Posted September 09, 2019 by Michelle Tu
Exercise 2.1: Think of a Game
Exercise 2.3: Objectives
Exercise 2.4: Rules
I was going to respond by say maybe "do nothing and win", but I realized even that was a rule. I'm not sure if a game without rules could even exist? What would even happen in that game? And also wouldn't what was hapenning, even if it was nothing, become the "gameplay" of the game? How could a game exist without rules, it would just transform into an mundane activity, something we do on our own distinction rather than following another system.
Exercise 2.6: Challenge
6.4: Blue Sky Brainstorm
I choose God! He's an all powerful being that controls everything above and beneath the clouds. Being a big boss he needs are very solid control in order to keep everything and everyone in harmony. But throughout the eons, he's kind of slacked off his duties as the Big Boss. And so the speedy winged messengers that fly across different worlds and homes of the skies' own goddesses and gods cause a lot of air traffic when doing their business for the Big Boss. The old rusted halo that the Big Boss used to control in order to telepathicly communicate with other beings has long been collecting dust on his shelf. Instead it's easier to order others to handle his duties as he sits comfortably in his black leather chair.
Chapter 2 - The Structure of Games
"To become a player, one must voluntarily accept the rules and constraints of a game (pg 31)."
This is what the author, Bernand Suits, calls "lusory attitude", the “curious state of affairs wherein one adopts rules which require one to employ worse rather than better means for reaching an end.”
After setting a player's attitude, next they must need an objective. "...The objective is a key element without which the experience loses much of its structure, and our desire to work toward the objective is a measure of our involvement in the game (pg 31)."
Procedures, methods that allow certain play, are one of the components that dictate the experiences we get from games
Rules define:
Resources are objects, made valuable because they can help the players achieve their goal, but which are made scarce in the system by the designer, are what we call resources (pg 33)."
Conflict, the relationship between the objectives of the players and the rules and procedures limiting and guiding behavior creates another distinctive element of games: conflict, which the players work to resolve in their own favor (pg 34)."
The structure and rules of a game form a system that, almost like its own world, has its boundaries.
"The aspect of uncertainty in outcome is an important one for the playcentric process because it is a key motivator for the players (pg 35)."
Chapter 3: Working with Formal Elements
"... a game designed for a specific number of players has different considerations than a game designed for a variable number of players (pg 56)."
The structure supports n amount of players. roles to be filled, and in different games there are different roles (some having their own abilities). These roles can be switched within gameplay or player defined, which encourages self-expression rather than competition. The balance of these roles are of upmost importance.
Player Interactions
"Objectives give your players something to strive for. They define what players are trying to accomplish within the rules of the game (pg 66)."
An objective can set the game's tone, some players may strive for different objectives, or choose an objective while still being able to form their own objective. Objectives within objectives within objectives within objectives.
General Objectives
Basic Procedures a game has
• Starting action: How to put a game into play.
• Progression of action: Ongoing procedures after
the starting action.
• Special actions: Available conditional to other
elements or game state.
• Resolving actions: Bring gameplay to a close.
System procedures calculate things like damage output from the player, they respond to player actions or situations.
When defining your own procedure, keep in mind the environment in which it'll take place (nondigital, digital?). "As a designer, you need to besensitive to constraints and find creative and elegant solutions so that the procedures are intuitive to access and easy to remember (pg 74)."
Rules can close up loopholes in systems by, within a digital setting, not allowing for certain controls, and thus, certain actions.
When making rules, think of them in correlation of your players, If it's too difficult or too many rules, a player may feel alienated.
"... even if they [game objects] are based on familiar objects, they are only abstractions of those objects and still need to be defined in the rules as to their nature in the game (pg 75)."
Board Games: a centered important piece, makeup and value of certain combinations, fairly simple objects that can be differentiated from a single glance (color position)
Digital Games: Characters/ fighting units that have various elements that define their state (a program may track these elements behind the scenes), variables should be displayed to the player, even though over time they will gather an intuitive knowledge through their play experience.
Rules that restrict actions and cause other ones, keep gameplay from becoming too unbalanced.
Rules that trigger effects: various gameplay -> excitement, help gameplay get back on track
"In general, it is important to keep in mind that the more complex your rules are, the more demands you will place on the players to comprehend them. The less well that players understand your rules... (pg 77)"
Resources will help you achieve your goal, it must have utility and scarcity within the game, if one component is more than the other, the resource will lose its value.
Basic functions of resources: Lives, Units, Health, Currency, Actions, Power-Ups, Inventory, Special Terrain, Time"
"Conflict emerges from the players trying to accomplish the goals of the game within its rules and
boundaries (pg 83)."
Conflict is designed by creating rules, procedures and situations that don't allow players to reach their goal directly, inefficient procedures -> the more a player is challenged, a player will submit to this system because it is still fun or competitive in a playful way against other players.
Conflicts: Obstacles, Opponents, Dilemmas,
Boundaries, the magic circle where players are safe and can leave whenever they want, they can be physical or conceptual
Chapter 5: Working with System Dynamics
"Unlike most systems, however, it is not the goal of a game to create a product, perform a task, or simplify a process. The goal of a game is to entertain its participants (pg 127)."The basic elements of systems are objects, properties, behaviors, and relationships.
Objects:
Properties:
Behavior:
Relationships
Tuning Game Systems
Sky: Children of the Light by Jenova Chen
From the creator himself, Sky is described as a theme park, and from the IGN LIVE E3 conference this year, it was also described as a casual, mobile MMO. Just like Journey, you meet strangers within the game and form relationships with them, the relationships you form actually becoming the "currency" or form of experience points to level up. The game sounds like a very wholesome puzzle game and I'm wondering, since you can gather up to 8 friends, will there be puzzles that require that many people (or more than 2 people)?