Thursday, 25 October 2012

Notes on: What defines a game?


The writer is overusing the word puzzle, tactics and strategy is a puzzle according to him.

Puzzle is static, game is interactive. this means your decisions in a puzzle don't change it, but your decisions in a game change the game.

Games without a forced goal are referred to as toys, and just like toys, the player can use the toy to create a game. Just as I could use toy soldier figurines to create a table top strategy game, you can do the same with 'paidea' games; be creative and set goals for yourself. What other point is there to play with a toy without a goal? That's like using colours without the intention of drawing something.

There is no thrill of victory without a struggle to reach it.

It is funny that it comes naturally to us to act like the goal is very important when playing a game even though it is meaningless, and when someone starts not caring about achieving the goal, it ruins the point of the game. That's why a game like poker with is so popular though, the money in the middle will make sure everyone will always care about whether they win or lose.

A game's definition is: an interactive structure of endogenous meaning that requires players to struggle toward a goal.

This means: a game which changes based on your decisions, and uses in game 'things' such as currencies and items that the player owns, which have no real value in the real world. On top of this, it will provide a reasonably challenging goal for the player to try to achieve.

compelling games – provide goals, create endogenous meanings, establish a structure, make sure you make the player struggle.

Factors of a Game Pleasure:
Sensation - visuals, sounds, muscle pleasure
Fantasy - letting your mind wander to something you know isn't real (like taking part in war)
Narrative - The story of the game
Challenge - A well balanced struggle to reach the goal
Fellowship - A community, which players get used to and get attached to
Discovery - Revealing hidden information, or accessing something previously not accessible as you go through the game. Also, new cards and card combinations in card games, or new builds in rpg games.
Expression - Being able to express yourself, by showing your name, the way you talk, the way you look, and the way you act. (expressing it to yourself in single player, or to others in group play such as poker)
Masochism - Submitting yourself by the game's rules so you can enjoy the struggle. (not sure how this is fun, although it is required in order to have fun while playing)

Game design is ultimately a process of iterative reļ¬nement, continuous adjustment during testing.

1 comment:

  1. Caillois defined games using the categories agon, alea, ilinx and mimicry, ranged between ludus (rule-contrained play) and paidea (unconstrained free play). You may find it interesting to have a look at Caillois' _Man, Play and Games_ (there are copies in the college library).

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