Games DefinedOutlineAdminRemindersGames and PlayWhy do we play?Why does it matter?A Working HypothesisRequirementsCharacteristics of PlayPlay GameCharacteristicsDesignDesigning a GameMeaningful PlayCounter-examplesMeaningSemiotics 1Semiotics 2Semiotics 3Semiotics 4Example: ChessGame DesignSystemSystemsGame ObjectsObject AttributesRelationshipsEnvironmentOpen vs ClosedSystems at Different LevelsExampleDefinitionConflict"New Games" MovementConflict 1Conflict 2Basic Forms of ConflictArtificial ConflictInteractivityModes of InteractionChoice"Choice Molecules"Decomposing choiceSlide 45Breakdowns of InteractionCharacteristics of Computer InteractionBoundaries"Magic Circle"EnteringLusory AttitudeSlide 52Real WorldBoundary-challenging gamesWhere do we go from here?Primary SchemasOur UnitsWednesdayGames DefinedRobin BurkeGAM 224Spring 2004OutlineAdministrativaGames and playDesignSystemsInteractivityDefinitionsThe Magic CirclePrimary SchemasRulesPlayCultureAdminHomework #1Design groupsReminders1st Design MilestoneGroup memberstoday1st Reaction Paper Wednesday1st Analysis Milestone Choose your gamenext weekGames and PlayWhat is this all about?Why do we play?Many approaches to this questionevolutionarypsychologicalsociologicalcultural/historicalWhy does it matter?If we are going to analyze and design gameswe need to understand what they are forHow can we design without knowing why?How can we evaluate something without having a basis?A Working HypothesisPlay is the exercise of our physical and mental capacities in a constrained, low-risk environmentTo play is to learn to get better at somethingin an environment of reduced stressEvolution has wired us to enjoy playingso that we work to master skillsso that we learn a skill in a safe environment before needing it in a high-stakes oneRequirementsPlay must be low riskwar is high-riskchess is low riskPlay must be constrainedrules for what is and is not part of the gamePlay must provide feedbackotherwise no learning is possibleCharacteristics of Playclearly separated from real lifeprimary outcomes non-consequentialfreely engagedgoverned by agreed-upon rulesExamplesTag, "House", "Cowboys and Indians"Chess, Monopoly, Old MaidUnreal Tournament, SimsGötterdammerung, HamletPlay GamePlay as part of a gamea football "play"Play activities that aren't game-likeplaying "house"CharacteristicsGame-likeBeginning and endFixed rulesCentral objectivePlay-likeNo game objectiveRules may be improvisedDesignWe will approach games from the standpoint of designWhat do designers of games do?What do they think about?Designing a Game"Design is a process by which a designer creates a context to be encountered by a participant, from which meaning emerges."Designerindividual or larger groupContextphysical: spaces, objectsnon-physical: behaviors, rulesParticipantsplayerspossibly spectatorsMeaningthe relationships between actions and outcomesMeaningful PlayRelationship between action and outcomealways presentthe quality of this relationship makes the play meaningfulDiscernabilitycan the player tell that an action has been successful?Integratedeach action should impinge on the final outcomeCounter-examplesBlindfolded Tennisplayers have regular tennis rackets, court and rulesbut they have to play blindfoldedSongballplayers play slow-pitch softballbut when a runner reaches a base, he/she must sing "Take Me Out to the Ballgame" before proceeding to the nextMeaningGame behaviors are more meaningful ifthe player can discern success and failurethe behavior has a direct connection to the overall outcomeThe game must communicate to the player"you did it wrong""you're close to winning"How to do this?Semiotics 1Meaning is encoded in signsverbal, gestural, sartorial, etc.Examplearchitectural configurationthe necktiea yellow ribbonSemiotics 2The sign has two partssignifier•the expression that is madesignified•what the expression representsThe meaning of a signifier is conventional"ya" means "I" in Russian, but "yes" in Germanhitchhiker's gestureSemiotics 3Decoding a sign is interpretationHow the sign is interpreted depends on the interpreterthe contextGames establish a context for signswords, actions, symbols, visual cuesthe designer creates signifiers for the important elements of the gamethe player must learn to extract their meaningSemiotics 4Meaning is created by the interpretation of signifiers in contextA game designercreates a new contextwith new meaningsusing particular signifiersBut not in a vacuumsignifiers are usually borrowed from the wider culturethe design may rely on aspects of their conventional meaningExample: ChessSignifiersshapes of piecesnames for piecesCultural Meaningspowerful societal rolesIn-Game Meaningsability to moveability to control spaceThink about the "King"Game DesignWhat does the designer design?rules, yesbut also materials, constraintsThe designer builds a game systema system of meaningrules are a partSystemWe will treat games as systemsSystemsSystema group of interacting, interrelated elements forming a complex wholeComponentsObjectsAttributesRelationshipsEnvironmentGame ObjectsThe "pieces"what the player manipulatesAlso the "board"the space in which manipulation occursExampleschess piecesa 3-D rendered avatara basketball courtObject AttributesThe potentialities of the piecewhere can it goto what effectThe characteristics of the play spacewhat can be done and whereExamplesthe characteristic "L" move of the knightthe "health" meter for a game characterthe number of points scored when a ball goes through the hoopRelationshipsThe actual state of game at any timehow the elements are situated in the play spaceExamplesa "fork" in chessa cleared level in a computer gamea full-court press in basketballEnvironmentThe context of the gamewho is playingwhat parameters have been establishedExamplea chess match in a public parka gaming session in someone's dorm rooma high-stakes college tournamentOpen vs ClosedA closed system
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