Games, Design and Play: Elements

Question 1

Super Mario Bros
Actions: Running, jumping, stomping on enemies, collecting coins and power-ups.
Goals: Reach the flagpole at the end of the level and rescue Princess Peach by defeating Bowser.
Rules: Players should avoid enemies or obstacles that cause damage, collect coins and power-ups, and avoid falling into pits.
Objects: Coins, enemies (Goombas, Koopa Troopas), platforms, flagpoles, power-ups (mushrooms, fire flowers).
Playspace: The scrolling 2D levels consisting of platforms, pipes, and obstacles.
Players: One or two players, controlling Mario (or Luigi in a two-player game).

Question 2

Chessboard in Basketball: If basketball were played on a chessboard, players would be restricted to moving within the squares of the chessboard, which would create more restrictions like chess pieces. Players might be limited to diagonal, horizontal, or other patterns based on their position, making the sport slower and more strategic rather than fluid.

Basketball Court in Chess: If chess were played on a basketball court, it could turn into a live-action version where players (chess pieces) move continuously without grid constraints. Perhaps the chess pieces can “run” or “move” faster, and the game might become more physical, depending on how movement rules are changed.

Question 3

Hide and Seek
Goals: For the seeker to find all hidden players, and for the hiders to remain hidden.
Actions: The seeker counts and searches, the hiders run and hide.
Objects: Players (hiders and seeker), obstacles like furniture, walls, and trees that provide hiding spaces.
Rules: The seeker must count to a predetermined number before seeking, and the hiders must remain in their hiding spots without moving until found.
Playspace: The physical environment (house, playground, etc)

Hider possibility space: choosing a hiding spot, making sure it’s obscure, and trying not to make noise. You could move between hiding spots, but this increases your chance of being caught.
Seeker possibility space: searching systematically vs randomly thinking of hiding spots to look in.

Question 4

Fortnite (Real-Time)
Initial Game State: All players start on the island with no resources or weapons.
Mid-game State: Players have built structures, collected weapons, and the playable zone is shrinking.
End-game State: Only a few players remain in the shrinking zone, trying to eliminate each other.

Possibility space: Players have open-ended actions in how they build, explore, and eliminate enemies. This changes constantly based on their position, available weapons, and the shrinking playspace after storms.

Chess (Turn-Based):
Initial Game State: All pieces are in their standard starting positions.
Mid-game State: Pieces have been captured, and players have built up strategic positions with their remaining pieces.
End-game State: Only a few pieces remain, and the goal is to either checkmate the opponent or prevent being checkmated.

Possibility space: Actions are limited by the movement rules of the pieces, but players can create many options based on where they put the pieces. The state changes after each move.

 

About the author

Leave a Reply

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