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)