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Preparation, Strategy, Tactics, and Action: Phases of Challenge

Many games are tests of skill. Players succeed or fail at the game’s goals based on their physical dexterity and reaction time, general knowledge and reasoning ability, understanding and internalization of the game’s own mechanics - anything a game can test. But much of that skill is applied before the moment of success or failure.

Victory in a chess match may come from physically moving your piece into a position that checkmates your opponent, but that isn’t the hard part. And the hard part of beating Doom isn’t the button press that fires the last shot on the final boss - it’s everything you did to enable that shot. These goals, and indeed most interesting goals in games, actually have multiple stages of challenge that funnel into each other.

PREPARATION STRATEGY TACTICS ACTION

Here’s my conception of the phases of challenge. This is a fairly abstract framework, since it’s intended to be generalizable to every skill-based game. To help pin it down a bit, let’s take a closer look at each phase and then discuss how they interrelate. Once that’s done, I’ll go into some implications these ideas have for game design.

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Capsule Review: Runner3

A rhythm platformer like its two predecessors. Your character runs automatically, you avoid obstacles and collect gold by jumping, sliding, kicking or blocking at the right time, and your actions affect the music. This third installment keeps the aesthetic from Runner2 and most of its additions (characters and skins to unlock, levels with branching paths, optional mid-level checkpoints, etc.

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Capsule Review: Finding Paradise

An interactive story wrapped in the style and presentation of a SNES RPG. Play as the same technicians from To the Moon, investigating and rewriting the memories of a dying client to grant their life’s wish. The client this time is an old man who was once the boy in A Bird Story, but the content of that game is not a prerequisite to understanding this one.

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Capsule Review: Vostok Inc.

A mediocre idle game mixed with a mediocre twin-stick shooter to form something that is sometimes but not always more than the sum of its parts. The game takes place in a series of six star systems. The planets house the idle game mechanics - on each one, you can buy and upgrade buildings from a menu to generate passive income.

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Capsule Review: Golf Story

A golf RPG with pixel art aesthetic and comedic tone. Progress through eight nine-hole courses with a huge variety of side content along the way. Golf is the main focus, and many optional challenges are contextualized drills on specific golf skills, but there are also one-shot minigames such as racing an RC car and more-developed side modes like mini golf, disc golf, and drone golf.

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Capsule Review: Highrise Heroes

A spelling game with a variety of mechanical gimmicks based on the premise that you are guiding a group of survivors down through the floors of a highrise building after an apparent earthquake. Spelling is done on a grid of letter tiles by connecting adjacent tiles to form words. Like in Bookworm and other similar games, tiles that are used are removed and the tiles above drop down.

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Capsule Review: Subsurface Circular

A conversational mystery game in which you play a detective robot interviewing other robots to find the truth behind recent robot disappearances. Ride the eponymous subway line and talk to the other passengers who get on and off, learning what they know and sometimes solving small puzzles to get their cooperation or help them out.

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