Play, Game, System • Play: jumping • System: highway system (no artificial conflict) • Game: • Rules are the most common element • Least mentioned characteristics: • “Art” • Conflict or contest
Digital Games, non Digital games • Automated complex systems: capability to maintain and execute sophisticated processes (e.g., maintaining the state of the world in Civilization) • Semi-automated non-digital complex systems: Dungeons and Dragons. Board, cards are used in a clever way to maintain lots of information • Anatomy of choice: • What happened before the player was given a choice? • How is the possibility of a choice conveyed to the player? • How did a player make a choice? • What is the result of choice? How affects future choices? • How are the results of choice conveyed?
Meaningful Play • Meaningful play: player’s actions have a discernable and integratedoutcome • Example of meaningful play: Tekken • Discernable: When Nina lands a hit you see it • Integrated: Opponent looses hps; when hp reach 0 Nina wins • Example of non meaningful play: • Squashing rodents in Diablo, Word of Warcraft • Relation between Lusory Attitude and Meaningful play • If there is no meaningful play, player will not be willing to overcome artificial obstacles in the game. Therefore, looses the Lusory Attitude
Game as Open and Closed Systems • As a closed system (no interaction with outside environment), rules are the formal schema of the system • Playing is an experiential schema. • Play can be both closed (following the rules of the game) and open (social experience) • Culture is the contextual schema of the game • (word: “zerging”. From here) • Magic circle is the time and space where game occurs • Separates the game from the “real” world • Contains everything relate dot the game as a closed system • And the experiential part of the game as an open system
Final Words • Average: 79/100 • This time I took a ‘lusory attitude” correcting the test • For Test # 2 and Final exam, I’ll be looking for clarity and precision in your answers