RulesOutlineAdminStephen MartiniereWhere are we?SystemsImportantSystems at Different LevelsProperties of rulesSlide 10Why is this?Example 1Example 2Example 3ThunderstormPlayEight and outIs this the same game?To clarifyRule typesOperational RulesConstituative RulesConsequencesImplicit rulesPenguin ShuffleComputer gamesQuick ways to get a rewriteSimulation vs RulesSlide 29Real rulesFrom simple to meaningfulEmergenceCouplingCoupling 2AsteroidsExampleContext-dependent InteractionsContext-dependencyEmergence through CombinationNon-linearityNon-linearity 2Meaningful PlayExample: MetroidBad emergenceDesigning EmergenceSlide 46MondayRulesRobin BurkeGAM 224Winter 2007OutlineAdministrativaRulesExampleTypes of RulesEmergenceAdminAnalysis projectSelected game due todayDue MondayHomework #1Stephen MartiniereCreative Visual Director, Midway GamesPresentation 1/12, 3 pmRm. 924http://e3.midway.com/E3_2K6/games/assets/videos/Stranglehold_E3_Wide.wmvWhere are we?Wednesday was the beginningUnit I: RulesUp to Chapter 14 in the bookimportant backgrounddefining gamesdefining rulesNow we will start to skip around a bitSystemsSystema group of interacting, interrelated elements forming a complex wholeComponentsObjectsAttributesRelationshipsEnvironmentImportantNo one feature of a game can be meaningful by itselfExample•Limited arsenal in HaloWhen we analyze a gamewe have to think about the whole system at workSystems at Different LevelsFormal systemsdefined by symbols / objectsthe rules for their manipulationExperiential systemsthe playerstheir experience of the gameCultural systemsthe game itselfits role in societyProperties of rulesLimit player actionExplicit and unambiguousShared by all playersFixedBindingRepeatableRulesRules 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 aboutExample 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•a player gets one pointif a player gets 8 points•he is outIs 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 lightningtallying 8 pointsRule 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 thereplayers don't have to keep trackOperational ruleslimited by what the interface can providemany more possibilities provided by real-world propsQuick ways to get a rewrite "Here are the operational and implicit rules of my game"“There are no rules”“The game is just like real life”Simulation vs RulesAre the rules of NBA Live the same as the rules of NBA basketball?The game wants you to think soAll the details are righttime-outsquarterspassingshootingetc.Simulation vs RulesBut of course they aren'tthe players dribble automaticallyyou control different players at different timesyou don't have to aim your passes or shotsplayers don't hear 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