Chapter 2 - The Structure of Games
Keopitou Doung
Junior IT Project Manager @ BiKay ???? | Aspiring PM in Gaming ?? | ?????
Some of the questions are answered partially to reduce the content length.
Exercise 2.1 - Think of a Game
Fortnite
Game Type
Core Game Mechanics
Dishonored
Game Type
Core Game Mechanics
Similarities and Differences between Fortnite and Dishonored
I guess the pricing model of Fortnite (free-to-play) is that they’re hoping to build the player base to solidify their brand by relying on microtransactions, sponsorships, or partnerships as the main revenue stream instead. The content of the game itself is almost user-generated, if you think about it. You play within the rules of the mechanics, but each match is guaranteed to be different. You could be dropped at a random location, picking up random guns, etc. However, this falls more into dynamic game design than it does into UGC (user-generated content). The content is random enough to not be repetitive, so there will never be a feeling of boredom due to the same type of content. However, I’m sure that randomness isn’t the only factor in increasing the user retention rate. Other mechanics contribute heavily to the game itself, such as the Building mechanic, which is pretty unique to the game and very engaging. Even if the randomized elements were removed, core mechanics like the Building system would still make the game engaging. This is proven by Fortnite’s Creative Mode, where players craft their own experiences without randomness, yet still find enjoyment. Social class leaks into everyday life, even in gaming. Not having a cosmetic skin for the character, guns, pickaxe, etc., will instinctively leave a person feeling low, so it will psychologically trigger a response for the players to buy the cosmetics. This is sometimes known as FOMO – Fear of Missing Out. In a highly visible multiplayer space, players don’t just want to win—they want to look good doing it. Not owning a premium skin can create a subconscious "outsider" effect, encouraging purchases to maintain status or avoid feeling left out.
User-generated content refers to game elements that are directly created, modified, or shaped by players rather than developers. These can include custom levels, maps, game modes, character designs, or even full game mechanics. UGC enables player creativity and often leads to community-driven content, making the game world more diverse and evolving beyond what the developers originally designed. Examples include Minecraft’s player-built worlds, Roblox’s custom games, and Super Mario Maker’s user-created levels. Whereas dynamic game design involves pre-designed systems that adapt, randomize, or change based on player actions, AI behavior, or procedural generation.
Unlike UGC, players do not directly create content, but they experience a constantly shifting game environment that prevents repetition. This can include randomized loot drops, procedural level generation, adaptive AI, or changing weather conditions. Examples include Fortnite’s shifting safe zones and randomized loot, Hades’ procedurally generated dungeons, and Left 4 Dead’s AI Director, which adjusts enemy spawns dynamically.
As for Dishonored, the game is predefined—the levels, the maps, the storyline. So, logically and naturally, it would make more sense to make the game a one-time payment rather than rely on microtransactions to generate revenue. However, some modern single-player games still do have microtransactions or DLC, such as the Assassin’s Creed series. Back in the early days of Assassin’s Creed, there was never any DLC. That just shows they knew their player base wasn’t big or established enough to justify post-launch content. They had to wait until the franchise was strong before introducing microtransactions. Fortnite followed a similar pattern at first, except Epic Games was gambling from the start. I’m pretty sure they conducted studies before launching, but at the end of the day, they had no guarantee the player base would stick around. They had to bet on accessibility—make the game free, pull in as many players as possible, and then hope they could sustain engagement through microtransactions. So while Assassin’s Creed built its player base first and then introduced monetization, Fortnite had to risk everything upfront and rely on player retention to make it work.
Both games feature basic movements such as walking, running, crouching, etc. One of the key elements of gaming that increases the rate of ‘fun’ is agency—the ability to control a character directly. The more control players have over their characters, the deeper their sense of immersion. However, not all games rely on movement to create agency. Some, like card games, engage players through strategy, decision-making, and chance instead.
But what happens when a game intentionally limits movement? In the Resident Evil series, for example, characters are designed to move very slowly, even when running. Compared to real-life movement, their speed feels unnaturally sluggish, and this isn’t due to technical limitations—it’s an intentional design choice. By restricting how fast players can move, the game heightens tension and reinforces its horror atmosphere. Instead of relying on fast reflexes to escape threats, players must plan ahead, manage resources carefully, and face the fear of being vulnerable. In this way, Resident Evil creates a different kind of agency—not by offering freedom, but by forcing the player to engage with the game’s horror on the developer’s terms.
Exercise 2.2 - Players
Describe how players might join or start a game of Go Fish versus single-player Quake. What steps do they need to take in each case—social, procedural, or technical? There will clearly be differences in the beginning of a multiplayer card game versus a single-player digital game, but are there also similarities? If so, describe them.
Go Fish!
For context, Go Fish is a game where you utilize a standard 52-card deck and requires around 3 or 4 people to play (learn more at https://www.wikihow.com/Play-Go-Fish). To play this game, you first need a standard 52-card deck card, a bunch of people, and the correct physical environment (a table..etc).
Quake
For context, Quake is a 3D, and digital first-person shooter game (learn more at https://quake.fandom.com/wiki/Quake_Story). To start the game, you need to have a game-enabled device (a gaming console, a PC…etc) and have the game installed on your device.
The Difference in starting up the game for Go Fish V.S. Quake
The differences between the two are clear: Go Fish! only requires a deck of cards, while Quake requires a compatible gaming device. However, we can notice that both of them need tangibly physical items to further continue their process. For instance, without the deck, you won’t be able to play ‘Go Fish!’, the same goes with Quake, without a gaming console, a pc…etc, you won’t be able to play it either.
In contrast, if we take a closer look between the two games, we can see that there’s another similarity AND difference – players. You need at least two players to play Go Fish!—otherwise, the game isn’t possible because fundamentally, it’s a multiplayer game. The same kind of goes with Quake, without YOU, there won’t be any player to play the game.
Ultimately, both games have two essential prerequisites: (1) a physical component that enables the mechanics (cards for Go Fish!, a gaming device for Quake), and (2) at least one player to engage with the system. While Go Fish! relies on social interaction to function, Quake provides an interactive experience even with just a single player.
Exercise 2.3 - Objectives
List five games, and in one sentence per game, describe the objective in each game.
Marvel Rivals
The objective differs based on the game mode you’re playing, but fundamentally, in most game modes, your objective is to (1) eliminate the enemy team as a Duelist/Strategist, (2) keep your team alive as a Healer, and (3) defend your team as a Vanguard.
Tiny’s Tina Wonderlands
The objective of the game is to (!!HEAVY SPOILER ALERT!!) avenge Queen Buttstallion by venturing through different locations, encountering various types of enemies, and surviving along the way.
Fortnite
Similar to Marvel Rivals, the objective varies depending on the game mode, but fundamentally, in Battle Royale (Solo Mode), your goal is to eliminate all other players until you are the last one standing.
Assassin’s Creed Series
The objective in most games of this series is to find lost artifacts from the Isu, an ancient civilization, and keep them out of the hands of the Templars (the antagonists) while playing as an Assassin.
Rider’s Republic
The objective of the game is to race to the end of the track as fast as possible while earning the highest score by performing tricks.
Exercise 2.4 - Rules
Can you think of a game that has no rules? If so, describe it. How about one rule? Why is this exercise difficult?
By definition, I think it’s impossible for a game to exist without a defined set of rules. As explained in Exercise 1.2 - Inspiration from Chapter 1, it’s impractical to think of a game with little to no rules, as rules fundamentally define a game’s structure. However, at the same time, the very act of trying to imagine a rule-less game is useful—it reinforces the necessity of rules and helps solidify our understanding of what a "game" truly is.
Exercise 2.5 - Conflict
Compare and contrast the conflict in football to the conflict in poker. Describe how each game creates conflict for the players.
Okay, tl;dr, by definition, a conflict in games is, usually, a by-product (or intentionally designed elements) of the game mechanics, rules, and the objective(s), where it forces the players to come up with a solution to resolve the situation.
For instance, In chess, the mechanics (turn-based movement), rules (piece restrictions), and objective (checkmate the opponent’s king) create a conflict where players must strategize their moves to counter their opponent. In The Sims, conflict emerges from system-based constraints like time, resources, and character needs, requiring players to manage their households effectively.
In every case, conflict is not just opposition—it’s the pressure created by a game’s systems that demands a response from the player.
Conflict in Football
The Mechanics
The Rules
The Objective
The objective is to score more goals than the opposing team within the allotted match time.
The Possible Conflicts
With this, we can conclude that the possible conflict(s) of football is/are:
Conflict in Poker
The Mechanics
The Rules
The Objective
The objective is generally to win chips/money by forming the best possible hand or by making opponents fold through strategic betting.
The Possible Conflicts
With this, we can conclude that the possible conflict(s) of poker is/are:
BONUS Exercise - Invent a Puzzle
Your challenge is to invent a computer-based puzzle inspired by a headline from today’s news. After you have invented the rules, craft at least two levels for your game: one easy and one hard. Remember that you are designing a puzzle, not an action game, so the puzzle must have a precisely defined solution, preferably unique.
Make a paper prototype of your puzzle and test it on other people. Be sure to explain what the goal of the puzzle is, what the rules are, and how the player controls the action.
Puzzle
According to Chris Crawford on Game Design, play activities are usually built upon 4 elements, bottom to top: Experience, Toy, Puzzle, and Game.
Experiences do not have any interaction, as they involve fantasy play (such as toys), which are unmodifiable and/or non-manipulable by the players. Toys are experiences that can be manipulated (mechanics) but they do not have any fixed goal. Puzzles contain the previous two elements and a goal; however, like games, they are rule-based elements that need to be respected, except that they have a fixed solution with little to no replay value (once the solution has been discovered, the puzzle is solved). Games, similar to puzzles, are also rule-based elements, except they have different goals to reach the final objective—winning. For a game to be a game, it has to involve some sort of 'winning' by implementing opposition between the player and a system or between players.
With this being said, the puzzle I designed involved these elements: mechanics, rules, a goal, and a fixed solution.
The Goal
To guess the distance (in meter) from the current location of the user to the designated location with the margin of ±30cm.
The Mechanics
Easy
Hard
The Rules
The Fixed Solution
The measurement between the original location to the designated location.
What do your testers enjoy?
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Where do they get stuck or confused?
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How can you change the puzzle or the rules to make the game better?
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Exercise 2.6 - Challenge
Name three games that you find particularly challenging and describe why.
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Exercise 2.7 - Premise
What are the premises for the games Risk, Clue, Pit, and Guitar Hero? If you don’t know these games, pick games that you are more familiar with.
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Exercise 2.8 - Story
Have any stories within a game ever gripped you, moved you emotionally, or sparked your imagination? If so, why? If not, why not?
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Exercise 2.9 - Applying What You Have Learned
For this exercise, you will need a piece of paper, two pens, and two players. First, take a moment to play this simple game:?
For step 4:
For Step 5:
Does the game have dramatic elements? Identify them:
[ IN PROGRESS ]
Web Developer
1 周Very informative
Mobile developer
1 周look so cool
Junior IT Project Manager @ BiKay ???? | Aspiring PM in Gaming ?? | ?????
1 周For some reasons, I cannot credit the images I used in this article, I'll add them in this comment instead - https://unrealitymag.com/ranking-every-fortnite-chapter-1-season-from-worst-to-best/ - https://wall.alphacoders.com/big.php?i=702451 - https://en.wikipedia.org/wiki/Go_Fish - https://quake.fandom.com/wiki/Quake - https://www.reddit.com/r/assassinscreed/comments/7e7gas/golden_age_assassins_creed_10th_anniversary - https://wallpapercave.com/riders-republic-wallpapers