The next stop on our tour of mid-game structures involves player interaction. Of course, player interaction is not strictly limited to the middle part of a game–in some games, every single turn involves some measure of interaction with the other players. But we thought our series about the pivot points and decision crossroads was the perfect place to discuss interaction: the outcome of so many games can hinge on whether you choose to attack your opponent or leave him alone, trade or embargo, call or raise, claim the action that’s best for you or impede on what is best for him.
In the next two sections, I’ll propose a two-dimensional model of interaction that considers both how interactive a game is and how antagonistic it is.
First axis: degree of interaction
The first axis of interaction describes the degree (or intensity) of the interaction that exists in the game. I’ll discuss this axis as if it encompasses three distinct categories, but like every other topic in game design, it really exists as more of a continuum.
This dimension spans from games that have literally no interaction with the other players to games where every action depends on someone else’s and in turn affects someone else’s. And like most continuums in game design, most games fall somewhere in the middle.
No interaction “You do your thing, I’ll do mine.”
In games with no interaction, a player can’t affect either the game state or the strategic options/available actions of the other players. Fans of games with extensive player interaction might derisively refer to a game as “multiplayer solitaire” if they perceive it as having too little interaction. But true multiplayer solitaire would literally confine each player to his own corner, doing his thing without paying any attention to what anyone else was doing.
It’s difficult to think of real examples of games with no interaction, so I’ll use a few nontraditional or incomplete examples to get the point across. Something close to a true no-interaction game is a crossword competition, a contest of skill with an objective scoring system that you can definitely win or lose, but where your success and strategy have no bearing on what anyone else is doing.
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