Games, Design and Play: Elements – Mayshu Zhan

Exercise 1: Identify the basic elements of chess games

In chess, players engage by moving pieces across a defined grid, with each piece adhering to specific movement rules. The ultimate goal is to checkmate the opponent’s king, putting it into a position where it cannot escape capture. Actions consist of strategically moving the pieces—such as pawns, knights, rooks, and the queen—each with its own set of movement abilities. The rules dictate that players take turns moving one piece per turn, and that certain conditions, such as stalemates, can end the game in a draw. The objects involved are the chess pieces themselves, including 16 pieces for each player, and the chessboard, an 8×8 grid that serves as the playspace. The game requires two players, who alternate turns in their attempt to outmaneuver and ultimately corner the opposing king.

Exercise 2: Swapp an element between two games

As a thought experiment, imagine swapping the rule from Tetris, where rows are cleared when they’re fully filled, into the game of Checkers. In this new version of Checkers, whenever a full row of pieces is occupied, the entire row is cleared from the board. This would dramatically alter the strategy, as players would have to carefully manage the positioning of their pieces to avoid filling rows and losing them. This new mechanic would add a layer of unpredictability and hardship and force players to think not only about capturing pieces but also about maintaining gaps, much like managing space in Tetris.

Exercise 3: Map a childhood game’s space of possibility – Hide and Seek

  • Goal: For the seeker, the goal is to find all hidden players. For the hiders, the goal is to remain hidden as long as possible without being found.
  • Actions:
    • Seeker: Counting, searching, moving through the playspace to find hiders.
    • Hiders: Running, hiding, staying quiet, occasionally moving to better hiding spots if possible.
  • Objects: There are typically no physical objects required for the game, though the environment (trees, furniture, walls, etc.) acts as the “objects” for hiders to hide behind or within.
  • Rules:
    1. One player is designated as the seeker and must close their eyes and count to a certain number.
    2. The other players hide within the defined playspace during this time.
    3. The seeker then searches for the hidden players.
    4. The game ends when all players are found, or the seeker gives up.
  • Playspace: This can vary—common places include backyards, playgrounds, houses, or any area with plenty of hiding spots. The playspace defines the boundaries of where players can hide and seek.

Exercise 4: Real-time vs. turn-based games

Real-Time Game: Apex Legends

Basic Elements:

  • Actions: Running, sliding, shooting, using character abilities, looting items, and reviving teammates.
  • Goal: Be the last squad standing in a battle royale format.
  • Rules: Players compete in squads of three, and the game ends when one squad eliminates all others. There are no respawns unless revived by teammates or respawned at a beacon.
  • Objects: Weapons, armor, health packs, ammunition, character abilities, and various in-game items.
  • Playspace: A large, open map that shrinks over time, forcing players into closer encounters.
  • Players: Up to 60 players in squads of three.

Game State Log:

  1. Initial State: All squads drop onto the map and begin looting weapons and supplies.
  2. Mid-Game: The safe zone shrinks, and squads engage in combat, either advancing or retreating depending on their strategy.
  3. Climactic Moment: The final two or three squads face off as the safe zone becomes extremely small, leading to intense firefights and strategic positioning.
  4. End State: The last squad standing wins, and the game concludes with victory animations and stats.

Space of Possibility: In Apex Legends, the game state is constantly in flux, with real-time decisions affecting positioning, combat, and use of abilities. The diverse abilities of characters (like healing, shielding, or mobility) create varied outcomes, making each game unique. The shrinking play area adds constant pressure, forcing players to adapt their strategies on the fly.

Turn-Based Game: XCOM 2

Basic Elements:

  • Actions: Moving units, firing weapons, using special abilities, and taking cover.
  • Goal: Complete missions by defeating enemies, rescuing targets, or achieving specific objectives. Ultimately, the goal is to defeat the alien invasion over a series of campaigns.
  • Rules: Players and enemies take turns. Each turn consists of moving units across a grid, shooting at enemies, and using abilities like grenades or healing.
  • Objects: Units (soldiers, aliens), weapons, grenades, and other battlefield items.
  • Playspace: A grid-based battlefield that varies depending on the mission type and environment.
  • Players: Single player controlling multiple units in turn-based combat, facing AI-controlled enemies.

Game State Log:

  1. Initial State: Player positions their squad on the battlefield, setting up for an ambush.
  2. Mid-Game: Combat begins, and the player makes tactical decisions to move units, attack enemies, and take cover.
  3. Climactic Moment: The squad encounters a large group of enemies. The player uses abilities and strategies to overcome the threat while managing health and positioning.
  4. End State: The mission is completed, and the game provides a summary of the squad’s performance, including casualties and experience gained.

Space of Possibility: XCOM 2 offers a highly strategic space of possibility. Each turn allows for careful consideration of positioning, attack options, and special abilities. The unpredictability of enemy movements and random events during missions (like reinforcements or critical hits) adds complexity to the turn-based structure. The game’s mechanics create a tight loop of decision-making, risk management, and planning.

 

About the author

Leave a Reply

This site uses Akismet to reduce spam. Learn how your comment data is processed.