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RULES Part I

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... of nature (do not need to be enforced): e.g., Newton's laws, Archimedes' law ... Unwritten social rules (may or may not be enforced): informal dress code, eating ... – PowerPoint PPT presentation

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Title: RULES Part I


1
RULESPart I
  • Victor Kaptelinin
  • October 4, 2006

2
Outline
  • Defining rules (ch. 11)
  • Rules on three levels (ch. 12)
  • The rules of digital games (ch. 13)
  • Games as emergent systems (ch. 14)

3
Rules
  • Why are rules so important to games? ltgt They put
    us inside the game world by letting us know what
    is in and out of bounds
  • Mark Prensky (SZ p. 122)
  • Every game has its rules, says Huizinga in Homo
    Ludens. But we may go further and say Every game
    is its rules, for they are what define it.
  • David Parlett (SZ, p. 134)

4
What defines a world
  • The real world
  • Games
  • Digital games

5
The real world
  • Laws of nature (do not need to be enforced)
    e.g., Newtons laws, Archimedes law
  • Social laws and regulations, formal e.g.,
    constitutions, laws of the state, formal dress
    code (enforced)
  • Unwritten social rules (may or may not be
    enforced) informal dress code, eating

6
Laws/rules of the real world
  • Impose constraints
  • Can be explicit or implicit
  • Apply to everyone
  • Are (relatively) stable
  • Are supposed to be followed
  • Can be found in different concrete situations
  • Cannot be designed by an individual
  • Do not define persons intentions and goals
  • Are NOT persons experience, strategies, etc

7
Game rules
  • Impose constraints -- Limit player action
  • Can be explicit or implicit --Explicit and
    unambiguous (?)
  • Apply to everyone -- Shared by all players
  • Are (relatively) stable -- Fixed
  • Are supposed to be followed -- Binding
  • Can be found in different concrete situations--
    Repeatable
  • Can be designed by an individual
  • Do define persons intentions and goals
  • Are NOT persons experience, strategies, etc

8
Defining rules summary
  • Foundations of the real world and the magic
    circle laws vs. rules
  • Game rules vs. Game experience
  • Game rules vs. Rules of strategy and Social rules
    (norms)
  • General characteristics of all game rules
  • Limit player action
  • Explicit and unambiguous (?)
  • Shared by all players
  • Fixed
  • Binding
  • Repeatable

9
Game rules on three levels -- I
  • Constitutative rules (laws of nature?)
  • the abstract, core mathematical (formal,
    logical) rules of the game contain the essential
    game logic but do not explicitly indicate how
    players should enact these rules
  • Operational rules (social laws and rules?)
  • the rules of play that players follow direct the
    players behavior and are usually described in
    instructions and rolebooks for games
  • Implicit rules (unwritten rules of social
    conduct?)
  • unwritten rules of etiquette and behavior
    similar rules may apply to many different games

10
Rules on three levels -- II
  • Operational rules build on constituative rules
  • The boundary between operational and implicit
    rules is fuzzy
  • Formal identity of a game emerges from the
    interplay between constituative and operational
    rules
  • The formal meaning of a game emerges as a result
    of an interplay between the three levels
  • Elegant rules allow players focus on experience
    rather than logic

11
The rules of digital games (RDG)
  • Are generally the same as the rules of
    non-digital games determine the relationship
    between players actions and their outcomes
  • Constituative RDG handle internal events
  • Operational RDG handle external events
  • Implicit RDG -- extend non-digital ones by
    including implicit assumptions of the game
    platform
  • Are constituted by the aspects of the program
    code that control inputs and determine outcomes
  • Include the internal functioning of formal game
    logic
  • Usually (not always) do not include audio/visual
    implementation of the game
  • The three level framework can be difficult to
    apply to concrete games the purpose is to
    provide a general insights into how games produce
    meaningful play

12
Games as emergent systems
  • Complex systems
  • Example Snake Battles
  • Example A modified TTT
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