Game Rules

 

Game Rules

Operational, Structural, Implicit


In this blog I will discuss and explain the three rule types for games, using Star Wars Battlefront II, released in 2017 by DICE, Motive Studio and Criterion Software, to give examples of each rule type in action.

 

Operational

Operational rules are often considered as ‘the rules of play’. Usually thought of as the only rules the player needs to be taught, or the only rules that are deliberately shown to the player, operational rules direct the players behaviour and usually dictate how the game is played. To give an example of an operational rule from Battlefront II, in any multiplayer game mode with a mix of hero characters and base class troopers, killing enemies gives you a certain amount of points so that you can upgrade and choose a hero character.


Trooper Selection Screen

https://gamegavel.com/wp-content/webp-express/webp-images/uploads/2020/05/Jet-trooper-Class-Battlefront-2.jpg.webp

As you can see from the above image, the player has enough ‘Battle Points’ to unlock the Jet Trooper or Wookie class, which have improved statistics compared to the base troopers, but does not have enough points for the Hero characters, Rey or Han Solo, which are much better characters than the base troopers. I believe this is an operational rule because it is a rule that encourages players to be more aggressive as base characters, to go for more kills, therefore dictacting how the player plays the game.

 

Structural

The structural rules of a game are the core logic of the game, the mathematical rules. They are often not shown to the player and while they are the core mathematical rules of the game, they are not something the player has to explicitly do. A very basic example of a structural rule in Battlefront II is the jumping. Every hero character in the game can jump, but some characters have a clear advantage when it comes to height on their jump. This rule was included to give an increased gameplay variety but is nearly impossible to notice while playing the game. Therefore, I consider it as a structural rule of Battlefront II and a good example of structural rule for games in general.


Player Jump Height Reference (Screenshot From YouTube Video)

(https://www.youtube.com/watch?v=J-UWVWYHjNs)

 

Implicit

Implicit rules are often referred to as ‘unwritten rules’, or the ‘unwritten laws’ of a game. They are very rarely spoken about when a game is played and are based off how the players conduct themselves when playing the game. Upon reflecting on this rule, I realised that I myself have broken the implicit rules of Battlefront II, breaking the game to gain an unfair advantage over other players. I made use of a game bug which allowed me to get above the map on one of the multiplayer modes and shoot down on other players, while they had no idea where the were getting shot from.


Above Map On Naboo Glitch (Screenshot From YouTube Video)

(https://www.youtube.com/watch?v=hOcS69PpTlw)




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