{"id":1684,"date":"2017-08-31T14:02:59","date_gmt":"2017-08-31T14:02:59","guid":{"rendered":"http:\/\/mycours.es\/gamedesign2017\/?page_id=1684"},"modified":"2017-09-08T13:57:15","modified_gmt":"2017-09-08T13:57:15","slug":"games-play-fun","status":"publish","type":"page","link":"http:\/\/mycours.es\/gamedesign2017\/presentations\/games-play-fun\/","title":{"rendered":"Games \/ Play \/ Fun"},"content":{"rendered":"<p><a href=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/Pieter_Bruegel_children_games.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-450\" title=\"Pieter_Bruegel_children_games\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/Pieter_Bruegel_children_games.jpg\" sizes=\"auto, (max-width: 1145px) 100vw, 1145px\" srcset=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/Pieter_Bruegel_children_games.jpg 1145w, http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/Pieter_Bruegel_children_games-300x214.jpg 300w, http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/Pieter_Bruegel_children_games-1024x732.jpg 1024w\" alt=\"\" width=\"1145\" height=\"819\" \/><\/a>Let&#8217;s make a concept map and work toward a definition of games. Brainstorm related concepts and features of games (digital and non digital).<\/p>\n<p>Some classic definitions<\/p>\n<p>&#8220;A <strong>free<\/strong> activity standing quite consciously <strong>outside<\/strong> ordinary life as being &#8220;not serious&#8221;, but at the same time absorbing the player intensely and utterly.<br \/>\nIt is an activity connected with <strong>no material interest<\/strong>, and no profit can be gained by it.<br \/>\nIt proceeds within its own proper <strong>boundaries<\/strong> of time and space according to fixed rules and in an orderly manner.&#8221;<br \/>\n-Jonah Huizinga (1950)<\/p>\n<p>&#8220;An activity which is essentially: Free (voluntary), <strong>separate<\/strong> in time and space, uncertain, unproductive, governed by rules, make-believe.&#8221;<br \/>\n-Roger Caillois (1961)<\/p>\n<p>&#8220;At its most elementary level then we can define game as an exercise of voluntary control on systems in which there is an opposition between forces, confined by a procedure and rules in order to produce a disequilibrial outcome.&#8221;<br \/>\n-Avedon &amp; Sutton-Smith (1971)<\/p>\n<p>&#8220;The voluntary attempt to overcome unnecessary\u00a0<em>obstacles&#8221;<br \/>\n<\/em>-Bernard Suits (1978)<\/p>\n<p>Or his more complete definition:<\/p>\n<p>&#8220;To play a game is to attempt to achieve a specific state of affairs [prelusory goal], using only means permitted by rules [lusory means], where the rules prohibit use of more efficient in favour of less efficient means [constitutive rules], and where the rules are accepted just because they make possible such activity [lusory attitude].&#8221;<\/p>\n<p>&#8220;A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome.&#8221;<br \/>\n-Salen &amp; Zimmerman (2004)<\/p>\n<p>&#8220;Games are a series of interesting decisions&#8221;<br \/>\n-Sid Meier<\/p>\n<p>&nbsp;<\/p>\n<p>My definition:<br \/>\n<a href=\"http:\/\/Gamedefinitions.com\" target=\"_blank\">gamedefinitions.com<\/a><\/p>\n<p><strong>Family Resemblance<\/strong><br \/>\nLudwig Wittgenstein used games as an example for his concept of family resemblance. What we call games may not have certain common features but rather a complicated network of overlapping similarities.<\/p>\n<p>Some of these similarities are useful concepts in game design<\/p>\n<h1>Magic Circle<\/h1>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1689\" src=\"http:\/\/mycours.es\/gamedesign2017\/files\/2017\/08\/sumo.jpg\" alt=\"sumo\" width=\"1600\" height=\"1067\" srcset=\"http:\/\/mycours.es\/gamedesign2017\/files\/2017\/08\/sumo.jpg 1600w, http:\/\/mycours.es\/gamedesign2017\/files\/2017\/08\/sumo-300x200.jpg 300w, http:\/\/mycours.es\/gamedesign2017\/files\/2017\/08\/sumo-768x512.jpg 768w, http:\/\/mycours.es\/gamedesign2017\/files\/2017\/08\/sumo-1024x683.jpg 1024w, http:\/\/mycours.es\/gamedesign2017\/files\/2017\/08\/sumo-1200x800.jpg 1200w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><\/p>\n<p>The idea of play\u00a0as an activity separated from ordinary life, where other kind of rules apply, solidified in the concept of magic circle:<\/p>\n<p>&#8220;All play moves and has its being within a play-ground marked off beforehand either materially or ideally, deliberately or as a matter of course. Just as there is no formal difference between play and ritual, so the &#8216;consecrated spot&#8217; cannot be formally distinguished from the play-ground. The arena, the card-table, the temple, the stage, the screen, the tennis court, the court of justice, etc, are all in form and function play-grounds, i.e. forbidden spots, isolated, hedged round, hallowed, within which special rules obtain. All are temporary worlds within the ordinary world, dedicated to the performance of an act apart.&#8221;<br \/>\n-Johan Huizinga<\/p>\n<p>&#8220;In a very basic sense, the magic circle of a game is where the game takes place. To play a game means entering into a magic circle, or perhaps creating one as a game begins&#8221;<br \/>\n-Katie Salen and Eric Zimmerman<\/p>\n<p>Obviously many games blur the boundaries of the magic circle:<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1690\" src=\"http:\/\/mycours.es\/gamedesign2017\/files\/2017\/08\/160728100220-pokemon-go-hong-kong-04-super-169.jpg\" alt=\"160728100220-pokemon-go-hong-kong-04-super-169\" width=\"1100\" height=\"619\" srcset=\"http:\/\/mycours.es\/gamedesign2017\/files\/2017\/08\/160728100220-pokemon-go-hong-kong-04-super-169.jpg 1100w, http:\/\/mycours.es\/gamedesign2017\/files\/2017\/08\/160728100220-pokemon-go-hong-kong-04-super-169-300x169.jpg 300w, http:\/\/mycours.es\/gamedesign2017\/files\/2017\/08\/160728100220-pokemon-go-hong-kong-04-super-169-768x432.jpg 768w, http:\/\/mycours.es\/gamedesign2017\/files\/2017\/08\/160728100220-pokemon-go-hong-kong-04-super-169-1024x576.jpg 1024w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><\/p>\n<p>Not only in a physical sense, e.g. Eve Online&#8217;s political metagame<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1691\" src=\"http:\/\/mycours.es\/gamedesign2017\/files\/2017\/08\/eve-online-metagame.png\" alt=\"eve online metagame\" width=\"1920\" height=\"1080\" srcset=\"http:\/\/mycours.es\/gamedesign2017\/files\/2017\/08\/eve-online-metagame.png 1920w, http:\/\/mycours.es\/gamedesign2017\/files\/2017\/08\/eve-online-metagame-300x169.png 300w, http:\/\/mycours.es\/gamedesign2017\/files\/2017\/08\/eve-online-metagame-768x432.png 768w, http:\/\/mycours.es\/gamedesign2017\/files\/2017\/08\/eve-online-metagame-1024x576.png 1024w, http:\/\/mycours.es\/gamedesign2017\/files\/2017\/08\/eve-online-metagame-1200x675.png 1200w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><\/p>\n<p><em>Can you think of other examples of games blurred boundaries?<\/em><\/p>\n<h1>Agency<\/h1>\n<p>Most of these unique features of the gaming situation (or cyberdrama or interactive literature\u2026) relate to the concept of agency, popularized by media theorist Janet Murray.<\/p>\n<p><strong>Agency: the satisfying power to take meaningful action and see the results of our decisions and choices<\/strong><\/p>\n<p>Murray sees immersion and agency as central elements for the enjoyment of games.<\/p>\n<blockquote><p>Every expressive medium has its own unique patterns of desire; its own way of giving pleasure, of creating beauty, of capturing what we feel to be true about life; its own aesthetic.<br \/>\nJanet Murray \u2013 Hamlet on the Holodeck 1997<\/p><\/blockquote>\n<p>The issue of agency will come up frequently while discussing story-based and art\/arty games.<\/p>\n<p><strong>Can there be a game without agency?<\/strong><\/p>\n<p>Let\u2019s examine 3 extreme cases: The Graveyard by Tale of Tales, a Call of Duty \u201cpacifist speedrun\u201d, and Progress Quest.<\/p>\n<p><iframe loading=\"lazy\" src=\"https:\/\/www.youtube.com\/embed\/xxtQ1SOXs60?feature=oembed\" width=\"840\" height=\"473\" frameborder=\"0\" allowfullscreen=\"allowfullscreen\"><\/iframe><\/p>\n<p><iframe loading=\"lazy\" src=\"https:\/\/www.youtube.com\/embed\/RULv6HbgEjY?feature=oembed\" width=\"840\" height=\"473\" frameborder=\"0\" allowfullscreen=\"allowfullscreen\"><\/iframe><\/p>\n<p><iframe loading=\"lazy\" width=\"840\" height=\"630\" src=\"https:\/\/www.youtube.com\/embed\/h2XK11NDZU8?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<p>&nbsp;<\/p>\n<h1>Meaningful play \/ meaningful choices<\/h1>\n<figure id=\"attachment_444\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/candyland.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-444\" title=\"candyland\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/candyland.jpg\" alt=\"\" width=\"736\" height=\"701\" \/><\/a><figcaption class=\"wp-caption-text\">Candyland: worst game ever or tool for game literacy?<\/figcaption><\/figure>\n<p>In Rules of Play, Katie Salen and Eric Zimmerman provide two definitions of meaningful play (the goal of game design):<\/p>\n<blockquote><p>Meaningful play in a game emerges from the relationship between player action and system outcome; it is the process by which a player takes action within the designed system of a game and the system responds to the action. The meaning of an action in a game resides in the relationship between action and outcome<\/p><\/blockquote>\n<blockquote><p>Meaningful play is what occurs when the relationships between actions and outcomes in a game are both\u00a0<em>discernible<\/em>\u00a0and\u00a0<em>integrated<\/em>\u00a0into the larger context of the game<\/p><\/blockquote>\n<p>Candyland, battleship, bingo lack actual choices. Tic-tac-toe stops being meaningful to an \u201cexpert\u201d player.<br \/>\nWhen choices are not discernible and integrated the game may break or stop making sense to the player. Did my choice had an effect? Was that event random or was it my fault?<br \/>\nAny video game examples?<\/p>\n<figure id=\"attachment_445\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/walking-dead.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-445\" title=\"walking dead\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/walking-dead.jpg\" alt=\"\" width=\"1600\" height=\"900\" \/><\/a><figcaption class=\"wp-caption-text\">What about choices that have no real effect but the player doesn\u2019t know it?<\/figcaption><\/figure>\n<figure class=\"wp-caption alignnone\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/zip\/twitch-plays-pokemon.gif\" alt=\"\" width=\"1227\" height=\"654\" \/><figcaption class=\"wp-caption-text\">Twitch plays Pokemon \u2013 what makes these choices not meaningful anymore?<\/figcaption><\/figure>\n<h1>PLAY<\/h1>\n<p>&nbsp;<\/p>\n<p>Man, Play and Games was written by french sociologist Roger Callois in 1961. The book introduced important terminology in game studies. He describes four \u201cplay forms\u201d that are the basis for the enjoyment of cames and that can be present in different degrees in each game:<\/p>\n<p><strong>Agon, or competition.<\/strong>\u00a0Present in skill based, competitive game like sports or chess.<br \/>\n<strong>Alea, or chance.\u00a0<\/strong>Present in gambling games like slot machines or roulette.<br \/>\n<strong>Mimicry, or mimesis<\/strong>\u00a0Present in role playing games or pretend games.<br \/>\n<strong>Ilinx, or vertigo<\/strong>\u00a0Present in perception alterning play, like merry go round and visually intensive videogames.<\/p>\n<p>He also notably defined a a continuum in which games can be places ranging from:<br \/>\n<strong>Ludus<\/strong>\u00a0\u2013 structured activities with explicit rules (games)<br \/>\nto<br \/>\n<strong>Paidia<\/strong>, unstructured and spontaneous activities (child play)<\/p>\n<p><strong>Exercise:<\/strong>\u00a0in groups of 3 pick some games and rate them according to the 4 types of play they are likely to generate. You can rate them subjectively in a scale from 0\u00a0to 5. Find some extreme examples. E.g.<\/p>\n<p><strong>Slot Machine<\/strong><br \/>\nAgon (contest)<br \/>\nAlea (chance)\u00a0\u2605\u2605\u2605\u2605\u2605<br \/>\nIlinx (vertigo)\u00a0\u2605\u2605\u2605<br \/>\nMimicry (make-believe).<\/p>\n<p>Now remix them changing the components as if they were on a slider: what would a slot machine with mimicry look like?<\/p>\n<h1>Fun<\/h1>\n<p>&#8220;Fun arises from trying to understand the pattern of a game.&#8221;<br \/>\n-Raph Koster<\/p>\n<p>&#8220;The truth is, your self knows what fun means. Because you know when something is fun\u200a\u2014\u200afor you. So start there. Not with trying to define it, because you already have defined it.&#8221;<br \/>\n-Bernie DeKoven<\/p>\n<p>8 types of fun:<br \/>\nSensation, Game as sense-pleasure<br \/>\nFantasy, Game as make-believe<br \/>\nNarrative, Game as unfolding story<br \/>\nChallenge, Game as obstacle course<br \/>\nFellowship, Game as social framework<br \/>\nDiscovery, Game as uncharted territory<br \/>\nExpression, Game as soap box<br \/>\nSubmission, Game as mindless pastime<br \/>\n-Hunicke, LeBlanc, and Zubek<\/p>\n<p><em>Can you think of examples of games centered on these types of fun?<\/em><\/p>\n<h1>Goals\/Motivation<\/h1>\n<p>The unique features of interactive texts, cybertexts, and games can be better understood if we analyze the \u201cgaming situation\u201d (Eskelinen) from the side of the player.<\/p>\n<p><strong>Interpretation<\/strong>\u00a0(shared with linear media)<br \/>\nWhat\u2019s happening?<br \/>\nWhat does it mean?<br \/>\nHow do I feel about it?<br \/>\nWhat does the author want to convey?<\/p>\n<p><strong>Exploration<\/strong><br \/>\nNon trivial actions (such as turning or scrolling a page) are required to reveal \u201chidden\u201d content<\/p>\n<p><strong>Formation of goals<\/strong><br \/>\nWhat do I have to do to win?<br \/>\nWhat I\u2019m expected to do?<br \/>\nHow can I cheat\/break the game\/find the limits of the system?<\/p>\n<p><em>Do players formulate goals all the times? What\u2019s the goal in the Sims?<br \/>\n<\/em><br \/>\n<a href=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/The-Sims.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-71\" title=\"The-Sims\" src=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/The-Sims.jpg\" alt=\"\" width=\"800\" height=\"600\" \/><\/a><\/p>\n<figure id=\"attachment_72\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/13_Wright_GameplayLandscape_TimeTravel.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-72\" title=\"13_Wright_GameplayLandscape_TimeTravel\" src=\"http:\/\/mycours.es\/gamedesign2015\/files\/2012\/08\/13_Wright_GameplayLandscape_TimeTravel.jpg\" alt=\"\" width=\"304\" height=\"235\" \/><\/a><figcaption class=\"wp-caption-text\">Will Wright talks about a challenge landscape. The player is free to decide HOW to pursuit success (or to settle, or to explore the range of possibilities of the game).<\/figcaption><\/figure>\n<p><em>The impulse toward goal formation in games is incidentally a big challenge for Artgame\/notgame designers. The ideal player of an art game should ask herself: What\u2019s the best way to experience this?<\/em><\/p>\n<h1><\/h1>\n","protected":false},"excerpt":{"rendered":"<p>Let&#8217;s make a concept map and work toward a definition of games. Brainstorm related concepts and features of games (digital and non digital). Some classic definitions &#8220;A free activity standing quite consciously outside ordinary life as being &#8220;not serious&#8221;, but at the same time absorbing the player intensely and utterly. It is an activity connected &hellip; <a href=\"http:\/\/mycours.es\/gamedesign2017\/presentations\/games-play-fun\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;Games \/ Play \/ Fun&#8221;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"parent":308,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":""},"class_list":["post-1684","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"http:\/\/mycours.es\/gamedesign2017\/wp-json\/wp\/v2\/pages\/1684","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/mycours.es\/gamedesign2017\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"http:\/\/mycours.es\/gamedesign2017\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"http:\/\/mycours.es\/gamedesign2017\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/mycours.es\/gamedesign2017\/wp-json\/wp\/v2\/comments?post=1684"}],"version-history":[{"count":8,"href":"http:\/\/mycours.es\/gamedesign2017\/wp-json\/wp\/v2\/pages\/1684\/revisions"}],"predecessor-version":[{"id":1965,"href":"http:\/\/mycours.es\/gamedesign2017\/wp-json\/wp\/v2\/pages\/1684\/revisions\/1965"}],"up":[{"embeddable":true,"href":"http:\/\/mycours.es\/gamedesign2017\/wp-json\/wp\/v2\/pages\/308"}],"wp:attachment":[{"href":"http:\/\/mycours.es\/gamedesign2017\/wp-json\/wp\/v2\/media?parent=1684"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}