RulesOutlineAdminDesign TeamsReadingsSlide 6Why is this?Properties of rulesExample 1Example 2Example 3ThunderstormPlayEight and outSlide 15Is this the same game?To clarifyRule typesOperational RulesConstituative RulesConsequencesImplicit rulesPenguin ShuffleComputer gamesFrom simple to meaningfulEmergenceCouplingCoupling 2ExampleContext-dependent InteractionsContext-dependencyNon-linearityMandelbrot SetNon-linearity 2Emergence in GamesSlide 36Emergence through CombinationBad emergenceDesigning EmergenceWednesdayRulesRobin BurkeGAM 224Spring 2004OutlineAdministrativaRulesExampleTypes of RulesEmergenceAdminReaction papers graded10 pointsHomework #1 gradedHomework #2 due today1st Analysis Milestone Choose the game to analyze2nd Design MilestoneChoose the game to start from4/18Design TeamsReadingsWe are marching through the bookLast two weeksCh. 1-10TodayCh. 11-14RulesRules are centrala game is a system in which players engage in an artificial conflict defined by rules that results in a quantifiable outcomeNoticethe more significant the game, the more focus is on the rules and their administration•significant = results with real-world consequences, lots of spectators, etc.Why is this?Rules define the mechanisms of playand not playRules specify what the game is aboutand not aboutProperties of rulesLimit player actionExplicit and unambiguousShared by all playersFixedBindingRepeatableExample 1Basketball"A player is entitled to any spot on the court he desires, provided he legally gets to that spot first and without contact with an opponent ""A player shall not hold, push, charge into, or impede the progress of an opponent "Messagethis game is about maneuvering around opponents not colliding with themthis is not a game about territory: •you can't physically stop your opponent from movingExample 2Dots and BoxesEach player can add one line per turnA player enclosing a square marks it as his and can take another turnMessageThis game is about territoryIt is accumulative•territory won cannot be lost laterPlayers will have time to deliberateExample 3AsteroidsThe ship can shoot and maneuver•but can only rotate in 15º incrementsOnly 4 bullets can be on the screen at a timeMessagePlayer cannot shoot indiscriminatelyPlayer must move as well as shootThunderstormfour diceobjectto be the last player whose house is not struck by lightningrulesplayer rolls all available diceif no ones are rolled•player adds to "house" drawing•if house is already complete, it is struck by lightning and player is outif at least one 1 is rolled•all of the dice with ones are removed from play•play passes the next player•if all dice are ones•all four dice are back in playhouseseven elementsPlayEight and outdeck of cards6, 5, 4, 3, 2, Ain four piles by suitobjectto be the last player with the most pointsruleseach player draws one card from each pileif an Ace is drawn•that deck is removed from play•all other decks are reshuffled•if all drawn cards are Aces,•all four decks are back in playif no Aces are drawn•all other players get one pointif a player falls 8 points behind the player with the most points•he is outPlayIs this the same game?Nothere's no drawing of housesthere's no rolling of diceYesthere is the same internal logicthere is the same distribution of probabilitiesTo clarifyEach dice6 random outcomes1/6 chance of a 1Each deck6 random outcomes1/6 chance of an AScoringseven strokes plus lightninggiving away 8 points to the other playersRule typesOperational ruleshere is what the players doConstituative rulesthe internal structure of the gameWhich is the game?depends on the questions you want to askOperational RulesWhat players do in order to playChoicesMovesResourcesOperationally"Thunderstorm" different from "Eight and Out"Constituative RulesLogical and mathematical structure of the gamePlayers may be ignorant and still playLogicallyThe two games are the sameIsomorphic•mathematical term = 1 to 1 mappingA game played under one set of rules•could be described under the other rules•the outcomes would not change•the probabilities of those outcomes would not changeConsequencesOperational rulesAffect the experience of play•how easy is it to tell if you're ahead?•what is the sense of drama?Constituative rulesAffect the way the player will think about choices•what strategies are best?•what the differential values of particular options?Implicit rulesRules that make the game playablePlayer decorumTurn lengthThe more significant the gamethe more implicit rules become operationalPenguin ShuffleComputer gamesPerfect for creating large, complex sets of constituative ruleslogical and mathematical structure are thereOperational ruleslimited by what the interface can provideFrom simple to meaningfulThe rules of chess can be explained in 30 minutesbut it takes years to mastergames have great strategic intensityHow does intensely meaningful play arise from simple rules?Emergenceproduct of coupled, context-dependent interactionsresulting system is non-linearbehavior cannot be reduced to the sum of its partsCouplingFrom systems theoryObjects are coupled if a change to one causes or requires a change in anotherExampleThe position of one piece on the chess board impacts the strategic importance of others•player should consider the whole network of relationships when making a moveCoupling 2In engineeringwe try to avoid coupling between objects in systemstight coupling makes a system hard to change and fixmakes its behavior hard to predictIn game designcoupling can produce great gameplay •it makes the user's decisions more meaningful•a decision here affects the whole outcomeExampleCoupling between thrust, firing direction and orientation in AsteroidsForces the player to manage attitude, position and aiming simultaneouslyAdd in precise collision detectionchanges in orientation can affect asteroid collisions, tooChoice of ship orientation becomes a meaningful oneContext-dependent InteractionsAn interaction is context-dependentif its outcome is not solely determined by the
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