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8/13/2019 Classic Game Defn 01092006
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Classic Game Definition
CMPS 80K Winter 2006
Prof. Jim WhiteheadJanuary 9, 2006
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Goal for this Lecture
Describe Juuls classic game definition
Poke at this definition by examiningseveral borderline games
Why bother?
By understanding what is generallyconsidered to be a game, it points in thedirection of how to make new kinds of games.
Provides a framework for analyzing games That is, it gives you interesting questions you can
ask about games
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Play
Children often play, a free-form activitythat is mostly not rule-based
A child playing with dolls, trains, trucks,blocks, running around with friends
Often some rules: that baby is sleeping (sodont wake it)
Sometimes fixed goals: building a specific
structure (fire station for a fire truck) But, mostly marked by fluidity of rules and
goals (little minds are fickle)
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Games vs Play
Games are distinguished from play
Play is free-form
Games are rule-based
The rules structure the activity, and make
it possible to repeat it
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Classic Game Definition
Jesper Juuls Classic Game Definition, Half-real,2005, pp. 36.
1. Rules
Games are rule-based.
2. Variable, quantifiable outcome Games have variable, quantifiable outcomes.
3. Valorization of outcome
The different potential outcomes of the game areassigned different values, some positive and somenegative
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Classic Game Definition
4. Player effort The player exerts effort in order to influence the
outcome (games are challenging).
5. Player attached to outcome The player is emotionally attached to the outcome
of the game in the sense that a player will bewinner and happy in case of a positive outcome,but a loser and unhappy in case of a negative
outcome.6. Negotiable consequences
The same game [set of rules] can be played with orwithout real-life consequences
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Rules
Well defined / unambiguous
So they can be programmed on a computer
So that players do not have to argue about them
every time they play
Tendency for non-computer games to trend
towards decreased ambiguity
Over time, misunderstandings about rules are raised,
discussed, then eliminated Unambiguous game rules makes them a natural for
implementation on a computer
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Rules (contd)
Rules require that players submit to therules
Players agree to abide by the rules, because
it makes the game activity possible.
In computer games, this is a given thegame just doesnt work any other way
For non-computer games, the players are
executing the rules of the games, and mustdo so faithfully That is, people are the hardware, and the rules
are the software
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Variable, Quantifiable Outcome
Quantifiable outcome:
Game has different end states
Tic-tac-toe: can end up with three-in-a-row, or a mixed board
Super Mario Bros: many ways to lose a life, or can make itthrough to the end
Outcome of the game is designed to be beyond
discussion
Goal of Pac-Man is to get a high score, not move in a pretty
way Specification of outcomes tends towards preciseness and
away from ambiguity over time (like rules)
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Variable, Quantifiable Outcome
Variable outcome: the end state for a givenplayer is in doubt Tic-tac-toe with expert players does not have a
variable outcome An expert player vs a beginning player in Chess or
Go does not have a variable outcome (need ahandicapping scheme)
But, what about a player that has solved a
game like Adventure for the Atari 2600? Juul: It is still a game, but no longer qualifies as a
game activity
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Valorization of Outcome
Valorize: to give or assign a value to
Some of the possible outcomes of a game are betterthan others Tic-tac-toe: 3-in-a-row is better than all other outcomes, and is
the winning state
Super Mario Bros: going all the way to the end is much betterthan losing a life
Players are generally assigned conflicting positiveoutcomes Tic-tac-toe: one player must have 3 X in a row, the other must
have 3 O in a row
Positive outcomes generally harder to achieve thannegative outcomes This is what makes a game challenging
If losing a life in Super Mario Bros was a good thing, the gamewould be pretty easy
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Valorization vs Quantifiable
Outcomes Quantifiable outcome: the various
outcomes can be precisely enumerated
Super Mario Bros: you get to the end, or you
lose a life But, no values given to the outcomes. They
are all just outcomes.
Valorized outcome: each of the outcomes
is given a value, good or bad. Now, some outcomes are better than others.
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Player Effort
Games are challenging, or games contain
a conflict
Players actions can influence the state of thegame, and the games outcome
A player needs to work to win a game
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Player attached to outcome
The player is emotionally attached to the
outcome of the game
A player feels genuinely happy if they win, unhappy
or angry if they lose
Seems to not be related to effort
Players are still happy winning games of chance
A player is considered to be a spoilsport if they
refuse to seek enjoyment in winning, or refuseto be unhappy when they lose
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Negotiable Consequences
Games can optionallyhave real-worldconsequences Poker: Can play this game without betting real
money. Once money is bet, the game has real-worldconsequences.
Can negotiate consequences: Play-by-play (bet on each play of a game)
Location-by-location (entering a casino means the
games are for money) Person-to-person (playing golf with Fred is always for
money, but with Jack is always for fun)
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Negotiable consequences
Border case: games that use weapons
Example: fencing, boxing
In this case, the conventions of the game areto avoid serious injury
Still, hard to argue that boxing would ever have
any non-negotiable real-world consequences
For video games, at least, real-worldconsequences are negotiable
No self-destruct joysticks yet