Games, Design and Play: Elements — Classic editor

  1. Identify the basic elements in a game of your choice (actions, goals, rules, objects, playspace, players).

Exercise 1: Identify the basic elements in “Werewolf” 

  • Actions: Players perform actions based on their assigned roles.
    • Werewolves choose someone to eliminate at night
    • Villagers vote to kill a suspected werewolf during the day
    • Other roles can check a player’s identity at night
  • Goals: Each player’s goal vary depending on their specific role
    • Werewolves: eliminate enough villagers to outnumber them
    • Villagers: identify and eliminate all werewolves
    • Seer: discover werewolves
    • Guardian: protects a player each night
  • Rules:
    The game is divided into night and day phases. During the night phase, werewolves secretly choose a victim, and special roles perform their abilities. During the day phase, players discuss and vote to eliminate one player, trying to identify the werewolves. The game ends when either all werewolves are eliminated or the werewolves outnumber the remaining villagers.
  • Objects:
    Role cards (e.g., Werewolf, Villager, Seer), tokens, or markers used to keep track of eliminated players and votes.
  • Playspace:
    A circle of seated players, typically around a table or in a designated area where everyone can see each other. The playspace is divided into verbal (daytime discussions) and non-verbal (nighttime actions) interactions.
  • Players:
    The game requires a group of players, usually between 6 to 18. Players are divided into two main teams (Werewolves and Villagers) and sometimes additional independent roles like the Witch or Cupid.
  1. As a thought experiment, swap one element between two games: a single rule, one action, the goal, or the playspace. For example, what if you applied the playspace of chess to basketball? Imagine how the play experience would change based on this swap.

If the rules of Werewolf were swapped with Monopoly’s financial and property-based rules, the game would have a different focus. In the “Monopoly version” of Werewolf, instead of using social deduction to find the werewolves, players would need to accumulate “money” or “resources” to “buy” roles or “properties” in the village. Villagers could purchase protection services, and werewolves could secretly acquire certain roles to gain control of the village economically rather than eliminating villagers directly. The focus would shift from suspicion and debate to strategy and resource management, making the game less about trust and deception and more about economic competition.

 

  1. Pick a simple game you played as a child. Try to map out its space of possibility, taking into account the goals, actions, objects, rules, and playspace as the parameters inside of which you played the game. The map might be a visual flowchart or a drawing trying to show the space of possibility on a single screen or a moment in the game.
  • Goal:
    To choose a hand gesture (rock, paper, or scissors) that defeats the opponent’s chosen gesture.
  • Actions:
    Players simultaneously reveal one of three gestures: rock, paper, or scissors.
  • Objects:
    Players’ hands serve as the main objects in this game, with three possible gestures representing different actions.
  • Rules:
    Rock crushes scissors, scissors cut paper, and paper covers rock. If both players choose the same gesture, it’s a tie, and the game is repeated.
  • Playspace:
    No specific physical space is needed; players can play the game anywhere, as long as they can see each other’s hand gestures.
  • Players:
    Typically played with two players, but it can be expanded to more in some variations.

Space of Possibility:

  • A visual flowchart would have three main branches (rock, paper, scissors) and show the possible outcomes (win, lose, or tie) for each combination.
  • Possible game states: Player A and Player B each choose a gesture, creating 9 distinct combinations (3 choices for each player).
  1. Pick a real-time game and a turn-based game. Observe people playing each. Make a log of all the game states for each game. After you have created the game state logs, review them to see how they show the game’s space of possibility and how the basic elements interact.

Real-Time Game: Basketball

Game State Logs:

  1. Tip-off: Team A wins possession, starting the game.
  2. Player A1 dribbles down the court and passes to Player A2.
  3. Player A2 drives toward the basket, but Player B1 steps in to block.
  4. Player A2 pulls back and passes to Player A3 at the three-point line.
  5. Player A3 takes a three-point shot; Player B2 contests the shot.
  6. Ball goes in: Three points for Team A.
  7. Team B now has possession; Player B3 dribbles quickly down the court.
  8. Player B3 passes to Player B4 in the post, who attempts a layup.
  9. Player A4 blocks the shot, and Player A1 retrieves the rebound.
  10. Player A1 sprints forward and passes to Player A5, who dunks the ball.

Space of Possibility Analysis:

  • Constant Change: In basketball, every second presents new opportunities and threats. Player positioning, ball movement, and defensive formations shift constantly, influencing what players can and should do next.
  • Dynamic Interactions: The game state fluctuates rapidly as players decide on the fly how to act. Strategies have to be adapted in real-time, which means players must be quick thinkers and agile in their responses.
  • Interaction of Elements:
    • Actions: Dribbling, passing, shooting, defending.
    • Goals: Scoring points by getting the ball into the opponent’s basket.
    • Rules: No traveling, no double-dribbling, maintaining the shot clock.
    • Objects: Basketball, hoops, court.
    • Playspace: Full basketball court with clearly defined zones.
    • Players: Two teams of five players, each with specific roles and positions.

Turn-Based Game: Golf

Game State Logs:

  1. Hole 1:
    • Player 1 tees off, driving the ball 250 yards onto the fairway.
    • Player 2 hits 230 yards, but lands in the rough.
  2. Player 1’s Second Shot: Hits a 7-iron, landing on the green, 20 feet from the hole.
  3. Player 2’s Second Shot: Chips out of the rough, ball lands back on the fairway.
  4. Player 1’s Third Shot: Putts, stops 2 feet short of the hole.
  5. Player 2’s Third Shot: Puts the ball on the green, 15 feet from the hole.
  6. Player 1’s Fourth Shot: Sinks the ball, finishing with a par.
  7. Player 2’s Fourth Shot: Misses the putt, ball rolls 5 feet past the hole.
  8. Player 2’s Fifth Shot: Sinks it, completing the hole with a bogey.

Space of Possibility Analysis:

  • Deliberate State Changes: In golf, each action is discrete and changes the game state in a predictable manner. Each stroke determines the position of the ball and sets up the next shot. There’s no surprise interference from other players—only environmental factors like wind or terrain.
  • Clear Strategy: Players have time to think through each decision, factoring in terrain, club selection, and distance, making it a game of precision and strategy rather than reaction.
  • Interaction of Elements:
    • Actions: Driving, chipping, putting.
    • Goals: Complete each hole in the fewest strokes.
    • Rules: Players must take turns, penalties for out-of-bounds or hazards.
    • Objects: Golf ball, clubs, hole.
    • Playspace: Golf course with different terrains (fairway, rough, bunkers, green).
    • Players: Typically two or more individual players, taking turns.

Comparison and Review

  1. Space of Possibility:
    • Basketball: With its rapid pace, basketball’s space of possibility shifts moment-to-moment. The dynamic nature of player movement and strategies creates a constant need for split-second decisions.
    • Golf: The space of possibility is more static and deliberate. Each shot is planned in isolation, and the outcome is often determined by calculating angles and distances.
  2. Game State Changes:
    • Basketball: Game state changes occur at lightning speed—possession changes, points are scored, defensive strategies shift. The excitement comes from this unpredictability.
    • Golf: Game state changes are slow and sequential, with each turn leading to a carefully planned outcome. Players can anticipate the next state with more certainty.
  3. Interaction of Elements:
    • In basketball, all elements—actions, players, objects, and rules—interact in real-time, making the game highly fluid and responsive.
    • In golf, the interaction is more methodical, allowing players to precisely control and influence each element, making it a game of patience and skillful execution.

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