“…As an example, Marta and Carla implemented a game sequence where the player would meet Ah Ra, the kidnapper of Jae Min, and would be attacked by her, thereby prompting a fight. This fighting mechanics – regularly explored in adventure videogames (Hayse, 2014), and therefore a regular ‘structure’ in this ‘game grammar’ – is reasonably easy to be implemented in MissionMaker , and Marta and Carla appropriated this procedure after some time (as can be seen in Figure 2 below, representing the rule that controls Ah Ra’s hostile behaviour). However, this grammatical stability would be later challenged by the proposed ending for Extrovertido.…”