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Breaking the rules

Breaking the rules. players in the magic circle breaking rules to win. Review of Rules. magic circle is the domain of rules rules limit player action – inefficiency rules are explicit, unambiguous rules are fixed, binding, repeatable three levels: constituative operational implicit.

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Breaking the rules

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  1. Breaking the rules players in the magic circle breaking rules to win

  2. Review of Rules • magic circle is the domain of rules • rules limit player action – inefficiency • rules are explicit, unambiguous • rules are fixed, binding, repeatable • three levels: • constituative • operational • implicit COSC 4126 breaking rules

  3. Review of Digital Rules • constituative rules are the underlying algorithms and data structures of the software • operational rules are defined in the interfaces between game and player • implicit rules extend to ‘platform’ assumptions • with game as referee, rules are ‘enforceable’ COSC 4126 breaking rules

  4. Game schemas related to rules • emergence – complex systems based on rules for traversing game space • uncertainty and risk • information systems – capacity, uncertainty and information • information access – who knows what • cybernetics - feedback positive and negative • challenge – goals, form of play, utility, competition and cooperation COSC 4126 breaking rules

  5. Breaking rules • player profiles measured along three axes: • adherence to rules • passion for winning • degree of lusory attitude + — COSC 4126 breaking rules

  6. 1. Standard player • casual player who plays for diversion, social contact: • adherence to rules • passion for winning • degree of lusory attitude + — COSC 4126 breaking rules

  7. 2. Dedicated player • professional or hardcore player including pro athlete or Las Vegas gambler: • adherence to rules • passion for winning • degree of lusory attitude + — COSC 4126 breaking rules

  8. 3. Unsportsmanlike player • disrespect for spirit of play, breaking implicit rules finding loopholes: • adherence to rules • passion for winning • degree of lusory attitude + — COSC 4126 breaking rules

  9. Degenerate strategies • to take advantages of weaknesses in game design to guarantee success (exploit) • characteristic of unsportsmanlike and dedicated players • Lenat’s AI OR “transformative play” COSC 4126 breaking rules

  10. Reacting to Exploits • change rules • BASKETBALL • dribbling, 24 sec shot clock, 3 sec rule, 3 point shot • play evolves • FOOTBALL • forward pass COSC 4126 breaking rules

  11. 4. Cheat • shows respect for magic circle but breaks rules to win: • adherence to rules • passion for winning • degree of lusory attitude + — COSC 4126 breaking rules

  12. 5. Spoil-sport • no respect for meaning of game or lusory attitude: • adherence to rules • passion for winning • degree of lusory attitude + — COSC 4126 breaking rules

  13. Refereed games • ambiguity of some rules • referees prevent and/or punish rule violations • scale of severity for rule violations determines punishment • breaking rules becomes part of play • implicit rules surround the formal (violated) rules COSC 4126 breaking rules

  14. Digital cheating • Easter eggs – extra features (secret rooms, etc) programmed in by defiant game programmers • Cheat codes – special inputs to strengthen player’s position (DOOM) • “Culture based” guides, walkthroughs • Workarounds – digital exploits COSC 4126 breaking rules

  15. Cheating in digital game play • multi-sessioning – playing several characters in an online game to gain advantage • code hacking – high score lists, modifying code • spoilsport hacking – crashing game networks COSC 4126 breaking rules

  16. Rule-breaking and design • reacting to the player types – design games with different types of player in mind. • making rule-breaking part of the play – Bernard DeKoven • makes player a designer COSC 4126 breaking rules

  17. DeKoven on rule breaking • player attitude: breaking rules to seek a better game • players are ‘authorities’ – set rules not just follow them • become designers, even a game community • designers behave like this in beta-testing COSC 4126 breaking rules

  18. DeKoven on ‘design rule’ breaking • creative designers should be breaking out of the ‘genre’ design rules COSC 4126 breaking rules

  19. Monopoly – a case study • Henry George • fun games and didactic games • Landlord’s game • Monopoly • Anti-monopoly COSC 4126 breaking rules

  20. The Landlord’s Game from patent 1904

  21. The Landlord’s Game 1904 sold by Lizzie Magie

  22. Landlord’s Game 1910 Economic Game Co

  23. Brer Fox and Brer Rabbit Newbie Game Co 1913

  24. Finance - Electronic Laboratories 1932

  25. Inflation - Thomas Sales 1936

  26. Landlord’s Game 1939

  27. Anti-monopoly 1974

  28. COSC 4126 breaking rules

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