CONSTRUCTING & DESTRUCTING BUILDINGS IN GAMES
The game play style described in this essay is about constructing and destructing buildings in games.
Dictionary meaning of the term construction is: To create new elements with previously measured or constructed elements. And destruction is: A destroying agency; a cause of ruin or of devastation; a destroyer. These two elements exist very much in the human nature. Mankind has been constructing and destructing through the centuries for variety of purposes. Hence having these two elements together is a great tool for making players feel invested in a game. Whether it is constructing cities, armies, space colonies, or characters, building things is fun. On the other hand, tearing things down is fun too (we all love to smash down our own sand castles or knock down that first domino piece). Giving players the opportunities to both build and destroy things provide different types of fun, both of which can make our games successful.
The object in a construction game is to build, maintain, or manage objects; this might be within a directly competitive or indirectly competitive environment. Examples of this type of game are simulation games like Animal Crossing, Gazillionaire, SimCity, or The Sims, or board games like Settlers of Catan. Games with a construction / destruction objective often make use of resource management or trading as a core game play element. They are usually determined by strategic choice making rather than chance or physical dexterity. Also, construction games can often be left open to player interpretation as to what ultimate success is within the game; for example, players choose what type of city to build in SimCity or what household to encourage in The Sims.[1]
To be more specific, for this essay, the game play style will be analyzed mostly in terms of constructing and destructing “buildings”. I chose to narrow it down to specifically subject of buildings, because it is one of the widely used elements by the game designers to give the player the feeling of constructing and destructing. (Especially for the constructing) Buildings are physical proofs of a successful attempt to a construction action in this sense. Also buildings have a big potential to contribute to the game play in other aspects rather than just standing statically. They could be designed as interactive for the player in different levels.
From player’s perspective, building houses, temples or factories etc. are possibly associated with real life experiences. This kind of tool opens the door for a better attachment to the game by bringing in a good premise for the player. Whenever a building is constructed, player put himself in the position of the owner of it. Hence, player feels to protect and use it to the fullest before it is burned down to the ground by the opponent.
There are quite a handful amount of games that uses buildings in the game mechanics. I am going to explain further the features of constructing & destructing buildings and their objectives by giving examples from different games that exists in different genres.
Age of Empires II & III
Castle: The Castle is a military building in Age of Empires II. It is a civilization’s most powerful fortification, able to arisen up to 20 units, builds that civilization’s Unique Unit, build trebuchets, support 20 populations, and fire a devastating number of arrows at any unit that gets in range of the Castle. Castles require a lot of stone, but if placed right they’re worth it. The castle can also train petards, an explosive unit. The castle also researches its civilization’s unique technologies and promotes unique units to elite. The best counter for castles are siege weapons, such as rams, trebuchets, bombard cannons, or petards.
The Blacksmith: It is a building in Age of Empires II which researches upgrades to non-siege units and ships. It is first made available during the Feudal Age and should be kept close to the Town Center. The Blacksmith offers upgrades to melee damage, arrow range and damage (under the same upgrade), and infantry, archer and cavalry armor. Blacksmith upgrades can make a big difference in determining the outcome of battles. The availability of top tier upgrades is one of the leading factors in determining what kind of army a civilization should field.
The Archery Range: It is first available in the Feudal Age when it can produce both archer and anti-archer skirmisher units. In later ages, stronger and better ranged units can be produced, such as the the hand cannoneer. Although cavalry archers are considered as both cavalry and archers, they are created at the archery range. Other archer units can be created by some civilizations as Unique Units from the Castle.
Units which can be created here;
• Feudal Age – Archer, Skirmisher
• Castle Age – Crossbowman, Elite Skirmisher, Cavalry Archer
• Imperial Age – Arbalest, Heavy Cavalry Archer, Hand Cannoneer
The Factory: The Factory is a unique building that is available during the Industrial Age for every European civilization in Age of Empires III. The Factory is sent as a Home City shipment from the “Factory”, “Robber Barons” or “Industrial Revolution” cards, all three of which will send factory wagons to construct factories. The Factory is able to generate a steady source of food, wood, coin, or heavy artillery for the player at no cost. The factory also offers upgrades to increase the production rate of whatever the factory is configured to produce and an Imperial upgrade for the civilizations heavy artillery unit. Most civilizations receive the Heavy Cannon unit, although the British receive the Rocket and the Ottomans receive the Great Bombard. They are most often placed in a well-guarded position, because they are easily destroyed by dedicated siege or a rampaging army.
Heroes of Might and Magic III [2]

In most of the strategy games that the buildings are used, they pretty much decide who is going to win the game. As also seen in the examples above, buildings are deciding and controlling several aspects in the game. It affects different units hence the overall game flow significantly. Considering this, buildings become the main elements in the game, even sometimes above the attacking units; since they are also trained from specific buildings.
Such powerful mechanic should be analyzed very carefully before using by the designers. Otherwise it may ruin the balance in the game and might mess up the overall game play. All the relation between buildings and the rest of the elements should be specified and tested. Some of the important pinpoints that should be questioned are described below.
Purpose of buildings
Player uses the mechanic of constructing buildings in games for a lot of purposes. In strategy games like Star Craft or Age of Empires, the purpose is primarily to train units to attack or defense against the enemy troops. In Heroes of Might and Magic series, which is not an RTS but a turn based strategy game; buildings are constructed usually just to train units. All the upgrades and resources are used to train more units to attack or defense. On the other hand, in RTS games where buildings it selves also could be used to attack or defense, they become more strategically important for the player.
Players have a chance to develop or upgrade a building whenever the resources are sufficient. Hence, construction is directly related to resource management. So resources should be taken into account when taking an action. Also, since the buildings are destructible by the opponent, player should care to defend them as long as he can because buildings are also another currency of resources in this sense.
What exactly does the player do?
In some of the games, construction of a building should be stimulated by other units like workers, machines etc.. For example in Age of Empires II, the only unit that can construct a building is the workers. Player needs workers to keep building new houses, factories or castles. After finishing the construction, (it takes different times depending on how advanced the building is, so timing is also a consideration here) player uses them to train units to attack or upgrade weapons and research. Moreover, in most of the strategy games, like Empire Earth, Rise of Nations, C&C etc… the winner is decided when the enemies’ buildings are destructed at the end. Hence destruction becomes an important goal in the game, in which the conflict resolves to choose the winner. As we can see in this example, buildings are not only an element during the main game play, but also they become a goal that determines the end of the game. Hence the player tries to reach his goals with the help of constructing and destructing building(s).
Who can use the procedure?
Construction / destruction procedure could be used by single or multiple users at a time during the game, depending on the type of the game. If it is a RTS game like Age of Empires, in multiplayer mode, every player is free to build up and develop their own type of buildings. In recent versions of this kind of games, buildings have a variety of characteristics. In this example below we see four different types of churches in Age of Empires III. This kind of range would make the game play more realistic and make the player more devoted to his own civilization represents him in the game. Also the color of the player is highlighted on the buildings so that one can easily distinguish them form other players units.

-from left to right there are English, Dutch, French and German styles of churches
Buildings might be customized and integrated to different situations. If player has this variety in his hands, when he takes the action of constructing the building or when defending his buildings, he will be more connected to them. On the other hand, whenever attacking to the enemy forces, this kind of identification will make the player more offensive and concentrated. This kind of feature only, can affect the overall game play, independent from the genre, no matter how an important element a building is in a game.
To analyze the customizable building construction from a bigger picture, it is best to look at games like The Sims. We again see the game mechanic of constructing, from a very different perspective compared to RTS examples given so far. In The Sims, player gets to build the house from a much more detailed perspective. Player has the shape of the building, colors of the walls, number of windows, doors etc. in his full control. Construction to the fullest is presented to the player to enjoy. There is not much strategy required in this sense; however constructing still has to be balanced with resources. There is a pay-off for every alteration made in the building. As a very unique genre, The Sims doesn’t specify a certain goal to the player to achieve. On the other hand constructing a bigger or a nicer house could be set as a goal by the player himself.
Limitations
Constructing buildings are limited usually by the resources ( simoleans in Sims or gold- wood-stone in Age of Empires, money in Sim City etc.) Limitations are also comes with the physical environment in the game map. For example trees, lake, river or a hill could limit the ability of constructing a building. Moreover player is also limited by the size of the map. For instance, Sims 2 provides a certain size of terrain for houses.
Also, in turn based games, player is limited by the turn. In Heroes of Might and Magic III, player has a chance to upgrade only a few numbers of buildings for each turn.
If there are different phases in the game, such as eras in Age of Empires, or Gods in Age of Mythology, player is limited by the buildings that he is allowed to construct for the current era. This kind of limitations would make the game more challenging and player will value each building more if they come as unlocks after certain accomplishments.
Also the availability of the procedure could be limited by the location. For example a dock could only be built on a shore or a bridge should be built over a river etc. Geographical property of the landscape is another factor that limits the player when constructing buildings.
How do players access the procedure?
Several ways are implemented for the player to reach the procedure of constructing. Depending on the genre and the context of the game, buildings are usually grouped in terms of functionality, cost or physical similarity.
Some of the games like Empire Earth or Rise of Nations; buildings are built by other units in the game. Player needs to create enough workers to start constructing buildings. Those units are sent to the location that the building is intended to put, and interact with the worker to choose the type of the building and execute the action. This could be thought as an indirect control over the construction phase. Player doesn’t control anything about the buildings features after selecting its type. Similarly, when destructing the enemies’ buildings, player sends out their own units. This could also be considered as indirect control for the destruction. For instance, in Age of Empires 2, player needs to send his units close to the opponent’s buildings and execute the attack command. Any unit can attack a building but some of them specialized for demolishing buildings, which takes a lot less time for them to finish it.
Some of the games also include maintenance of the building as a feature. Player can repair buildings by either using workers or sometimes performing direct control over them (click on and select repair, for example Heroes of Might and Magic IV). During or after attacks, damage could be fixed any time, since enough resources are provided.
Mostly in RTS games, buildings are assigned with one main task, which is creating new units. This is being the case; the shape of the building is not taken into the consideration, whereas this situation changes for some other type of games.
Below we can see the HUD (heads up display) for construction mode in Sims 2. Player can choose different patterns for the textures of the papers on the wall or can pick up different type of doors, windows etc. All the elements are accessible from the tabs on the bottom left corner of the screen. Simulation has to be stopped to switch to the build mode and whenever the player goes back to the game, the character interacts with the updated version of the building. Any element that is able to be added in the build mode can also be removed by the player. All the alterations made on the structure of the building get into the action of construction and destruction in this sense for Sims 2.

Sims 2 – Construction Mode
Whenever the procedure is used, this type of freedom should always be taken into account when designing the game. The more properties provided for the player to fiddle with, the more ranged game play could be presented. However, depending on the overall game play, too much detailed customization could be an over-detail and might distract the player from the main goal. The balance should be kept between building and actually using what has been built.
What types of players would enjoy this game play style?
Different players have different needs when they come and play a game. Which kind of players would enjoy constructing and destructing, also managing buildings? Designer should also take this question into account when using this procedure.
The Craftsman: Wants to build, craft, engineer, or puzzle things out. This kind of players would like to get their hands dirty with complex details in physics. They also would like to use the direct functionality of the buildings. A good example would be Pixel Junk Monsters, a tower defense game for PSP where the tower buildings are upgraded and strategically used.
The Artist: Driven by creativity, creation, design. This kind of players seeks to express their artistic talents during the game. The Sims is a very good example at this point. By providing a big range of customizable elements for constructing buildings, it makes the players sit and play for a long time. [3]
The Director: Loves to be in charge, direct the play. Player, who wants to build up a system and manipulate it, probably likes to use buildings in strategy games. This kind of players would likely be concerned with the whole system rather than the looks or the complexity of the buildings. RTS games like War Craft III or Star Craft would be a good example.
Feedback
In everyday life, our goals are not always clearly defined. But in flow experiences, we know what needs to be done, and we get immediate feedback on how well we’re achieving our goals. For example, musicians know what notes to play next and can hear when they make mistakes; the same is true whether it’s playing tennis or rock climbing. When a game has clearly defined goals, the players know what needs to be done to win, to move to the next level, to achieve the next step in their strategy, etc., and they receive direct feedback for their actions toward those goals [4] It is the same for construction / destruction mechanic. Player should get immediate feedbacks on his actions before, during and after his attempts.
Before: All the requirements should be clearly stated to the player before trying to construct a building. The recourse needs and prerequisites must be available in the HUD. Also, information about the buildings should be given in events that are possibly related to construction. For example player might need a certain unit in the game, which is trained from a certain building. Whenever player gets information about the unit, he also should be able to get the information about the building along with its own prerequisites.
During: When player is ready to construct the building, there still needed some feedbacks to let him know that he is doing it right. In Age of Empires II, if a building is not suitable to be placed on a certain terrain, say on the water or if there is a tree on the way etc, the building is highlighted red, warning the player by giving a feedback, telling that he can’t construct the building there. Also, there could be a preview display of the building about how it is going to work in case of being put to the spot. For example in Pixel Junk Monsters, all the towers have their ranges displayed to the player before actually they are built. This kind of feedback makes a more consistent and efficient game play.
After: Finally after the construction/ destruction of the building are complete player should get another feedback about its effect to the overall game. For example in Sims 2, whenever a household is modified on its walls, door, furniture etc… player gets an immediate feedback from the character (by clapping, cheering to express gratitude or cursing for the disappointment.) or the environment bar on the HUD gives an idea about the results of the alterations made in the building

Sims 2 – Choosing construction elements with feedbacks
How the destruction works
Since now, in the report, even though the destructing is mentioned, the idea was mostly describing the constructing part. However, these two mechanics could not be separated from one another to make a complete cycle. The main idea was: whenever there is a building constructed there should be the chance of destructing it.
Destructing in nature happens much faster and easier than constructing. With this in mind, in games these concepts should be applied accordingly. Players don’t tend to think as much when it comes to destructing compared to building something. Destructing doesn’t require resources, maintenance or an excellent strategy. There could be two kinds of destruction.
1)Destructing enemy units:
In most of the games that uses this mechanic, players dominates via buildings. It’s either about destructing buildings faster than you build or prevent opponent from building enough buildings to dominate the game over you. Hence, destructing enemy buildings becomes as much important as constructing them. Most of the time, there is also strategy and tactics to some extend when attacking enemy buildings. Aiming the most crucial buildings to attack or training special units and using them to destruct buildings faster could be counted as some of the tactics that can be followed.

Age of Empire III – Blue troops attacking to the red enemy base
Buildings also have HP bars that gives a feedback both players who are defending and attacking. Buildings that requires more resources to build or those that are more vital for the owner to proceed to the game should have more HP s. There should also be physical consistency. Construction material of the building could give an idea to the player about how resistant will it be against the attacks. For example in Age of Empires Castle takes stones to build and they are the most resistant building type in the game.
2)Destructing own units:
As mentioned before, buildings can be considered resources in the game. They also consume resources to make. When they are so important, some games gives opportunity of destructing players own buildings to re-gain the resources spent to make it. Player might realize the decision he made was not that good after all or he may realize that the units he built is not necessary any more for the current strategy; then he should have the chance to undo his actions. This kind of feature will help the game to be more convenient for the player and it will ease the resource management to shift the focus on to the main game play.
Conclusion
Constructing / destructing is a very widely used style in games. From Tetris to Monopoly, we can give a lot of examples of this concept. When it comes to specifically constructing and destructing “buildings”, the idea starts to get much more interesting. Player starts to affect other mechanics by using this game play style. Huge variations of outcomes get into the picture related to manipulation of buildings. As discussed in the report, this kind of potential should be balanced with other elements in the game. Buildings must be used logically to serve to the premise of the game. Fun aspect must be the primary focus when choosing the theme of the buildings and the story of the game play (who is controlling the building. Is the player a King, some sort of divine being or a soldier etc…) . After all these design decisions and rationalizations are made, game play style will be safer to use. Otherwise the result has less chance to be successful.
References
[1] Kaufmann, M (2008). Game Design Workshop 2nd edition
Chapter 3: Working with formal elements (pp. 63-64).
[4] Retrieved March 10, 2010, from Age of Heroes website:
http://www.heroesofmightandmagic.com/heroes3/buildingsfortress1.shtml
[2] Kaufmann, M (2008). Game Design Workshop 2nd edition
Chapter 4: Working with Dramatic Elements (pp. 92).
[3] Kaufmann, M (2008). Game Design Workshop 2nd edition
Chapter 4: Working with Dramatic Elements (pp. 88).