Comparing two games demonstrates common characteristics for something to be a game. In Tracy Fullerton’s The Structure of Games chapter 2 compares Quake and Go fish. Both these games are seemingly unrelated but they have a similar structure. It is possible to gamify or consider more things to be games following the same structure. Such as, getting a game of Quake to work can be just as much of a game as the intended purpose of the video game of Quake. It would have the elements that make a game with varying levels of difficulty. The base case is having it installed with the official install has all parts of a game but it is extremely easy and therefore negligible. However, if the computer system is supposed to be a locked down system or if the player does not have access to a screen or mouse it becomes more of a game.
First, the game is on the computer or it is not which means “there is the certainty of a measurable and unequal outcome of some kind” (Fullerton 37). The conflict is largely artificial as there it is not entirely necessary to have it run on a system. In the adversarial computer system one player sets up the challenge and did not know when the other player would challenge them. The rules can be such in a way that effectively handicap the player in order to create a conflict and a challenge. Such as limiting when the action can take place as to not arouse suspicion, which is a very common element in games. Then there is the extra excitement of adding achievements. Such as once the computer is able to run the game to be able to connect it to the network and lan the game.
If there is an adversarial system set up there are many components to make an activity to be considered a game. Even in something that is traditionally is not considered a game be embody many of the elements of one.
Sources: Fullerton, Tracy. Game Design Workshop: a Playcentric Approach to Creating Innovative Games. CRC Press, 2019.