In today’s post I will be describing the game Catherine through the framework of my model, the Player-Game Descriptive Index (PGDI). Earlier this month, I described the mechanics present in Catherine, based upon a playthrough I completed. To describe the game, I will be using the descriptions provided by my recent posts on PGDI. This will be the first of two parts, and it will be focused on describing the Social, Customization, and Progression components of Catherine. I will do so based upon my field notes and recorded gameplay. The scale I will be using for components is: none < weak < fair < medium < strong <total. A score of none means that the game does not exhibit the component in any way, while a score of total means that every aspect of the game exhibits the component. Few components will be none or total.
In a previous post, I described the general categories of the Player-Game Descriptive Index (PGDI). In this post, I will be explaining the components in the customization category: Building, Experimentation, Replay, Uniqueness, Variety.
The components in the orange customization category deal largely with a player’s effect on their play experience. These components examine the player’s ability to tailor their gaming experience to what they want by offering pieces of the game that can be customized or reconfigured. This can happen on both an aesthetic and a cerebral level. Continue reading