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 progression category: Ability, Character, Goals, Plot.
The progression category is represented in green. The components in the category have to do with how the game goes from one point to the next. These components describe how the player goes through the game and how the game is won or lost, as well as describing growth
For my class on understanding games and impact, we have to describe 60 minutes of gameplay. As I mentioned in my last post, I have chosen to analyze gameplay from Catherine, a game about a man who has a supernatural nightmare that mirrors his real-life dilemma of choosing between a life of marriage or a life of fun. I chose to record my playthrough from start to finish and have divided the video into digestible chunks. In this post I will be providing the video and then following each video will be a description of the mechanics described and used in the game, as well as how the game progresses through its narrative. A side note on the structure of Catherine, as I describe in a previous post, the game is divided into three parts. The first part is a climbing block puzzle, the second deals with narrative decisions that affect the resolution of the game, and the third is a section of narrative feedback, which describes the results of the player’s performance in the first two parts. Keep this in mind when viewing the videos.