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gd2000 Notes: 09-04 Kinds of Game

·497 words·3 mins·

First, attendance code on Inkfish.

Game Design
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Game - A voluntary, structured play activity that players do for fun.

Design - Intentionally made decisions about how something should be.

Design
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We need to intentionally make decisions. What decisions?

Kind of game?

  • Standard deck card game?
    • Is it poker?
  • Board game
  • Custom deck card game?
    • Fixed decks?
  • Physical game?
    • Games vs sports?

Each decision is also a classification. And either way to look at it will be fuzzy around the edges, but still useful.

In Class Questions
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Categorizing Games
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  1. Chess — Abstract strategy, turn-based, 2-player, perfect information, zero-sum, traditional board game.
  2. Quake — First-person shooter, twitch reflexes/spatial awareness, real-time, digital multiplayer.
  3. Bocce — Physical lawn game / precision sport, spatial estimation, turn-based, low-cardio dexterity.
  4. Super Meat Boy — Digital precision platformer, single-player, rapid trial-and-error, muscle memory.
  5. Pokémon GO — Augmented reality (AR), location-based mobile, collection/RPG, blended physical/digital.
  6. Magic: The Gathering (or Pokémon TCG) — Collectible card game (CCG), hidden information, metagame deck construction, asynchronous design vs. synchronous play.
  7. Tag — Folk game, zero equipment, continuous real-time, high-cardio physical agility, playground rule negotiation.
  8. Dungeons & Dragons — Tabletop role-playing game (TTRPG), cooperative storytelling, asymmetric authority (Dungeon Master vs. players), open-ended win conditions.
  9. Among Us — Digital social deduction, asymmetric roles, imperfect information, heavy emphasis on out-of-game conversation.
  10. Tetris — Digital abstract falling-block puzzle, spatial logic under time pressure, survival/high-score (no traditional “win” state).
  11. Minecraft (Creative / Survival) — Digital sandbox, emergent gameplay; frequently straddles the line between “game” and “toy/canvas.”
  12. Texas Hold’em Poker — Standard 52-card deck, incomplete information, wagering/resource management, psychological bluffing.
  13. Twister — Physical dexterity/flexibility game, player bodies as the game pieces, spatial entanglement.
  14. The Stanley Parable — “Walking simulator” / interactive narrative, meta-commentary, virtually no mechanical challenge or traditional failure state.
  15. Jenga — Physical balance and fine motor dexterity, literal physics-based mechanics, sudden-death elimination.
  16. Escape Room (Live-Action) — Physical environment as interface, cooperative puzzle-solving, strict time limit, non-replayable.
  17. Cookie Clicker — Incremental / idle game, minimal mechanical input, math optimization; tests the boundary of player agency.
  18. Keep Talking and Nobody Explodes — Asymmetric cooperative puzzle, cross-medium (one player on digital screen, other reading a physical paper manual), pure communication bottleneck.
  19. Roulette — Pure chance/gambling, zero strategic agency after the wager, tests the line between “game” and “gambling mechanic.”
  20. Soccer (Association Football) — Institutionalized team sport, strict physical rules, official governing body, high physical conditioning.
  • Each game: Digital or Physical
  • Which games are sports?
  • Is Cookie Clicker a game if it plays itself?
  • Is The Stanley Parable a game if you cannot “lose”?
  • Is Minecraft (Creative Mode) a game or a digital Lego set?
  • Alternative Taxonomies: Ask them to ignore platform/genre and categorize by:
  • Core skill required (Dexterity, Logic/Calculation, Social/Deception, Spatial, Chance).
  • Player alignment (Competitive 1v1, Team vs. Team, Pure Co-op, 1-vs-Many asymmetric, Solo).
  • Information state (Perfect/Open information vs. Imperfect/Hidden information).

What other games can we come up with that are very different from these examples?

Game For Today
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https://play.tetris.com/

See assignment

Nat Tuck
Author
Nat Tuck