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Rules of Play: Game Design Fundamentals PDF

694 Pages·2003·8.18 MB·English
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Table of Contents Table of Contents Rules of Play - Game Design Fundamentals.....................................................................................................1 Foreword..............................................................................................................................................................1 Preface..................................................................................................................................................................1 Chapter 1: What Is This Book About?............................................................................................................1 Overview.................................................................................................................................................1 Establishing a Critical Discourse............................................................................................................2 Ways of Looking.....................................................................................................................................3 Game Design Schemas...........................................................................................................................4 Game Design Fundamentals...................................................................................................................5 Further Readings.....................................................................................................................................6 Further Reading......................................................................................................................................6 Chapter 2: The Design Process.........................................................................................................................1 Iterative Design.......................................................................................................................................1 Commissions...........................................................................................................................................2 Game Design Exercises..........................................................................................................................3 Creation............................................................................................................................................4 Modification.....................................................................................................................................5 Analysis............................................................................................................................................7 Further Reading......................................................................................................................................8 The Design and Testing of the Board Game- Lord of the Rings............................................................9 Design Process........................................................................................................................................9 Scripted Game System..........................................................................................................................10 Playtesting.............................................................................................................................................11 More Changes.......................................................................................................................................12 The Road Goes Ever On.......................................................................................................................13 Unit 1: Core Concepts.......................................................................................................................................1 Chapter List..............................................................................................................................................1 How does play happen?...........................................................................................................................1 Chapter 3: Meaningful Play..............................................................................................................................1 Overview.................................................................................................................................................1 Introducing Meaningful Play..................................................................................................................1 Meaning and Play...................................................................................................................................2 Two Kinds of Meaningful Play...............................................................................................................3 Discernable.......................................................................................................................................4 Integrated..........................................................................................................................................5 Summary.................................................................................................................................................6 Chapter 4: Design..............................................................................................................................................1 Introducing Design..................................................................................................................................1 Some Definitions of Design....................................................................................................................2 Design and Meaning...............................................................................................................................4 Semiotics: A Brief Overview..................................................................................................................4 Four Semiotic Concepts..........................................................................................................................5 A Sign Represents Something Other Than Itself....................................................................................6 Signs Are Interpreted..............................................................................................................................7 Meaning Results When a Sign Is Interpreted.........................................................................................7 Table of Contents i Table of Contents Chapter 4: Design Context Shapes Interpretation.................................................................................................................8 Summary...............................................................................................................................................10 Chapter 5: Systems............................................................................................................................................1 Introducing Systems...............................................................................................................................1 The Elements of a System.......................................................................................................................2 Framing Systems.....................................................................................................................................4 Open and Closed Systems.......................................................................................................................5 Summary.................................................................................................................................................6 Chapter 6: Interactivity.....................................................................................................................................1 Introducing Interactivity.........................................................................................................................1 Defining Interactivity..............................................................................................................................1 A Multivalent Model of Interactivity......................................................................................................3 But Is it "Designed" Interaction?............................................................................................................4 Interaction and Choice............................................................................................................................5 Choice Molecules....................................................................................................................................7 Anatomy of a Choice..............................................................................................................................8 Space of Possibility...............................................................................................................................10 Further Reading....................................................................................................................................12 Summary...............................................................................................................................................13 Chapter 7: Defining Games...............................................................................................................................1 Overview.................................................................................................................................................1 Play and Game........................................................................................................................................2 Comparing Definitions...........................................................................................................................3 Definition 1: David Parlett...............................................................................................................4 Definition 2: Clark C. Abt................................................................................................................4 Definition 3: Johann Huizinga.........................................................................................................5 Definition 4: Roger Caillois.............................................................................................................6 Definition 5: Bernard Suits...............................................................................................................6 Definition 6: Chris Crawford...........................................................................................................7 Definition 7: Greg Costikyan...........................................................................................................8 Definition 8: Elliot Avedon and Brian Sutton-Smith.......................................................................8 A Comparison.......................................................................................................................................10 Our Definition.......................................................................................................................................11 The Puzzle of Puzzles...........................................................................................................................11 Role-Playing Games.............................................................................................................................12 Further Reading....................................................................................................................................14 Summary...............................................................................................................................................14 Chapter 8: Defining Digital Games..................................................................................................................1 Overview.................................................................................................................................................1 The Computer Is Not a Computer...........................................................................................................1 What Can It Do?.....................................................................................................................................2 Integration...............................................................................................................................................6 Summary.................................................................................................................................................7 Chapter 9: The Magic Circle............................................................................................................................1 Overview.................................................................................................................................................1 Boundaries..............................................................................................................................................2 Table of Contents ii Table of Contents Chapter 9: The Magic Circle Enter In....................................................................................................................................................3 Temporary Worlds..................................................................................................................................4 The Lusory Attitude................................................................................................................................5 Further Reading......................................................................................................................................7 Summary.................................................................................................................................................7 Chapter 10: The Primary Schemas..................................................................................................................1 A Conceptual Framework.......................................................................................................................1 What Is a Schema?..................................................................................................................................2 RULES: Formal Schemas.......................................................................................................................3 PLAY: Experiential Schemas.................................................................................................................4 CULTURE: Contextual Schemas...........................................................................................................5 Summary.................................................................................................................................................5 Commissioned Game 1 — Richard Garfield....................................................................................................1 Rules.......................................................................................................................................................1 Scoring....................................................................................................................................................2 Design Notes...........................................................................................................................................3 Sibling Rivalry.................................................................................................................................4 Unit 2: Rules.......................................................................................................................................................1 Chapter List..............................................................................................................................................1 Chapter 11: Defining Rules...............................................................................................................................1 Overview.................................................................................................................................................1 A Deck of Cards......................................................................................................................................2 Other Kinds of Rules..............................................................................................................................3 Qualities of Rules....................................................................................................................................3 Rules in Context......................................................................................................................................5 Summary.................................................................................................................................................6 Chapter 12: Rules on Three Levels..................................................................................................................1 Overview.................................................................................................................................................1 Tic-Tac-What?........................................................................................................................................1 Under the Hood.......................................................................................................................................2 Being a Good Sport.................................................................................................................................3 Three Kinds of Rules..............................................................................................................................4 Operational Rules.............................................................................................................................4 Constituative Rules...........................................................................................................................4 Implicit Rules...................................................................................................................................4 The Rules of Chutes and Ladders...........................................................................................................4 Chutes and Ladders: Operational Rules...........................................................................................6 Chutes and Ladders: Constituative Rules.........................................................................................6 Chutes and Ladders: Implicit Rules.................................................................................................7 The Identity of a Game...........................................................................................................................8 Specificity of Rules.................................................................................................................................9 Designing Elegant Rules.......................................................................................................................10 Further Reading....................................................................................................................................12 Summary...............................................................................................................................................12 Table of Contents iii Table of Contents Chapter 13: The Rules of Digital Games.........................................................................................................1 Rules as a Whole.....................................................................................................................................1 So What Are the Rules?..........................................................................................................................2 The Rules of Tetris..................................................................................................................................3 Rules and Not Rules...............................................................................................................................4 Wheels Within Wheels...........................................................................................................................5 Constituative.....................................................................................................................................6 Operational.......................................................................................................................................7 Implicit.............................................................................................................................................7 Why Rules?.............................................................................................................................................8 Summary.................................................................................................................................................8 Chapter 14: Games as Emergent Systems.......................................................................................................1 Introducing Emergent Systems...............................................................................................................1 Complexity..............................................................................................................................................2 Messengers and Buildings......................................................................................................................3 Simple Complexity.................................................................................................................................4 What Complexity Is Not.........................................................................................................................5 Four Kinds of Systems............................................................................................................................6 Two Horrible Games...............................................................................................................................7 Emergence...............................................................................................................................................9 Parts and the Whole..............................................................................................................................10 Object Interactions................................................................................................................................11 Life, the Game......................................................................................................................................12 Bottom-Up Behaviors...........................................................................................................................14 Emergence in Games............................................................................................................................15 Designing Surprise................................................................................................................................16 Engine Tuning.......................................................................................................................................17 Second-Order Design............................................................................................................................19 Further Reading....................................................................................................................................20 Summary...............................................................................................................................................21 Chapter 15: Games as Systems of Uncertainty...............................................................................................1 Overview.................................................................................................................................................1 Introducing Uncertainty..........................................................................................................................1 Certainty, Uncertainty, and Risk.............................................................................................................2 The Feeling of Randomness....................................................................................................................3 Probability in Games..............................................................................................................................5 Dice Probability......................................................................................................................................5 Chance and Game Play...........................................................................................................................7 Case Study One: Thunderstorm..............................................................................................................9 Thunderstorm...................................................................................................................................9 Case Study Two: Pig.............................................................................................................................10 Pig...................................................................................................................................................10 Breakdowns in Uncertainty...................................................................................................................12 Breakdown 1: Computer Randomness...........................................................................................12 Breakdown 2: Strategizing Chance................................................................................................13 Breakdown 3: Probability Fallacies...............................................................................................14 Meaningful Chance...............................................................................................................................15 Further Reading....................................................................................................................................16 Summary...............................................................................................................................................17 Table of Contents iv Table of Contents Chapter 16: Games as Information Theory Systems......................................................................................1 Introducing "Information"......................................................................................................................1 Information Theory.................................................................................................................................2 Probability and Guesswork.....................................................................................................................4 Noise in the Channel...............................................................................................................................5 Redundancy in the System......................................................................................................................7 Balancing Act..........................................................................................................................................9 Further Reading......................................................................................................................................9 Summary...............................................................................................................................................10 Chapter 17: Games as Systems of Information...............................................................................................1 Introducing a Different Kind of Information..........................................................................................1 Perfect and Imperfect Information..........................................................................................................2 Enchanted Information............................................................................................................................4 Each turn, Enchanted..............................................................................................................................6 Hiding and Revealing Systems...............................................................................................................7 Summary.................................................................................................................................................8 Chapter 18: Games as Cybernetic Systems.....................................................................................................1 Introducing Cybernetic Systems.............................................................................................................1 Elements of a Cybernetic System...........................................................................................................2 Feedback Systems in Games...................................................................................................................5 Positive and Negative Basketball............................................................................................................6 Racing Loops..........................................................................................................................................7 Positive Feedback in a Game..................................................................................................................9 Dynamic Difficulty Adjustment...........................................................................................................10 A Simple Die Roll.................................................................................................................................11 Putting Feedback to Use.......................................................................................................................12 Afterword: Don't Forget the Participant...............................................................................................13 Further Reading....................................................................................................................................14 Summary...............................................................................................................................................15 Chapter 19: Games as Game Theory Systems................................................................................................1 Introducing Game Theory?.....................................................................................................................1 Decision Trees........................................................................................................................................2 Strategies in Game Theory......................................................................................................................5 Game Theory Games..............................................................................................................................6 Cake Division.........................................................................................................................................9 Playing for Pennies...............................................................................................................................11 The Prisoner's Dilemma........................................................................................................................12 Game Theory and Game Design...........................................................................................................13 Further Reading....................................................................................................................................14 Summary...............................................................................................................................................15 Chapter 20: Games as Systems of Conflict......................................................................................................1 Introducing Conflict................................................................................................................................1 Conflict Case Studies..............................................................................................................................2 Centipede..........................................................................................................................................2 Joust..................................................................................................................................................3 Gauntlet............................................................................................................................................4 Competition and Cooperation.................................................................................................................6 New Games.............................................................................................................................................8 Table of Contents v Table of Contents Chapter 20: Games as Systems of Conflict The Goal of a Game................................................................................................................................9 The Level Playing Field of Conflict.....................................................................................................11 Pig Redux..............................................................................................................................................13 Further Reading....................................................................................................................................14 Summary...............................................................................................................................................15 Chapter 21: Breaking the Rules.......................................................................................................................1 Introducing Rule-Breaking.....................................................................................................................1 Kinds of Rule-Breaking..........................................................................................................................2 Player Types.....................................................................................................................................2 Standard Players......................................................................................................................................3 Dedicated Players....................................................................................................................................3 Unsportsmanlike Players..................................................................................................................5 Degenerate Strategies..............................................................................................................................5 Degenerate Strategy Ecosystems............................................................................................................7 Cheats and Spoil-Sports..........................................................................................................................8 Five Player Types Compared..................................................................................................................9 Sanctioned Violations: Professional Sports..........................................................................................10 Sanctioned Cheating: Illuminati...........................................................................................................11 Hacks, Cheats, and Mods: Digital Rule-Breaking................................................................................13 Easter Eggs.....................................................................................................................................13 Cheat Codes....................................................................................................................................13 Game Guides and Walkthroughs....................................................................................................13 Workarounds..................................................................................................................................14 True Cheating.................................................................................................................................14 Hacks..............................................................................................................................................14 Spoil-Sport Hacking.......................................................................................................................14 Rule-Breaking as a Game Design Practice...........................................................................................15 Further Reading....................................................................................................................................17 Summary...............................................................................................................................................17 Commissioned Game 2 — Ironclad...................................................................................................................1 A game for 2 players...............................................................................................................................1 Rules.......................................................................................................................................................1 Playing Ironclad: The Spectacle of Mechanical Destruction..................................................................2 Playing Ironclad: The Technique of Scholarly Discourse......................................................................4 Design Notes...........................................................................................................................................6 Ironclad.............................................................................................................................................6 Unit 3: Play.........................................................................................................................................................1 Chapter List..............................................................................................................................................1 Chapter 22: Defining Play.................................................................................................................................1 Introducing Play......................................................................................................................................1 What Is Play?..........................................................................................................................................2 A General Definition of Play..................................................................................................................4 Play is free movement within a more rigid structure.......................................................................4 Transformative Play................................................................................................................................5 Being Playful..........................................................................................................................................6 Ludic Activities.......................................................................................................................................7 Game Play...............................................................................................................................................9 Table of Contents vi Table of Contents Chapter 22: Defining Play Summary...............................................................................................................................................11 Chapter 23: Games as the Play of Experience................................................................................................1 Introducing Experience...........................................................................................................................1 Qualities of Experience...........................................................................................................................2 Designing Interactive Experiences.........................................................................................................4 The Core Mechanic.................................................................................................................................4 Core Mechanics in Context.....................................................................................................................5 Tag....................................................................................................................................................5 Verbal Tennis...................................................................................................................................5 LOOP................................................................................................................................................6 Breaking Out of Breakout.......................................................................................................................7 Variations on a Core Mechanic...............................................................................................................8 Timed Play.......................................................................................................................................8 Breakthru..........................................................................................................................................9 Steering, Catching, and Invisible Bricks..........................................................................................9 Breaking Out..................................................................................................................................10 Repetitive Play...............................................................................................................................10 Putting It All Together..........................................................................................................................12 Further Reading....................................................................................................................................14 Summary...............................................................................................................................................15 Chapter 24: Games as the Play of Pleasure.....................................................................................................1 Introducing the Play of Pleasure.............................................................................................................1 Rule-Bound.............................................................................................................................................2 Autotelic Play.........................................................................................................................................3 Enter. Play. Stay......................................................................................................................................5 Typologies of Pleasure............................................................................................................................6 Game Flow..............................................................................................................................................8 Sculpting Desire....................................................................................................................................11 Patterns of Pleasure...............................................................................................................................13 The Role of the Goal.............................................................................................................................14 Goals Within Goals...............................................................................................................................15 Conditioned Pleasure............................................................................................................................17 Rewards and Schedules.........................................................................................................................18 Boredom and Anxiety: Flow Redux.....................................................................................................22 Anxiety and Boredom on the High Seas...............................................................................................24 Meaningful Pleasure.............................................................................................................................26 Against "Addiction"..............................................................................................................................29 Further Reading....................................................................................................................................31 Summary...............................................................................................................................................32 Chapter 25: Games as the Play of Meaning....................................................................................................1 Introducing the Play of Meaning............................................................................................................1 Two Kinds of Representation.................................................................................................................2 Systems of Meaning................................................................................................................................2 System and Context................................................................................................................................3 Emergent Representations......................................................................................................................4 The Context of Meaning.........................................................................................................................5 Down the Rabbit Hole............................................................................................................................6 In the Queen's Court...............................................................................................................................7 Table of Contents vii Table of Contents Chapter 25: Games as the Play of Meaning Framing Play...........................................................................................................................................8 Metacommunication and Play.................................................................................................................9 Captured by the Game..........................................................................................................................10 Further Reading....................................................................................................................................11 Summary...............................................................................................................................................12 Chapter 26: Games as Narrative Play.............................................................................................................1 Overview.................................................................................................................................................1 Introducing Narrative Play......................................................................................................................1 Narrative Tensions................................................................................................................

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