobilizes your target, without damaging them. This weapon is strictly used for the stealth
strategy, as it gives you time to finish whatever task you’re doing or move to a new room. The
game does a great job of providing a variety of different weapons that can either harm or hinder
the Typhon.
Aside from weapons, Prey also provides repair kits. I learned that repair kits can be used
to both strengthen your armor or fix broken equipment. Again, this is furthering the fact that the
player has a choice, to be violent or to not be violent. You can go on the defense, or you can take
action into your own hands. Overall, Malone (1987) describes the importance of intrinsic
motivation within a game. Specifically the importance of combining the values a player holds
dear with learning new skills. This is exactly what Prey does in terms of the weaponry available.
Players are able to decide whether a more stealthy approached weapon suits their needs, then
continually build off of that objective. The environment provides them with the opportunity to
learn new skills with the values they may hold outside of the game.
Personalization
The final aspect of this game that I learned from is how it can be shaped and
personalized. Personalization is an aspect of games that helps the player build their identity.
Identity can be seen as a self definition of the individual, rather than those coming from the
outside (Shaw, 2012). The way a player can self define their own identity within the game
11
became clear as I learned about the different technology available to me to customize my skills
and abilities.
The first aspect of personalization that I encountered was the Play Your Way design. This
first came to my attention as a prompt, which explained that it was my choice of how to proceed
when I could not get through a malfunctioning door. I was given the choice of whether to look
for a key/card to get through the door, or to improvise and find my own way of getting through.
This aspect of the game allows the player to build their own path, and basically shape how the
The second aspect of personalization I encountered was a bit more hands on, The
Favorite’s Wheel. The Favorite’s Wheel gives the player the option to have whichever weapons,
abilities, magic powers, and repair kits on their wheel, which will be easily accessible as opposed
to those objects/weapons that sit in the inventory. This gives the player quick access to their
favorite weapons or powers that they choose. This is just another way the game provides the
player customization. If you choose a specific strategy of play, you can then place the weapons
and kits you need in your favorite’s wheel, as those are the things you want to use to advance
The third aspect of personalization is probably the most interesting and most
complex, which follows you through the beginning to the end of the game, the Neuromod. The
Neuromod can be opened up as a menu, which shows where the player falls in terms of their
progress in multiple subsets of skills. The main categories that players are given are the scientist,
the explorer or the mechanic. The neuromod essentially provides a framework for the player to
see which skills they need to acquire to complete their identity of choice. As reported by Gee
(2005) a good game tends to allow several different gaming styles to be able to work within the
12
game. This is exactly what Prey does through the use of the neuromod. Players are able to
choose which skills they want to hone in on, resulting in attuning their experience to their own
playing style. The neuromod provides a strict and clear framework for the player to pursue
personal goals while advancing within the game. To emphasize this, the game also provides a
series of cues and reminders to check your progress within the neuromod, to encourage honing in
CONCLUSION
The game Prey follows the story of Morgan Yu as he explores the space station Talos 1.
The design of this game is one of much personalization, freedom and action. The game uses
obstacles, monsters and artifacts to lightly guide the player through both the storyline and the
space station itself. With the constant danger that the environment provides, the player is
constantly having to adapt to each different room and sequence of events. This design makes the
player play on their toes, construct ideas as they move along and build an identity throughout the
entirety of the game. Through the complex levels of choices and win conditions, the player
learns how to build their knowledge and apply it to different scenarios, ultimately leading to a
final decision on how to proceed with the space station and the Typhon as a whole. Overall, Prey
teaches the player adaptation at its best, and the design within the storyline, gameplay and the
environment of the station does a wonderful job of building upon skills and creating an optimal
References
Bransford, J. D., Brown, A. L., & Cocking, R. R. (Eds.). (2000). How people learn: Brain, mind,
experience, and school (Expanded ed.). Washington, D.C.: National Academy Press.
Gee, J. P. (2005). Learning by design: Good video games as learning machines. E-Learning,
2(1), 5–16.
Malone, T. W., & Lepper, M. R. (1987). Making learning fun: A taxonomy of intrinsic
motivations for learning. In R. E. Snow & M. J. Farr (Eds.), Aptitude, learning, and
instruction: Cognitive and affective process analysis (Vol. 3, pp. 223–253). Hillsdale, NJ:
Erlbaum.
McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the
Rigby, S., & Ryan, R. M. (2011). Glued to games: How video games draw us in and hold us
Selwyn, N. (2011). Education and technology: Key issues and debates. London: Continuum.
Shaw, A. (2012). Do you identify as a gamer? Gender, race, sexuality, and gamer identity .
Shute, V. J., & Ke, F. (2012). Games, Learning, and Assessment. In D. Ifenthaler, D. Eseryel, &