Game Design Workshop: Chapter 2 Response – Redentor Jimenez

Chapter 2, The Structure of Games, from the Game Design Workshop textbook, by Tracy Fullerton, is an interesting read. The chapter first starts out by talking about how the games, Go Fish and Quake have similarities and differences. At first, I thought they would have more differences, but while reading through the chapter I noticed that it was not the case. Both games actually have a lot in common. The most generic similarity is that both games are designed for players. Go Fish and Quake both have objectives, which you are aiming to achieve. Go Fish’s objective is to have the most “books” (4 of a kind) than everyone else. Quake’s objective is “to stay alive and complete the level of the complex you are in” (Fullerton p. 34). Whether you are playing Go Fish or Quake, there are rules that the players have to follow. In Go Fish, if someone asks for a card and you have it, you can’t just say “Go Fish” (it means I do not have the card). You need to play by the rules and give the person the card they asked for. In Quake you have to use certain ammunition for certain guns. Even if you wanted to use ammunition from a different type of gun, the game’s code will prevent you from doing so. Boundaries are formed in both games, so players do not move outside specific boundaries. In “Go Fish, the boundaries are more conceptual than physical.” (Fullerton p. 37). Players are agreeing that they are going playing the game and will not leave the game once they start it. In Quake, some walls prevent you from going out of bounce.

After reading chapter 2, it amazes me how games can seem completely different but yet have a lot of similarities to them. This chapter made me realize that to be a good game designer, it is extremely important in having great organization and communication skills. Without these skills, parts of a game may suffer because of it. Two great examples of horrible game design are Anthem, by BioWare and Fallout 76, by Bethesda. The structure of both of these games is unbalanced and unfinished to be considered a playable and polished game for a consumer.

Fullerton, Tracy. Game Design Workshop: A Playcentric Approach to Creating Innovative Games Fourth Edition. Taylor & Francis Group, 2019.

One thought on “Game Design Workshop: Chapter 2 Response – Redentor Jimenez”

  1. I like that you pointed out the paradox of how games all seems to be very different yet very similar. When looking at the things described in chapter 2, it can almost feel like all games are essentially the same but decorated differently. However, anyone, including myself, would tell you that games can have extreme variances in how they are experienced and played out, making them very unique regardless of their similarities in structure.

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