ABSTRACT

This chapter considers the traditional structures like competitive and team games, as well as the latest ideas in scenario-based, legacy, and consumable games. In many games there is an asymmetry which in-game balancing alone can not solve, like the first-mover advantage in chess or the service advantage in tennis. The promise of balance in a competitive game gives rise to a number of related issues, like methods for determining victory and breaking ties. For some players, collaborative play contributes to the “alpha player problem,” also known as “quarterbacking,” in which some player takes control of the group discussion and decision-making and creates a negative play experience by overriding other players. Legacy games are a still-emerging category and definition. Elements we've identified may not exist in every game, and new elements may yet emerge, especially as legacy games and digital apps converge.