Chapter 2 - The Structure of Games
[ EXTRACTED FROM: https://game-over-dex.fandom.com/wiki/Neo_Bomberman ]

Chapter 2 - The Structure of Games

Some of the questions are answered partially to reduce the content length.


Exercise 2.1 - Think of a Game

  1. Think of a game, any game. Now write down a description of the how the game works. Be detailed. Describe how to play the game as if to someone who has never played a game like it before.
  2. Now think of another game—a completely different type of game. The more different this game is from the first one, the better. Describe how the game works.
  3. Compare your descriptions. Which elements were different and which were similar? Dig deep and really think about the underlying elements of each game.


[

Fortnite

Game Type

  • It’s free to play
  • It’s multiplayer
  • It’s PvP (Players V.S. Players)
  • You queue up for a match to play against other players
  • It’s a last-man-standing game, meaning you have to eliminate other players/teams until you’re the only one remaining (this is known as Battle Royale)
  • There are different game modes, but the core one is Battle Royale, where you can play in Solos, Duos, Trios, or Squads

Core Game Mechanics

  • In Battle Royale, when entering the game, you’ll have the choice to drop from a flying bus. However, the bus follows a specific flight path, which changes every match
  • You have a map to interact with, allowing you to pinpoint a location. When you place a pin on the map, a large vertical line indicator will appear at that location, visible from afar
  • On the battleground, you will have additional mechanics such as Movement, Melee Combat, Inventory Management, and Building
  • Movement: You can walk, run, jump, and drive a vehicle in the game but they emit sounds depending on your action which could potentially alert the enemy
  • Melee Combat: You can customize which pickaxe to carry, but this is purely cosmetic. It doesn’t provide additional damage or any other advantages, regardless of the skin you equip
  • Inventory Management: There are three main types of inventory items: Currencies, Resources, and Weapons
  • Currencies can be used to trade for guns, materials, or other resources
  • Resources include items such as wood, stone, metal, ammo, and other miscellaneous supplies
  • Building: You can construct structures such as walls, floors, roofs, and ramps. Additionally, buildings can be modified to include windows, fences, and other custom shapes. Each build requires one of the following resources: wood, stone, or metal


[

Dishonored

Game Type

  • It’s a paid game (20$USD on the release date)
  • It’s an adventure game
  • It’s a PvE (Players V.S. Environment)
  • You play through pre-built levels with its own map to each level
  • You play as one main character

Core Game Mechanics

  • The main mechanics are: Movement, Melee Combat, Abilities, and Gun Combat
  • Movement: You can walk, run, vault, crouch to avoid detections
  • Melee Combat: You can perform hand-to-hand combat and assassinations
  • Abilities: You can perform supernatural abilities like Blink – short range teleportation; Dark Vision – see enemies through walls and detect their noises; Bend Time – temporarily slow down or stop time; Possession – temporarily embody an enemy in range and control them as if they are you…etc
  • Gun Combat: Pistol for a short to medium range attack


Similarities and Differences between Fortnite and Dishonored

  • Difference: Pricing

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.


  • Similarity: Basic Movements

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

  • Physical Item

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.


  • Player

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

  • Ball Control – Players dribble, pass, and shoot to maintain possession of the ball
  • Movement – Players run, position themselves, and react to opponents
  • Set Pieces – Special plays (free kicks, corners, penalties) that reset the game state and offer scoring chances


The Rules

  • Team Composition – Two teams of 11 players, each with specific roles
  • Match Duration – 90 minutes, split into two halves, with possible extra time
  • Offside Rule – Prevents attackers from being too far ahead when receiving the ball
  • Fouls and Misconduct – Physical or unsportsmanlike actions result in penalties (free kicks, cards, etc.)


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:

  • Due to the Team Composition Rule, the team manager must strategically form and adjust the team both pre-game and during the match to counter the opponent’s strengths while maximizing their own team’s effectiveness in reaching the objective
  • Due to the Ball Control Mechanic, players must fight to regain possession from the opposing team while staying within the constraints defined by the Fouls and Misconduct Rule (e.g., legal physical contact such as shoulder bumps)
  • Due to the Fouls and Misconduct Rule, players may attempt to provoke opponents into committing fouls to earn the Set Pieces Mechanic, but must balance this with the risk of being penalized


Conflict in Poker

The Mechanics

  • Card Dealing – Players receive a mix of private (hole) and/or community cards that determine their potential hand
  • Betting Rounds – Players must make decisions (bet, check, fold, call, raise) in multiple phases (e.g., pre-flop, flop, turn, river)
  • Hand Rankings – Determines the strength of a player’s hand
  • Fold-Call-Raise – Players can fold to surrender, call to match a bet, or raise to increase the stakes


The Rules

  • Turn Order – Players act sequentially
  • Betting Limits – Determines the maximum and minimum bets allowed (e.g., No Limit, Pot Limit, Fixed Limit)
  • Winning Conditions – A player wins by either having the strongest hand at showdown or forcing all other players to fold
  • Forced Bets (Blinds/Antes) – Players must contribute to the pot at the start of a hand, ensuring action and preventing overly passive play


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:

  • Due to the Fold-Call-Raise Mechanic, players must make educated estimations about their opponents’ potential hands, balancing risk and reward when deciding whether to fold, call, or raise
  • Due to the Card Dealing Mechanic, players must adapt their strategies based on incomplete information
  • Due to the Betting Rounds Mechanic, players engage in psychological battles where they can bluff to mislead opponents into folding superior hands or call bets to challenge possible bluffs


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.

  • What do your testers enjoy?
  • Where do they get stuck or confused?
  • How can you change the puzzle or the rules to make the game better?

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

  • Observation
  • Select an item within the foreseeable area and be able to know its length

Hard

  • Observation


The Rules

  • The puzzle is within the foreseeable eyes (most like a map)
  • You cannot measure the distance using the selected item
  • You cannot move


The Fixed Solution

The measurement between the original location to the designated location.


What do your testers enjoy?

[ IN PROGRESS ]


Where do they get stuck or confused?

[ IN PROGRESS ]


How can you change the puzzle or the rules to make the game better?

[ IN PROGRESS ]


Exercise 2.6 - Challenge

Name three games that you find particularly challenging and describe why.

[ IN PROGRESS ]


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.

[ IN PROGRESS ]


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?

[ IN PROGRESS ]


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:?

  1. Draw three dots randomly on the paper. Choose a player to go first.
  2. The first player draws a line from one dot to another dot.
  3. Then that player draws a new dot anywhere on that line. 2.1
  4. The second player also draws a line and a dot:
  5. The players take turns until one player cannot make a move. The last player to move is the winner. Identify the formal elements of this game:


For step 4:

  • The new line must go from one dot to another, but no dot can have more than three lines coming out of it.
  • Also, the new line cannot cross any other line.
  • The new dot must be placed on the new line.
  • A line can go from a dot back to the same dot as long as it doesn’t break the “no more than three lines” rule.


For Step 5:

  • Players: How many? Any requirements? Special knowledge, roles, etc.?
  • Objective: What is the objective of the game?
  • Procedures: What are the required actions for play?
  • Rules: Any limits on player actions? Rules regarding behavior? What are they?
  • Conflict: What causes conflict in this game?
  • Boundaries: What are the boundaries of the game? Are they physical? Conceptual?
  • Outcome: What are the potential outcomes of the game?


Does the game have dramatic elements? Identify them:

  • Challenge: What creates challenge in the game?
  • Play: Is there a sense of play within the rules of the game?
  • Premise/Character/Story: Are these present? What types of dramatic elements do you think might add to the game experience?

[ IN PROGRESS ]

要查看或添加评论,请登录

Keopitou Doung的更多文章

  • Chapter 1 - The Role of the Game Designer

    Chapter 1 - The Role of the Game Designer

    Some of the questions are answered partially to reduce the content length. Exercise 1.

    2 条评论
  • Game Design Document

    Game Design Document

    In Game Development, Before a studio dives into the actual creation of a game, they usually split the project into two…