Week 9: Excercises


3.10: Conflict (p84)

  • Tetris - The shapes doesn't fit to form a row right away, so the player have to rotate and move them before the shapes snap in.
  • Frogger - The player have to avoid the various obstacles and hazards in order to cross to the other side of the screen.
  • Bomberman - The player must eliminate other players through strategically placed bombs, as well as avoid getting hurt by the bombs' radius.
  • Minesweeper - The player must avoid all the bomb tiles and only click on the free tiles using calculation based on the numbers of the free tiles which indicated how many bombs are around that tile.
  • Solitaire - The player must reorder the deack by moving the cards around with less moves as possible.

3.11: Boundaries (p89)

Physical Boundaries: Sinve the game have to be played within a certain space, the physical space provide the boundary in which the players have to stay inside. In addition, the space required to have a flat surface in which the game takes place. The physical boundary, if the game is played in an open space, can also be the invisible circle or noise level in which the players should not cross in order to not disturb other people outside of the game.

Conceptual bounddaries: Since the game gives the players a lot of freedom, the conceptual boundaries are something the players themselves have to decide. It could be that, with the fantasy premise of the game, mundane behaviors are restricted. In addition, players could place boundaries on the morality or sensitive topics to the game in order to avoid uncomfortable environment for the players.

3.12: Outcome (p90)

Zero-sum Games: Yugioh, Boxing in Wii Sports

Non Zero-sum Games: The Dark Pictures Anthology: Man of Medan, PUBG

The main difference between the zero-sum games and the non zero-sum games is that there is only 2 end states in the zero-sum games: win and lose. On the other hand, the non zero-sum games can have various end states. Some games with multiple endings never listed any endings as a win or a lose state, but rather based the endings off a spectrum between the good and the bad within the context of the game. Non zero-sum games that use ranking systems also allow the overall gain of wins and losses of the players to be more or less than 0, depending on how the players did in each level.

3.13: Revised Rules and Procedures (p90)

To make Backgammon not depend on chance, the dice that is used to randomly deteremine the how many spaces has to be taken out. One way to replace the dice is to change it to a list of different combiantion of moves that the player can do and have the players pick which one to use each turn. This changes the game in which the players now would be able to plan their strategy beforehand and also respond to the other player's move strategically. However, this would make the game less replayable as well, since there will be a certain combination of numbers that works better than the others, and once that combination is realized, the game won't be challenging to play anymore. 

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