When initially considering gameplay and game-making as a topic, I wasn’t sure what to expect. I entered BCM300 with little knowledge of the subject and was ready to delve into what ‘Games’ meant in terms of what they communicate, how they speak to the player and how they have changed over time. When investigating these factors of game-making, it is also vital to enter this framework of thinking by viewing the play experience from a different perspective. This is not simply a game review, but an in-depth look into the game’s process, my responses and the overall effectiveness of how the game communicates its mechanics and themes to the player.
What is a game?
Defining the word ‘game’ is no easy feat. It is a topic that has been widely argued and discussed amongst scholars such as Egenfeldt- Nielson and Wittgenstein. There have been arguments that games must be ‘unproductive’ and ‘imaginary’ and that they must be separated into four categories as Caillois states or Mcluhan’s ideology that games are a reflection of their culture.
The definition that resonated with me the most when trying to pinpoint the word game was within week one’s lecture ‘What is a Game?’. There are family resemblances that connect games and that they are a balance between systems and stories. Whilst scholars such as Wittgenstein focused on the rules of games, week one’s outline of what games usually require proved to be the most helpful.
Games require time
Games require space
Games require material
Games affect psychology
Games communicate
Games affect our behaviour
Games affect our world
It is also incredibly interesting to focus on how games enact consequences and how they reflect social reactions to cultures.
I decided I would enter this topic by starting simply, in a way that I would understand, but that also effectively communicated the overall desires of the topic. ‘Guess Who?’
Instead of simply playing ‘Guess Who?’, I reminded myself that it is vital to not get lost in the ‘fun’ aspects of play, and to focus on my reactions and observations to the game’s themes, genre and purpose.

This board game is a mass market game, having dominated shelves since 1979. Originally developed by Israeli designers Ora and Theo Coster, ‘Guess Who?’ is a traditional themed family and children’s game. At first glance, this board game presents itself as a colourful, easy-to-follow game that immediately draws the player’s eye to the numerous cartoon characters available for guessing. Although originally designed to entertain children, ‘Guess Who?’ has proved itself to be a timeless reflection of culture, one of the largest goals of game-making.
Forever an easy-to-follow play, this game is centrally focused on identifying people based on a set number of questions each player must take turns in asking each other. The winner is simply whomever guesses the opponent’s character correctly first. Wildly popular, ‘Guess Who?’ has managed to adapt to cultural reactions and has survived the growth of other types of gameplay such as video games and TikTok. Society has truly driven into the nostalgic tropes of ‘Guess Who?’ and has adapted its family fun aspect onto the online streaming platform TikTok.
The community has found different ways of engaging with this classic board game, by interpreting the rules in their way and asking more relevant and updated questions that now relate to the trends, ebbs and flows of society (a classic question now asked “does my character look like a Karen?). This is also a popular example of how gameplay can stretch over a spectrum of Paidia or those games that aren’t bound by rules to Ludus or a “game that is strictly regimented”. While originally ‘Guess Who?’ followed a set rule system, mainly simple so that families could play together, now we have seen this timeless game adapted to suit everyone, with more of a flexible nature wherein players can make up their own rules and add their personalities to the play.



While playing this game and reflecting on what I had learnt in the week two module, I found it interesting to see different aspects of the below categories intertwine and overlap.
- War Games
- Role-Playing Games
- Euro games
- Ameritrash
- Collectible Cards
Ameritrash games tend to hold the characteristics of luck. They also tend to involve plastic pieces, colourful features and emphasise a highly developed them. While ‘Guess Who?’ does incorporate some aspects of Ameritrash (e.g. colourful, plastic pieces and player-player conflict), it also shows features of a role-playing game. Players are encouraged to get involved in the game by adapting to their character’s archetypes and pinpointing certain features about other humans to understand the mystery character’s traits and defining features. Reflecting on this allowed me to focus on the strategy of the game and hone my decision-making skills. Experiencing these qualities in a game that I had previously only utilised for fun and escapism was interesting and allowed me to view my skills of observation on a deeper level.


When discussing this within week four’s content, I was mostly drawn to the mechanics of the ‘Turn’.
The idea of taking turns during gameplay seems quite arbitrary and like a common feature of most games, however, it’s important to understand how this action affects gameplay and how the player interacts with the game. Having players wait for action within the game by taking turns tests patience and builds suspense. It brings out emotions the game is evoking, whether this be stress, anger or excitement. It allows the player to stick to the features of gameplay while also testing themselves. ‘Guess Who?’ allowed me to have a human response to a game mechanic, which then drew me further into the play aspect, building a connection with the game.











































