MIT OpenCourseWarehttp://ocw.mit.edu CMS.608 / CMS.864 Game DesignSpring 2008 For information about citing these materials or our Terms of Use, visit: http://ocw.mit.edu/terms.CMS.608 – 8 April 2008 Notes by Clara Rhee Bending and Breaking Rules- first, revisit emergence - as many interactions as possible between game elements - designing a system with emergence - examples - in chess, every piece affects every other piece - in go, each piece changes the entire board - surprise is a complicated thing to design into a game - emergence is good for… - allowing replay - creating different experiences The five different players - standard, dedicated, unsportsmanlike, cheat, spoil-sport - have you cheated? - cheat codes, stealing money in Monopoly, lying in sport - do you feel like you’re doing something wrong? - depends on the other players - cheating by mistake? - the transgressive pleasure - is a cheat code cheating? - depends on the game – single or multiplayer - on your goals - on what the code does - difference between cheat codes and secrets - or is it determined by the releaser of the game? - an “official” wrong way - you can end up skipping the enjoyment - is it immoral to cheat in multiplayer? - what if everyone is cheating? - if it’s official? - convention – agreement between players - is it immoral to cheat in single player? - is a walkthrough cheating? - Fluxx – a game about changing the rules - it’s not really changing the rules - it’s just changing the state of the game - the things called “rules” - the Meta-rules don’t
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