Games & Virtual Worlds Series

Actions, Events, Choices, Time & Turn Taking

Understanding Games: How Video Games & Board Games Work

Understanding Games
7 min readJan 3, 2023

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In games, actions are the choices or decisions that players make, such as choosing which card to play or which move to make. Events are occurrences or happenings within the game, such as the outcome of a dice roll or the activation of a game mechanic.

Actions are typically initiated by the player, while events are typically determined by the game’s rules or mechanics. For example, a player might choose to play a certain card, which would be an action. The outcome of that action, such as the effect of the card on the game state, would be an event.

The distinction between actions and events can be important in game design, as it allows designers to differentiate between player choices and game outcomes. It can also be useful in analyzing and understanding the gameplay experience, as it allows for the separation of player decisions from the resulting events and outcomes.

In games, events are occurrences or happenings within the game, such as the outcome of a dice roll or the activation of a game mechanic. There are two main types of events: fixed events and conditional events.

Fixed events are events that are predetermined and cannot be affected by the player’s actions. For example, in a card game, the order in which the cards are shuffled and dealt is a fixed event that cannot be changed by the players.

Conditional events, on the other hand, are events that are determined by the player’s actions or the game state. For example, in a strategy game, the outcome of a battle might be determined by the units and resources that the player has deployed, as well as the actions they have taken during the battle.

The distinction between fixed and conditional events can be important in game design, as it allows designers to create a balance between predetermined outcomes and player-influenced events. It can also help to create a sense of agency and control for players, as they are able to influence the outcome of the game through their actions.

There are three main types of actions in games: voluntary, required, and forced.

Voluntary actions are actions that are initiated by the player and are not required by the game. For example, in a card game, a player might choose to play a certain card even though they are not required to do so.

Required actions are actions that are mandated by the game and must be taken by the player. For example, in a board game, a player might be required to take a certain number of actions each turn in order to keep the game moving.

Forced actions are actions that are initiated by the game and must be taken by the player. For example, in a game with a timer, a player might be forced to take an action when the timer runs out, even if they do not want to.

The distinction between these types of actions can be important in game design, as it allows designers to create a balance between player agency and predetermined outcomes. It can also affect the gameplay experience, as it determines the extent to which players are able to make their own choices and decisions within the game.

Time & Turn Taking

Turn taking is the process by which players take actions or make decisions in a structured and organized manner. There are several different kinds of turn taking in games, including:

Alternating turns: In this type of turn taking, players take turns in a predetermined sequence, with each player taking one turn at a time. This can be seen in many board games, card games, and other tabletop games.

Simultaneous turns: In this type of turn taking, all players take their actions at the same time, without knowing what actions the other players are taking. This can create a high level of uncertainty and strategy, as players must make their decisions without complete information. Examples of simultaneous turn taking include rock-paper-scissors and the prisoner’s dilemma.

Continuous turns: In this type of turn taking, players take their actions in a continuous manner, rather than in discrete turns. This can create a sense of urgency and tension, as players must make decisions and take actions within a limited amount of time. Examples of continuous turn taking include real-time strategy games and sports games.

Asynchronous turns: In this type of turn taking, players take their actions at different times, rather than all at once. This can allow for more strategic and leisurely gameplay, as players have more time to think about their actions and make decisions. Examples of asynchronous turn taking include turn-based strategy games and email chess.

The type of turn taking determines the level of urgency and pace of play. It can also affect the types of strategies and decision-making approaches that are effective in the game.

Ticks

Ticks are discrete units of time that are used to measure the passage of time. They are often used in games with continuous turn taking, in which players take their actions in real-time or at a fixed rate.

In the context of taking turns, ticks can be used to determine the order in which players take their actions. For example, in a real-time strategy game, players might take their actions on a set number of ticks, with each tick representing a small unit of time. This can create a sense of urgency and tension for players, as they must make decisions and take actions within a limited amount of time.

Ticks can also be used to measure the duration of actions or events in a game. For example, in a strategy game, certain actions or abilities might have a duration measured in ticks, with each tick representing a small unit of time. This can allow for more precise and detailed gameplay, as players can make more nuanced decisions about the timing and duration of their actions.

Ticks are a useful tool for game designers, as they allow for the precise measurement and manipulation of time in games. They can be used to create a sense of urgency and tension, and to provide a more detailed and nuanced gameplay experience.

Further Reading & Exploring

https://files.eric.ed.gov/fulltext/ED497016.pdf

Video Games and the Future of Learning.

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Bibliography & Further Reading

  • A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design by Anna Anthropy and Naomi Clark
  • A Theory of Fun for Game Design by Raph Koster
  • Advanced Game Design: A Systems Approach by Michael Sellers
  • An Introduction to Game Studies by Frans Mayra
  • Basics of Game Design by Michael Moore
  • Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made by Jason Schreier
  • Board Game Design Advice: From the Best in the World vol 1 by Gabe Barrett
  • Building Blocks of Tabletop Game Design: an Encyclopedia Of Mechanisms by Geoffrey Engelstein and Isaac Shalev
  • Character Development and Storytelling for Games by Lee Sheldon
  • Chris Crawford on Game Design by Chris Crawford
  • Clockwork Game Design by Keith Burgun
  • Elements of Game Design by Robert Zubek
  • Fundamentals of Game Design by Ernest Adams
  • Fundamentals of Puzzle and Casual Game Design by Ernest Adams
  • Game Design Foundations by Brenda Romero
  • Game Design Workshop by Tracy Fullerton
  • Game Mechanics: Advanced Game Design by Ernest Adams and Joris Dormans
  • Game Writing: Narrative Skills for Videogames edited by Chris Bateman
  • Games, Design and Play: A detailed approach to iterative game design by Colleen Macklin and John Sharp
  • Introduction to Game Systems Design by Dax Gazaway
  • Kobold Guide to Board Game Design by Mike Selinker, David Howell, et al
  • Kobold’s Guide to Worldbuilding edited by Janna Silverstein
  • Level Up! The Guide to Great Video Game Design, 2nd Edition by Scott Rogers
  • Narrating Space / Spatializing Narrative: Where Narrative Theory and Geography Meet by Marie-Laure Ryan, Kenneth Foote, et al.
  • Narrative Theory: A Critical Introduction by Kent Puckett
  • Narrative Theory: Core Concepts and Critical Debates by David Herman, James Phelan, et al.
  • Narratology: Introduction to the Theory of Narrative, Fourth Edition by Mieke Bal
  • Practical Game Design by Adam Kramarzewski and Ennio De Nucci
  • Procedural Storytelling in Game Design by Tanya X. Short and Tarn Adams
  • Professional Techniques for Video Game Writing by Wendy Despain
  • Rules of Play by Salen and Zimmerman
  • Storyworlds Across Media: Toward a Media-Conscious Narratology (Frontiers of Narrative) by Marie-Laure Ryan, Jan-Noël Thon, et al
  • Tabletop Game Design for Video Game Designers by Ethan Ham
  • The Art of Game Design, 3rd Edition by Jesse Schell
  • The Board Game Designer’s Guide: The Easy 4 Step Process to Create Amazing Games That People Can’t Stop Playing by Joe Slack
  • The Cambridge Introduction to Narrative by H. Porter Abbott
  • The Grasshopper, by Bernard Suits
  • The Routledge Companion to Video Game Studies by Bernard Perron and Mark J.P. Wolf
  • The Routledge Encyclopedia of Narrative Theory by David Herman
  • The Ultimate Guide to Video Game Writing and Design by Flint Dille & John Zuur Platten
  • Unboxed: Board Game Experience and Design by Gordon Calleja
  • Video Game Storytelling: What Every Developer Needs to Know about Narrative Techniques by Evan Skolnick
  • Writing for Video Game Genres: From FPS to RPG edited by Wendy Despain
  • Writing for Video Games by Steve Ince
  • 100 Principles of Game Design by DESPAIN

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