A game asks its players questions, and players answer the questions with the tools given to them.

A good way to come up with questions for the player is to think of three things:

  • 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 purpose of opponent’s HP)
  • Defense: HP (Opposite purpose 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).

Rock Paper Scissors

  • 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)

Classic Arcade Game

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

Famous Puzzle Game

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