Introduction to the Theory of Game Elements 18752
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Transcript of Introduction to the Theory of Game Elements 18752
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Games without FrontiersA Resource for Game Studies & Design
Contents Games as systems
Game states and game system behaviour
Game elements as parts of game systems
Game element attributes
Definitions and examples element by element
Examples of an analysis method
Gamegame: theory meets design meets play
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All kinds of games allowed!
All games, regardless of themedia or technology they employ,contain certain elements
They are not all the same Or implemented in the same
manner or technique
Yet there are underlyingsimilarities: goals, objects to bemanipulated, environments,players, etc.
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Same but diferent
How to conceptualise this same butdiferent qualities of games?
One needs to conceptualise the qualities And build a framework that brings them
together, as in individual games
The notion of System
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Games without FrontiersA Resource for Game Studies & Design
Games as systems System is
a dynamic whole with interacting parts
In game systems:
1) game elements equal the parts2) elements have relationships, they interact
3) when players engage with the elements, itgives birth to another kind of interaction:
game play
game play gives birth to dynamics; the run-time behavior of the system (LeBlanc)
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The Theory of Game Elements
Conceptualises possible diferent configurationsof game systems
i.e. the diference between one game andanother is due to the fact that their systems are
configured diferently
configuration of football vs. the configuration ofPrince of Persia
The theory is a form of Applied Ludology
Which provides solutions for practical gameanalysis & design
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Element categories: overview
A game system in operation, i.e. a game being played,puts these elements into interaction
COMPOUND
ELEMENTS
game play
SYSTEMIC
ELEMENTS
BEHAVIORAL
ELEMENTS
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Game elements: overview
players
contexts
components
environment
rule set
game mechanics
theme information
interfaceCOMPOUND
ELEMENTS
game play
SYSTEMIC ELEMENTS BEHAVIORAL ELEMENTS
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All game elements have an ownership attribute
There are three kinds of ownership attributes:
[game element]-of-self
[game element]-of-other(s)
[game element]-of-system
Ownership attributes often create inherent tensionand competition to a game
Thus, many games revolve around ownershipsshifting back and forth
Game elements: overview
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Components
Components are usually objects that theplayer is able to manipulate in the courseof the game.
What moves in the game, in one way oranother (physical movement, transactions,etc.)
Components provide a source ofidentification for the player, usually in theshape of possessions, resources, and/orrepresentatives (characters/pieces)
The goals of the game are often embodiedinto components (collect 100 rings, etc.)
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Types of Components There are three types of
components:
components-of-self: componentspossessed by oneself and controlledby oneself (e.g. your monkey)
components-of-others:components possessed andcontrolled by other players (e.g. theothers monkeys)
components-of-system:components possessed andcontrolled by the game system(Bananas, NPCs, AI, etc.)
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Environment It is not mandatory yet it is very
common (boards, etc.)
The environment element setsspecific spatial boundaries forcomponents and players.
Environment embodies rules thatspecify the spatial and geometricarrangement of a game.
In some cases, components make upthe game environment.
Typical environment attributes: state,scale, vector
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Types of Environments Game environments can be broadly classified
into two following types:
Boards/fields: Static individual environments;which mainly function to embody rules byvisualising them into a grid with geometrical
relations, for example.
Setups: Even if no particular environment isneeded (as in, e.g., many card games), the otherelements need to be arranged in a fashion thatcommunicates the game state to the players.
World(s): Often these kinds of environments aredivided into parts or levels, but game-worlds alsoexist as seamless, simulated ecosystems.Function shifts towards thematic purposes.
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Rule set Rules constitute the fundamental compoundelement, rule set.
Rule set is the glue that keeps a gamesystem together and enables play with theother elements in the first place.
Rules make it possible for the system tofunction in a way that is meaningful forplayers. Rule set uses other elements as itsembodiments.
Usually the rule set states procedures oralgorithms, such as how to set up thegame in order to start playing, or howplayers are rewarded for completing a goal.
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Game mechanics The means, i.e. always there in relation to goals, the
ends
Best described with verbs; game mechanics imply (inter)action
Core mechanics (Salen & Zimmerman): what players do in agame, repeatedly
Running and kicking the ball are the core mechanics offootball; moving a piece in Chess is its core mechanic
digital games may have multiple mechanics thatcorrespond to the actions and the fantasy world the gamessimulates: Horseback riding, sword-fighting, running,
jumping, etc.
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Types of Game mechanics
generic mechanics classes
that can be actualized invarious ways
for example, a Physicalmechanic in the Contactclass could be kissing/hugging/etc!
and combined into sequencesand relations: trading isachieved by kissing, etc!
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Theme theme equals the subject matter of a game
if there is no theme in a game, the system doesnot represent anything other than its ruleset
theme functions metaphorically, enabling theplayers to understand rules and goals in termsof another subject matter
the essence of metaphor (Lakof& Johnson) :understanding and experiencing one kind of
thing in terms of another
Themes employ schemas: restaurant schemain Diner Dash
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Information
Game systems contain information
The main function of information is tostore data about game states
How and to what extent the informationis communicated to the players arequestions of game design:
Games of perfect information vs.imperfect information
The information element makes gamessuitable for computers
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Interface
In case players can not accessthe game system directly there isneed for a tool to enable that
i.e. an interface prominent in digital games
is found also in mechanicalgames, such as Pinball, Fussballtables, etc.
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Players
There would no games nor playwithout Players
Players are arguably highly complexpsychological entities
Erving Gofman (1961): games asfocused gatherings
i.e. certain types of socialarrangements that occur whenpersons are in one anothersimmediate physical presence.
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Players in focused gatherings
focused gatherings involve for the participants thefollowing communication arrangements:
a single visual and cognitive focus of attention
a mutual and preferential openness to verbalcommunication
a heightened mutual relevance of acts
an eye-to-eye ecological huddle that maximizes each
participants s opportunity to perceive the otherparticipants monitoring of him/her
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Contexts There are several contexts to any game
E.g., the context of football is a cluster offactors having to do both with the gamespopularity, tradition, players, national histories,and the sports industry with its media coverage.
The context of a game can be endlesslyexpanded to surrounding cultures...
in order to be useful, the line has to be drawnsomewhere when embarking on a concrete
analysis of a particular game.
Where actually to draw the line is a question ofperspective.
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Games without FrontiersA Resource for Game Studies & Design
Game elements: summary
players
contexts
components
environment
rule set
game mechanics
theme information
interfaceCOMPOUND
ELEMENTS
game play
SYSTEMIC ELEMENTS BEHAVIORAL ELEMENTS
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What ludologists do
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Another visualization
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Further resources
http://gamegame.blogs.com Card game / brainstorming tool for
game design, based on the theory ofgame elements
http://www.gameswithoutfrontiers.net Akis Thesis chapters & online analysis
tools
mailto:[email protected]:[email protected]://www.gameswithoutfrontiers.net/mailto:[email protected]:[email protected]://www.gameswithoutfrontiers.net/http://www.gameswithoutfrontiers.net/http://gamegame.blogs.com/http://gamegame.blogs.com/