Experimenting with PGDI: Doors — Part 2 of 3

Continuing from last time (Part 1), in this post I’m going to continue describing my front door using PGDI. This time is going to be a bit rough, because we’re looking at the Mastery and Immersion components. I’m just going to jump right into this.

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Catherine, as Described by PGDI – Part II

Two weeks ago, I wrote a blog post about describing the mechanics of Catherine based on the descriptions of the Player-Game Descriptive Index (PGDI). I had decided to split it up into two parts, the first post looking at the Customization, Progression, and Social categories. There was supposed to be a follow-up post last week that described Catherine via the Immersion, Mastery and Participation categories, but as you may or may not have noticed, that did not happen. Without going into too many details, I decided that I had written enough for the first month of the semester and met with some professors to greatly adjust what I am doing this semester for their class. Basically, the goals for what I was going to do this semester were inadvertently already met within the first month, and we decided that the rest of my work was unnecessary. So I proposed a new semester’s work and now I will be aiming towards something I wasn’t going to touch this early. There will be more details about that in a separate post. For now, let’s just get down to describing the Immersion, Mastery, and Participation categories of Catherine.

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PGDI: Descriptions of the Immersion Components

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 immersion category: Embodiment, Emotion, Excitement, Instinct.

The Immersion Category

The Immersion Category

The immersion category houses components that deal with making the player feel or experience something in tandem with the game. It is this situation of shared experience, of transferred affect.

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