What you call gameplay, I call ‘Questions.’ As in, “The game is asking the player questions, and the player answers the questions with play.”

For you to have a solid Question, you need 3 things [TEMPORARY TERMINOLOGY. NEED TO EXAMINE THESE AND COME UP WITH BETTER TERMS]:

  • An Offense – The opposite of the opponent’s defense.
  • A Defense – The opposite of the opponent’s offense.
  • An Expense – This complicates the ability to offend and/or defend.

For example (enemy VS action hero):

  • Offense: Damage (opposite of opponent’s HP)
  • Defense: HP (Opposite of opponent’s damage)
  • Expense: Range (Close or far? Complicates doing damage, and no amount of HP will help you damage your opponent if it’s not in range).

Another example (enemy and hero):

  •  Offense: Power Pellet (removes enemy invulnerability)
  • Defense: Invulnerability (enemy attacks can’t damage you)
  • Expense: Limit (only 4 power pellets per map)

Another example (Tetris from the perspective of the AI):

  • Offense: Clutter (drop blocks)
  • Defense: Line clear (removes clutter)
  • Expense: Random blocks (makes it hard to plan too far in advance)

Another example (RPS)

  • Offense: R beats S beats P beats R
  • Defense: RR, SS, or PP end in a draw
  • Expense: Hidden information (you don’t know what will be thrown)