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DePaul GAM 224 - Games Defined

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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 2004OutlineAdministrativaGames and playDesignSystemsInteractivityDefinitionsThe Magic CirclePrimary SchemasRulesPlayCultureAdminHomework #1Design groupsReminders1st Design MilestoneGroup memberstoday1st Reaction Paper Wednesday1st Analysis Milestone Choose your gamenext weekGames and PlayWhat is this all about?Why do we play?Many approaches to this questionevolutionarypsychologicalsociologicalcultural/historicalWhy does it matter?If we are going to analyze and design gameswe need to understand what they are forHow can we design without knowing why?How can we evaluate something without having a basis?A Working HypothesisPlay is the exercise of our physical and mental capacities in a constrained, low-risk environmentTo play is to learn to get better at somethingin an environment of reduced stressEvolution has wired us to enjoy playingso that we work to master skillsso that we learn a skill in a safe environment before needing it in a high-stakes oneRequirementsPlay must be low riskwar is high-riskchess is low riskPlay must be constrainedrules for what is and is not part of the gamePlay must provide feedbackotherwise no learning is possibleCharacteristics of Playclearly separated from real lifeprimary outcomes non-consequentialfreely engagedgoverned by agreed-upon rulesExamplesTag, "House", "Cowboys and Indians"Chess, Monopoly, Old MaidUnreal Tournament, SimsGötterdammerung, HamletPlay  GamePlay as part of a gamea football "play"Play activities that aren't game-likeplaying "house"CharacteristicsGame-likeBeginning and endFixed rulesCentral objectivePlay-likeNo game objectiveRules may be improvisedDesignWe will approach games from the standpoint of designWhat 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."Designerindividual or larger groupContextphysical: spaces, objectsnon-physical: behaviors, rulesParticipantsplayerspossibly spectatorsMeaningthe relationships between actions and outcomesMeaningful PlayRelationship between action and outcomealways presentthe quality of this relationship makes the play meaningfulDiscernabilitycan the player tell that an action has been successful?Integratedeach action should impinge on the final outcomeCounter-examplesBlindfolded Tennisplayers have regular tennis rackets, court and rulesbut they have to play blindfoldedSongballplayers play slow-pitch softballbut when a runner reaches a base, he/she must sing "Take Me Out to the Ballgame" before proceeding to the nextMeaningGame behaviors are more meaningful ifthe player can discern success and failurethe behavior has a direct connection to the overall outcomeThe game must communicate to the player"you did it wrong""you're close to winning"How to do this?Semiotics 1Meaning is encoded in signsverbal, gestural, sartorial, etc.Examplearchitectural configurationthe necktiea yellow ribbonSemiotics 2The sign has two partssignifier•the expression that is madesignified•what the expression representsThe meaning of a signifier is conventional"ya" means "I" in Russian, but "yes" in Germanhitchhiker's gestureSemiotics 3Decoding a sign is interpretationHow the sign is interpreted depends on the interpreterthe contextGames establish a context for signswords, actions, symbols, visual cuesthe designer creates signifiers for the important elements of the gamethe player must learn to extract their meaningSemiotics 4Meaning is created by the interpretation of signifiers in contextA game designercreates a new contextwith new meaningsusing particular signifiersBut not in a vacuumsignifiers are usually borrowed from the wider culturethe design may rely on aspects of their conventional meaningExample: ChessSignifiersshapes of piecesnames for piecesCultural Meaningspowerful societal rolesIn-Game Meaningsability to moveability to control spaceThink about the "King"Game DesignWhat does the designer design?rules, yesbut also materials, constraintsThe designer builds a game systema system of meaningrules are a partSystemWe will treat games as systemsSystemsSystema group of interacting, interrelated elements forming a complex wholeComponentsObjectsAttributesRelationshipsEnvironmentGame ObjectsThe "pieces"what the player manipulatesAlso the "board"the space in which manipulation occursExampleschess piecesa 3-D rendered avatara basketball courtObject AttributesThe potentialities of the piecewhere can it goto what effectThe characteristics of the play spacewhat can be done and whereExamplesthe characteristic "L" move of the knightthe "health" meter for a game characterthe number of points scored when a ball goes through the hoopRelationshipsThe actual state of game at any timehow the elements are situated in the play spaceExamplesa "fork" in chessa cleared level in a computer gamea full-court press in basketballEnvironmentThe context of the gamewho is playingwhat parameters have been establishedExamplea chess match in a public parka gaming session in someone's dorm rooma high-stakes college tournamentOpen vs ClosedA closed system


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