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