Game Questions

  • In your opinion what should every game have? Why do you like your favorite game?

In my opinion I think every game should have an objective, multiple solutions, and some sort of suspensefulness/build up. A clear objective gives the player direction and purpose, while multiple solutions allow for creativity and different play styles. The build-up to a goal makes the experience rewarding, because it creates tension and anticipation before the big payoff. My favorite game is 500 Rummy, and I like this game because you have to play multiple rounds (the build up) and play your cards strategically to reach 500 points. I like the aspect of chance and strategy that is in Rummy, also I personally enjoy games that have a point system and Rummy is all about gaining points. 

  •  List the games you’ve played and currently play.

Fluxx, 500 Rummy, Poker, Bullshit, Black Jack, Chess, Checkers, Minecraft, It Takes Two, Unraveled, Fortnite, Gang Beasts, Slime Ranchers, Monopoly, Candy Crush, My Singing Monsters, Hayday, WII sports, Mario Kart, Sims, Wavelength, Uno, Sorry

  • Can you apply the three act structure to your favorite game? What is its pacing and how long do you find yourself in each act?

For my favorite game, 500 Rummy, I would argue that it does apply to the 3 act structure to some degree. First is the set up, you set up all the players with their cards and they begin the drawing of cards, creating sets, and discarding. The beginning introduces the situation where the stakes are low, and the game starts taking direction. Next for confrontation (mid game) the game becomes more intense with more sets forming, the discard pile growing, and players hands getting smaller. At this point of the game there are risks and strategic moves that players make. Lastly, the resolution of the game is whoever goes out or the deck runs out. This is when the scoring comes into play and resolves the conflict. Even though Rummy does not have a narrative or true story, it does have a natural rising of tension and resolution like these steps include. 

  • When coming up with ideas where do you find you start, with the metaphor or the mechanic? 

When I come up with ideas, I feel like I could start with either a metaphor or a mechanic, but I usually begin with the story and concept before thinking about the mechanics. I think this way because it is easy for me to come up with ideas/stories and bring them to life after thinking of how I want the storyline to go, characters to look, and overall vibe of whatever I am creating. 

  • Over the course of this semester, who would you like to collaborate with and why?

I would like to collaborate with anyone, I don’t have my eye set on anyone in particular because I feel that everyone in this course has great insights and skills that would be interesting to work alongside.

Question Set 1 Week 1

  1. Every game should have a clear point that is engaging and fun. There should be enough rules that are easy to follow so it is enjoyable and doesn’t hurt your brain. I like my favorite game because it is simple to understand yet has several parts and strategy involved in it that keep it interesting.
  2. Board Games: Sorry, Monopoly, Shoots and Ladders, Candy Land, Safari, Herd Mentality, iKnow, Poetry for Neanderthals, Hues, Clue, Telestrations, Yatzee, Chess, Checkers, Chinese Checkers, Parchisi, Balderdash (etc)

Card games: Spit, Dirty Bridge, Uno, Solitaire (double, triple, etc), Black Jack, Poker, Phase 10, Crazy 8s, Tacocatgoatcheesepizza, Michigan Rummy, Sabot

PS2/PS5/Xbox/Wii/Switch/Mobile Games, etc: Minecraft, Fortnight, Star Wars Battlefront 1 and 2, NASCAR racing, ATV adventures, Gang Beasts, Breath of the Wild, Skyward Sword, Tank Warriors, Blazing Angels, Mech Arena, Candy Crush, Merge Dragons, Fruit Ninja, Temple Run, Farming Simulator, Wii Sports, Wii Resort, Wipeout, Wordscapes (etc)

Misc: Jackbox Games (T.K.O, Quiplash 1+2, Drawful, Murder Trivia), Kahoot, Gartic Phone, Charades, FishBowl, Pictionary, the laughing game, Sharks and Minnows

3. Dirty Bridge Card Game: Each ‘act’ lasts a few minutes each and there are two different phases of the game each lasting also a few minutes each. It’s pretty fast paced and engaging

4. I start usually with the metaphor and concept or theme of the game and then figure out how it actually works

5. I’m not sure what this means by who you want to collaborate with but I am open to working with anyone really.

Week 1-Game Design Questions_Meredith B

  1. In your opinion what should every game have? Why do you like your favorite game?
    • Every game needs a good premise with a replayability aspect. No matter how fun the game is, if I cannot play it multiple times and face the same amount of enjoyment, I will not play it anymore/actively. Currently Phasmophobia (https://store.steampowered.com/app/739630/Phasmophobia ←Heres the steam link, also on playstation). I enjoy it as a horror game, and the mechanics of the game allows for infinite replayability. It is essentially a ghost hunting game, where you find the ghost, or it finds you. There is 7 parts of evidence, over 20 ghosts and 10 maps,challenge and custom gamemodes, and each round is never the same. There is also a level and prestige system, so it encourages players to keep going, even if they have “beat” the game. (The game was released in 2020/2021, and still active and being played, we had 2 updated maps and a huge game change released a few months ago, so it is still a popular/updated game).
  2. List the games you’ve played and currently play.
    • Mobile:
      Good Pizza/Great Pizza
      Block Blast
      Plato
      The Way Home
      Super Phantom Cat 1 and 2
    • PC:
      Phasmophobia (Favorite Game ATM)
      Valorant
      Genshin Impact
      Keep Talking and Nobody Explodes
      Content Warning
      Lethal Company
      Slime Rancher 1 and 2
      Minecraft
      Roblox
    • Nintendo:
      Mario Kart
      Animal Crossing: New Horizons
      AK-Axolotl
    • Tabletop/Other
      Uno
      Cards Against Humanity
      Old Maid
      Tag
      Spoons
  3. Can you apply the three act structure to your favorite game? What is it’s pacing and how long do you find yourself in each act?
    • The 3 act structure does not fully apply to my favorite game, since sections of the act can be avoided. The 3 act would be beginning (finding/locating the ghost), middle (getting evidence) and end, (ghost “hunts” and deciding on what the ghost is). However there are moments in the game where you walk in and immediately know what the ghost is due to an ability, or you walk in and immediately die (That’s an achievement actually). So there’s always a chance to avoid the 3 act structure within the game. In general, the 1st act, of finding the ghost, takes the longest due to the need of exploring the map. The 3rd act, specifically the hunting part, doesn’t really happen if you play the game correctly and are smart with your resources.
  4. When coming up with ideas where do you find you start, with the metaphor or the mechanic?
    • The mechanic, it’s harder to come up with the way to play the game rather than the visuals for me. I would rather have the premise and design of the game fully developed before focusing on visuals, as visuals are easier to test and change rather than set game mechanics.

Game Design: Question Set 1 – Bryce Mathews

  1. Using Kobold’s guide as inspiration, every game should have an identity. James Ernest’s segment on the distinction between rules, mechanics, and the key to “good” games explains that games are not the sum of their parts. Each game has an identity that justifies its mechanics. If a game’s mechanics are not in tune with the game’s identity, then players may not find it interesting. To support this, James claims that mechanics are identifiable, yet are not entirely transferable. All games have mechanics, but great mechanics work in tandem with the game’s identity. You cannot create a great game from analyzing the exact mechanics of another. I like my favorite games because every aspect of the game is made with identity in mind, mechanics are thoughtfully implemented to create a specific experience.
  2. Here is a small list of games from my steam library
    Furi – Onnamusha
    Ready Or Not
    Rooftops & Alleys: The Parkour Game
    Dungeons of Hinterberg
    PC Building Simulator
    Balatro
    Resident Evil 4
    Valheim
    Noita
    ULTRAKILL
    GRIS
    RESIDENT EVIL 3
    RESIDENT EVIL 2 / BIOHAZARD RE:2 Standard Edition
    Resident Evil 0 / biohazard 0 HD Remaster (ROW Launch)
    OneShot
    Furi
    Resident Evil 5 Gold Edition
    Resident Evil / biohazard HD REMASTER
    Resident Evil 6 Complete
    Kerbal Space Program
    Star Birds Demo
    3DMark Demo
    9 Kings Demo
    The Last Stand: Aftermath
    Nitro Express
    Risk of Rain 2
    R.E.P.O.
    Haste
    Demon Tides Demo
    Solarpunk Demo
    Am I Nima Demo
    Warfare Legacy Collection Demo
    Machine Mind Demo Demo
    Icaria Demo
    Mech Havoc Demo
    Heroes of Hammerwatch II Demo
    Sky: Children of the Light
    Awaria
    Stacklands
    Inscryption
    Slay the Spire
    Hades
    Rebel Inc: Escalation
    Darkest Dungeon
    Risk of Rain
    Factorio: Space Age
    Mullet Mad Jack Demo
    Retrowave
    Realm of the Mad God
    Frostrain
    Lethal Company
    Hearts of Iron IV
    Bitburner
    SIGNALIS
    Farlanders
    Against the Storm
    Unsighted
    Into the Breach
    Frostpunk
    OpenTTD
    Quasimorph: End of Dream
    Steam Engine Simulator
    Sonic Generations Collection
    Factorio
    Stoneshard: Prologue
    Hyper Light Drifter
    Enter the Gungeon
    The Binding of Isaac: Rebirth
    The Complex: Found Footage
    Tomb Raider
    Space Engineers
    Destiny 2
    Destiny 2: Legendary Edition
    STAR WARS™: The Old Republic™
    Apex Legends
    Splitgate
    Arid
    Muck
    Dead by Daylight
    Tom Clancy’s Rainbow Six Siege – Deluxe Edition
    Oxygen Not Included – Spaced Out!
    tModLoader
    Craftopia
    Among Us
    Counter-Strike: Global Offensive Free Edition
    Uno
    The Forest
    The Colonists
    Absolver
    Scrap Mechanic
    Fallout Shelter
    Rust
    The Long Dark
    Call of Duty: Modern Warfare 2 (NA)
    Sheltered
    Warframe
    ASTRONEER
    Oxygen Not Included
    Don’t Starve Together
    Plague Inc: Evolved
    Garry’s Mod
    Geometry Dash
    Terraria
    Unturned
  3. While my favorite games often blur the distinction between “acts” or definite moments in the player’s story or progression, my favorite games do one of two things. They either leave the story solely in the players’ hands, or they craft enough of a structure to entice the player to play the game and experience the story. A game like Minecraft has no definite strory, it encourages players to make their own. Progression in the form of better tools, weapons and armor encourages the player to seek better materials all while they shape the world as they see fit, creating a story of surviving and thriving. A more story-driven game like Pokemon entices the players with interesting premises and innovative gamplay to encourage the player to stick around.
  4. Both approaches are effective ways to create a game, as long as they service each other. I personally like to create ideas starting from it’s purpose. The metaphor can help guide the subsequent mechanics, story, and theme. With this approach you can ask whether an implementation sucessfully highlights the metahpor you are trying to show. But, the opposite approach is valid. Large games evolve from simple mechanics all of the time.
  5. I think it’d be interesting to collaborate with other classes or campus organization to create official art or garner support for the games we make.

Question Set 1: Madison Hurst

  1. Every successful game must keep players engaged throughout. If a game struggles to hold the player’s attention, it fails its primary purpose. Engagement means more than just hooking someone for a single play—it ensures they want to return repeatedly. For example, on page 5, part 1 in “The Kobold Guide to Game Design,” the difference between engaging and merely hooking is discussed. My favorite game, BLINK, exemplifies lasting engagement. It’s quick, replayable, and exciting, requiring few materials. I enjoyed playing BLINK at my golf course job while waiting for carts—its fast pace fit naturally into idle moments, and its replay value made it memorable.

When coming up with ideas, where do you find you start, with the metaphor or the mechanic? – I find myself on the mechanical side when coming up with ideas. I normally get inspired by something random I see and try to twist it into my own game or be the main attraction of the game. Once this idea or object is stuck in my head, I have to think about how to make a game around it. After I have figured out what I want from the idea, that’s when the skeleton of the game comes into play. 


The Kobold Guide to Game Design describes the three-act structure as beginning, middle, and end. The beginning of BLINK involves splitting the deck and explaining the rules: get rid of cards by matching colors and shapes. Conflict slowly rises as players become more competitive. The middle focuses on the struggle for victory when you try to keep up as the play speeds up. At the end, there’s a final push to victory as you race to place your last card, with the loser realizing the outcome. Pacing is quick once you understand the rules. The start is slower to find your rhythm, the middle becomes fast-paced, and the end requires precise actions as the game tightens. 


List the games you’ve played and currently play. – I have played Monopoly, Chutes and Ladders, Blink, UNO, War, Spoons, BS, Fluxx, The voting game, Life, Connect 4, Sorry, Rider, FIFA, Madden, Boggle, Hop Scotch, Tag, Shark and Minnows, Pig/Horse Basketball, Cross Bar Soccer, Tic Tac Toe, Cornhole, CanJam, BattleShip, Roblox, Among Us, Slither.io, Paper.io, Over the River soccer, Flying Changes Soccer, Go Fish, Kings in the Corner, Blitz, Would You Rather, Put a Finger Down, Minecraft, Blank Slates, and telestration.


Over the course of this semester, who would you like to collaborate with and why? – I would like to collaborate with Meredith because I think we would be able to come up with unique game ideas since we have different ways we go about finding an idea. But, when combined I think we could have an amazing game ideas and work well with each other.

Question Set 1 – Christine Ursiny

  1. In your opinion, what should every game have? Why do you like your favorite game?
    • Every game should have an aspect of surprise. Something the users don’t expect right away, with some build-up to it. My favorite game is Cards Against Humanity, which allows the user to shock other players with vulgar or weird answers. The element of surprise in the player’s control gives a game its wow and alluring factor.
  2. List the games you’ve played and currently play.
    • Cards against Humanity
    • Fluxx
    • Apples to Apples
    • Minecraft
    • Exploding Kittens
    • Monopoly
    • Life
    • Fortnite
    • Roblox
    • Chess
    • Scrabble
    • Clue
    • Uno
    • Black Jack
    • Crapps
    • War 
    • Yattzee
    • Shoots and Ladders
    • Candy Land
    • Mario Cart
    • Super Mario
    • Chess
    • Rummi
    • Rock Paper Scissors
    • Tetris
    • Candyland
    • Temple Run
    • Just Dance
    • Go Fish
  3. Can you apply the three-act structure to your favorite game? What is it’s pacing and how long do you find yourself in each act?
    • I would like to first say that, reading this part in the textbook, I couldn’t help but think of the game Clue. Now I am willing to give this game another shot with the right convincing, but I absolutely can’t stand that game. However, I seem to gravitate towards that game when doing the reading. I found the 3-act structure first in the establishing of the game and how everyone gets their own character, and you start asking the basic questions of who might have what object where when trying to establish the murder. Then, the second act in the middle is the struggle to remember who said what and trying not to repeat objects in rooms with the same person. Studying other players’ faces is another part of the struggle to tell if they’re lying or not. The final act, when all other possibilities are narrowed down and there are only so many turns left before someone is bound to guess it. The suspense comes from the right room and object, but they are struggling to figure out the person. Every person is frantic to get a turn in. Overall, the middle/second tends to be the longest, especially when playing with newbies to the game. I find myself in these acts for around 10 to 15 minutes, sometimes even 20, mainly because the first act doesn’t take all that long. 
  4. When coming up with ideas, where do you start, with the metaphor or the mechanic?
    • When coming up with ideas, I think it can start either way. You can either have a story you want to tell, then come up with the mechanics, or vice versa. However, I will say coming up with the mechanics of a game vaguely might be the right start. Then, if you’re not sure how to proceed, move to the metaphor, and now that you have 2 vague aspects of the game, you can slowly fill in the rest. The metaphor and mechanic work together simultaneously, so if one doesn’t fit, the other needs to be tweaked.
  5. Over the course of this semester, who would you like to collaborate with and why?
    • Over the course of this semester, I would like to collaborate with anyone in the class, really. I do think it would be interesting to work with other classmates with whom we have the least in common to create a game, and one with classmates I have the most in common with and who know each other really well. I would like to see this simply because of what other people bring to the table, as well as how we can make ideas flow within different situations, which would be parallel to what we’d work on in our own professional jobs.