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TOWARDS A FORMAL UNDERSTANDING OF GAMES. PRESS START. Particles. Waves. P. W. Stuff. Mental Models. Mental Logic. MM. ML. Mental MetaLogic. Rules. Play. R. P. Games. Limit player action Explicit and unambiguous Shared by all players Fixed Binding.
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TOWARDS A FORMAL UNDERSTANDING OF GAMES PRESS START
Particles Waves P W Stuff
Mental Models Mental Logic MM ML Mental MetaLogic
Rules Play R P Games
Limit player action Explicit and unambiguous Shared by all players Fixed Binding Free movement within a rigid structure Expression of the system The space inside, between, and among the rules Opposes and resists Uses existing structures to invent new forms of expression Rules Play
Learning the Rules (Piaget) • Stage 1 • Begins around age 5, the child does not understand that there are fixed rules to the game. Children of this age will play Marbles in an improvisational way, possessing a vague notion of rules but not yet understanding the idea of fixed rules
Learning the Rules (Piaget) • Stage 2 • Around ages 8 to 10, the child comes to know that there are rules, and will regard these rules with a near religious reverence. The rules are felt to have their own implicit authority, which cannot be questioned.
Learning the Rules (Piaget) • Stage 3 • Beginning after age 10, the child comes to realize that the rules of a game are dependent on a social contract and can be changed if all the players agree to do so. This final stage is generally how adults view the rules of games.
“He (sic) no longer relies, as do the littlest ones, upon all-wise tradition. He no longer thinks that everything has been arranged for the best in the past and that the only way of avoiding trouble is by religiously respecting the established order. He believes in the value of experiment in so far as it is sanctioned by collective opinion”-Jean Piaget
Challenges • Entertainment is not considered to be a topic worthy of serious study • Being entertained is partially an unconscious process • Honing entertainment skill is partially an unconscious process
Differences Between Player Types • Player 1: hey bitch gimme buffs • Player 2: Sirrah! Dost thou address a lady thus?
Academia Industry
Understanding Entertainment • What makes us Entertainable? • We can model reality • We can focus our attention • We are empathic • We are imaginative
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Focus (Attention) Our job is to guide it – more later
A Good Interest Curve climax hook Interest leave ‘em wanting more! t
A Bad Interest Curve Interest Change channel, Stop playing! t
Three Factors of Interest • Inherent Interest of Things • Things that involve dramatic change (includes novelty) • Poetry of Presentation • Psychological Proximity
Y Prox Me Us Them
Interest InherentInterest Poetry Y Prox -Me -You -Them