IP #8: Game Design 101 (Part 6)


6. Exercise 3.10: Conflict

Explain how conflict is created in the following games: Tetris, Frogger, Bomberman, Minesweeper, Solitaire. Does the conflict in these games come from obstacles, opponents, dilemmas, or a combination of these?

Tetris

In Tetris conflict is created by the increased speed at which the shapes drop from the top of the screen as the game progresses. Obstacles are represented by the existing shapes that have already been arranged at the bottom of the screen, creating the spaces available for new shapes. The game itself acts as an opponent, making available difficult-to-fit shapes as the game progresses. Dilemmas include where to place a shape for maximum gain, and whether to complete a horizontal line or to wait until more than one line can be completed by a single new shape.

Frogger

In Frogger conflict arises from the limited range of moves a frog can make (no backward moves, no diagonal moves) and the time limit for the frog to cross the road. Obstacles include the vehicles on the road. The game is an opponent in that it speeds up as the game progresses, and also imposes a time limit. The dilemma players face is whether to move, where to move to, and when.

Bomberman

In Bomberman, obstacles in the playing area reduce the available space. Dilemmas occur in where and when to place a bomb so as to avoid being captured in the blast. Other players represent another source of conflict in the game.

Minesweeper

In Minesweeper the conflict is created by the shrinking available space and the increasing likelihood of hitting a mine. There are no obvious obstacles or opponents. The main dilemma is whether to click on a square that may have a mine behind it. Sometimes the feedback in the game (the number of surrounding squares that contain mines) is not sufficient to be absolutely certain that a square does not contain a mine, so thereā€™s an element of chance and risk.

Solitaire

The conflict in solitaire arises from the rules of the game, where players can only see each 3rd card in the draw pile. Some players modify the game so that eventually all cards in the pile can be drawn, but it is still possible to ā€˜loseā€™ even then. The obstacles are the existing drawn cards. The dilemma arises from where to place a card for the best effect.


Discussion

Conflict is an idea that I initially found hard to pin down. In some cases the conflict is clear (when the game features a well-defined opponent, for example). Fullertonā€™s definition (2019, p. 85) that ā€œconflict emerges from the players trying to accomplish the goals of the game within its rules and boundariesā€ is helpful in this regard: conflict does not need to be between players, or even a single player and the other game elements. However we define it, conflict does seem to be a core element of most, if not all games.


References

Fullerton, T., & Taylor & Francis eBooks EBA. (2019). Game design workshop: A playcentric approach to creating innovative games (Fourth ed.). Taylor & Francis, CRC Press.