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IMGD 2900 Digital Game Design I

IMGD 2900 Digital Game Design I. Class 8: Mon day 11.26. Today’s topics. Playtesting Types of rules / players / play The Mystery of Play Assignment 10. Playtesting!. Round 1 Beadwalkers vs Hambingers Colored Blocks vs Pearl Etched Spears DNA vs Team Ishmael

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IMGD 2900 Digital Game Design I

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  1. IMGD 2900Digital Game Design I Class 8: Monday 11.26

  2. Today’s topics Playtesting Types of rules / players / play The Mystery of Play Assignment 10

  3. Playtesting!

  4. Round 1 Beadwalkers vs Hambingers Colored Blocks vs Pearl Etched Spears DNA vs Team Ishmael Team Rocket vs Tempest Serenade Team Sauce vs Stormriders Team Subtlety vs Team Tsukuru Polygonial vs The Professor

  5. Ask your testers to think out loud. Shut up and pay attention. If testers get quiet or hesitate, • ask what they’re thinking. • Watch faces, not the screen. • Write down everything, • especially questions. • Be alert for surprises.

  6. Post-test questions • What is the goal of the game? • Was anything confusing or difficult?Is there any info that would have been good to know before starting? • What did you like? Dislike? • How would you describe this game to someone who has never played it? • Write down the answers.

  7. Round 2 Beadwalkers vsPearl Etched Spears Colored Blocks vs Team Ishmael DNA vsTeam Rocket Team Sauce vs Hambingers Tempest Serenade vs Polygonial Team Subtlety vsStormriders Team Tsukuru vsThe Professor

  8. Post-test questions • What is the goal of the game? • Was anything confusing or difficult?Is there any info that would have been good to know before starting? • What did you like? Dislike? • How would you describe this game to someone who has never played it? • Write down the answers.

  9. Today’s vocabulary What are rules? Characteristics of rules Types of rules and players Categories and styles of play Autotelic Lusory attitude The Mystery of Play

  10. What are rules? Rules are the formal structure of a game. They are one of a game’s defining qualities. Game = Toy + Rules + Goal

  11. What are rules? Rules are not the experience of play. You can change the experience without changing the rules.

  12. Thought experiment(LeBlanc)

  13. Three to Fifteen1. Two players alternate turns.2. On your turn, pick a number 1 - 9.3. You can’t pick a number already chosen by either player.4. If you pick three 3 numbers that total 15, you win.5. If no numbers are left, and there’s no winner, it’s a draw.

  14. Three to Fifteen

  15. How are they the same?How do they differ?

  16. Characteristics of rules Rules limit player actions.

  17. Characteristics of rules Rules are complete, explicitand unambiguous. Example: The stump at second

  18. Characteristics of rules Rules are shared by all players.

  19. Characteristics of rules Rules are fixed. Even games with changing rules have rules that control how the rules can be changed.

  20. Characteristics of rules Rules are binding and have authority. They are meant to be followed.

  21. Characteristics of rules Rules are repeatable and portable. Local variations and ambiguities must be resolved.

  22. Types of rules Constituative Operational Implicit

  23. Types of rules Constituative The “underlying” rules In digital games, these are instantiated in code.

  24. Types of rules Operational The “written” rules Instantatiated in I/O and UI. Expressed as affordances.

  25. Affordances The opportunities for action made available by an object or interface. Norman 1988 Affordances are not the user interface!

  26. Types of rules Implicit The “unwritten” rules Instantiated in etiquette, history and culture

  27. Types of rules The formal identity of a game emerges from its operational and constituative rules. This game and not that.

  28. Rules are toys! All three types of rules are potential sources for innovation Question them! Play with them!

  29. Types of players Good sports Hardcore Poor sports Cheaters Spoilsports

  30. Types of players Good sports: Cheerfully abide by all three typesof rules. Honest, respect authority of the game.

  31. Types of players 2. Hardcore: Study rules & boundaries, take advantage of exploits and ambiguities. Pro athletes, serious gamers.

  32. Types of players 3. Poor sports: Will do anything to win. Violate the implicit rules. Will not surrender to the lusory attitude.

  33. Lusory attitude Willingness of players to accept artificial constraints in order to experience pleasure Required to enter into the play of a game Sportsmanship

  34. Types of players 4. Cheaters: Secretly violate or ignore the operational rules. Disrespect rules, yet still value the game and want to win.

  35. Types of players 5. Spoilsports: Openly violate or ignore the authority of rules. No interest in winning.

  36. Categories of playCallois: Les jeux et les hommes (1961) Agon Alea Mimicry Ilinx

  37. Categories of play Agon Competitive play Examples?

  38. Categories of play Alea Chance-based play Examples?

  39. Categories of play Mimicry Role-playing, make-believe, simulation Examples?

  40. Categories of play Ilinx Pursuit of sensual imbalance Examples?

  41. Styles of play Paida Ludus

  42. Styles of play Paida Wild, Improvisational, free-form Examples?

  43. Styles of play Ludus Regulated Formalized Rulebound Examples?

  44. Play is autotelic Autotelic (auto = self, telos = goal) Action undertaken for its own sake Playfulness Csikszentmihalyi, Flow Play = superfluous action

  45. Play is inefficient “In anything but a game, the gratuitous introduction of unnecessary obstacles to the achievement of an end is regarded as a decidedly irrational thing to do, whereas in games it appears to be an absolutely essential thing to do.” Suits

  46. Play is useless Why wait for the starting gun? Why not just cut across the track? Why save dessert for last?

  47. Into the mystery ... “To observe the rules of the play structure promises much greater pleasure from the game than the gratification of an immediate impulse.” Vygotsky

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