Games, Design and Play: Elements – Sabrina

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

Game: Codenames

  • Actions: Players provide clues to help their teammates guess the word or guess words based on those clues.
  • Goal: The goal of Codenames is to correctly reveal all of one’s team’s secret words before the other team unveils theirs.
  • Rules:
    • Players are split into two roughly equal -sized teams of two. 25 codenames are randomly chosen and laid out in a 5×5 grid. Each team chooses one player to be the spymaster. Together, the spymasters choose a keycard and view it secretly, which identifies which codenames belong to each team and which team goes first.
    • In turns, the spymaster says a one-word clue and the number of codenames the clue pertains to. The clue cannot be any currently visible codenames. Their team can then guess codenames by tapping them one at a time. Upon tapping a codename, the affiliation of the codename is revealed using the agent cards. The team may continue guessing until they guess a codename that is not affiliated with the team, or they reach the given clue limit, with one additional guess.
    • If either team reveals the assassin, they lose immediately. Otherwise, the first team to reveal all of their affiliated codenames wins.
  • Objects: Codenames consists of agent cards, codename cards, and keycards.
  • Playspace: The playspace is the table area in which the codename cards and keycards are placed.
  • Players: The standard version of Codenames must be played with at least four players (two teams of two), although variants exist for 2 and 3 players. There is no upper limit to the number of players.

2. 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.

Swapping the playspace of basketball and soccer would cause major changes to each game. Basketball is played on a small indoor court (94 feet long by 50 feet wide) commonly with a hardwood floor. In contrast, soccer is played on a field over 16 times as large, with FIFA standards being 115 yards long by 74 yards wide (345 feet long by 222 feet wide). Additionally, the soccer field is made of grass.

Soccer cleats, which are designed to grip into the soft soccer field, would become hazardous to both the players and the floor on a hardwood basketball floor. The average soccer pass is almost as long as the width of the basketball court and half of its length. Players would need to develop strategies to not severely hurt their fellow players (or audience) in the much smaller arena.

Similarly, basketball on a soccer field would be very difficult as the ball would not dribble, which would destroy one of the fundamental actions of the game. Furthermore, players would have to dribble much longer distances. While basketball is a very fast-paced game, the distance and difficulty dribbling would make the time between shots much slower and drastically increase the importance of endurance. On the other hand, it would make half-court shots far more interesting.

A basketball court is 16 times smaller than a soccer field. Source: https://www.reddit.com/r/interesting/comments/1v9tr1r/a_fullsize_basketball_court_can_fit_inside_a/

3. 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.

The possibility space of twenty questions allows for infinite questions and chosen objects, but finite actions.

Twenty Questions’ space of possibility is broad in a few dimensions, but ultimately very constrained. The answerer can choose any possible concept (though typically restricted to objects) to think about, while the guesser can ask any possible yes-or-no question. However, the actions are restricted: players can only ask yes-or-no questions and answer with yes or no. Furthermore, the rules restrict the guesser to ask a maximum of twenty questions. So although the game may be repeated many times, the experience of each gameplay loop does not strongly differ.

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