MIT OpenCourseWare http ocw mit edu CMS 608 CMS 864 Game Design Spring 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 change
View Full Document
Unlocking...