Thursday, June 24, 2004

Gamasutra - Features - "Game Taxonomies: A High Level Framework for Game Analysis and Design" Printer Friendly

I'm reading this and so should you... at least if you're in my game design workshop.

Also excellent from this author:

http://zerogame.tii.se/pdfs/CGDClindley.pdf

http://zerogame.tii.se/pdfs/NILE.pdf

http://zerogame.tii.se/pdfs/CausalNormalisation.pdf

Well worth the download.

Monday, June 21, 2004

Some Useful Definitions for Game Theory


Economics The study of choice in an environment of scarcity

Game A conflict situation where one must make a choice knowing that others are making choices too. The outcome of this conflict is determined in some prescribed way by the sum of these choices.

Positive Sum Game A game where both players can come out ahead

Negative Sum Game A game where both players can lose

Zero Sum Game A game where one player’s gain is exactly equal to the other’s loss

Rationale Choices that maximize one’s personal utility… define it as you will. Players are assumed to be perfectly logical and interested only in winning.

Irrationale Choices that are motivated by reasons other than utility.

Utility Someone’s perceived benefit from a transaction

Saddle Points Where the maximin intersects with the minimax… neither player can expect to do better by changing strategy. They may not be happy, but they are satisfied. This is the expected play outcome if everyone is behaving rationally.

Golden Rule Do unto others as you would have them do unto you.

Free Riding Trying to better one’s interests in a way that would be disastrous if every other player did this (hopping turnstiles, making bots to produce magic swords)

Mamihlapinatapi Looking at each other, hoping that either will offer to do something that both parties desire but are unwilling to do.
A few words on Character Archetypes


Heroes

• The word stems from Greek root meaning to “protect and serve”
• Are tied intimately into the concept of sacrifice (Gladiator, LA Confidential, Braveheart)
• Represent our ego, what makes us distinct beings
• Are readily and immediately identifiable by audience (“petting the dog”)
• They are forced to show growth throughout their journey by externalizing their actions
• Every great character has the potential to be a hero
• may be anti-heros, loner heros, catalytic heros, tragic heros, comic heros, group hero

Mentors

• The word comes from a character in the Odyessy
• Represents the Self, the god within
• Are former heros themselves
• They show the door, but won’t open it
• Teaches
• Gives knowledge
• Acts as a conscience
• Foreshadows
• Sexually initiates
• May be dark mentors, fallen mentors, recurring mentors, multiple mentors, internalized mentor (Kung fu)

Threshold Guardians
• Similar to “boss” characters in videogames
• Not necessarily good or evil
• Must be overcome for the hero to grow
• Psychologically, often tied to animals
• Represent the neuroses of the hero

Heralds of Change
• Brings a challenge to the hero
• Provides motivation (Herald in Henry V)

Shapeshifter
• Home or femme fatale
• Expresses animus or anima
• Audience will project or mirror our uncertainty onto them
• Introduces mystery, misunderstanding or doubt as we view the duplicity of their actions (Memento)


Shadow
• Represents the power of repressed feelings
• These are our self-destructive neuroses
• Makes for a more than worthy opponent (love your villains)


Trickster
• Brings hero/villain down to size
• Provides laughter / comic relief
• “to make em cry a lot, let em laugh a little”
• the alignment of a trickster doesn’t really matter
• there are, of course, trickster heroes
GAMES WE PLAY SPLASH

Another Hackinen recommendation - fun site and fun subject. Makes me wish I was back east.
Miniature Gardens & Magic Crayons

A somewhat interesting article (recommendation by Brad) that builds on our last lecture. Well worth the read.

Friday, June 11, 2004

For next week, a dilemma posed as a riddle:

An army scout happens upon a village in the middle of a dense jungle. After a short chase, the villagers capture him and, being logical folk, decide to kill him. They decide to allow the scout to make one statement before the end. If this statement is true, they will boil him to death; if the statement is false, they will burn him.

What should be the scout's last words and why?

If you think you know the answer, e-mail me and I will pose a second riddle/dilemma.
The Basic Classification Method of Roger Caillois

For much more information, see his seminal text on "Man, Play, and Games."


Agon – Competition

• Games built on rivalry where players seek to vanquish their opponents.
• Either physical or intellectual skill is needed to assure success.
• The winner is often deemed to be “better” than his opponent.
• Equal chances of winning are important, occasionally leading to handicaps.
• Requires sustained attention, appropriate training and a desire to win.
• Conflict is confined to the arena of play.
• Players must rely on themselves and take responsibility for the outcome.

Alea – Destiny and Chance
• Name is Latin; stems from a game of dice.
• Player seeks the favour of destiny… or complete disgrace.
• No real skill is needed – the outcome of any game is independent of the player.
• Training is only marginally helpful.
• Players rely on everything BUT themselves and have little say in the outcome.
• Equal chances of winning are important… though often with handicaps.

Mimicry – Illusion
• Mutual, shared and temporary acceptance of an agreeable illusion.
• Mimicry explains fan identification with “heroes” – think of fans watching a key element of the “big game”. This takes the energy of agon and redefines it.
• Theatre is mimicry at its most evolved form: the actor must fascinate the audience while avoiding any error that might break the spell. This needs a good dose of ludus.
• When you leave the stage, you leave the character behind.

Ilinx – Vertigo
• Momentarily destroy the stability of one’s perception and induce a partial panic.
• May be something innocent like childhood games; may be more ritualistic like the Whirling Dervishes or the Mexican voladores.
• In its negative, destructive and extreme forms, can take the form of pointless destruction, fraternity hazing or worse.

UCF, Electronic Arts prepare to develop video game academy - 2004-06-07 - Orlando Business Journal

From our good friend, Trevor Record. This marks the second major education-based initiative made by EA this year. Would be nice to see them make a third into, say, a small-but-cutting-edge film school?

Monday, June 07, 2004

Interplayed Out

A follow-on from Saturday's discussion... sad to see, but that's a market-driven economy for ya.

Thursday, June 03, 2004

Gamasutra - Features - "Fourteen Forms of Fun" [10.12.01]

A great read - registration required.


What is Fun?


Drawing on Garneau’s work, there are 14 forms of classifiable fun… and many related questions. Here’s the synopsis:

Beauty

"That which pleases the senses."

Immersion

"Going into a space different from one's usual environment by physical means or through imagination."

Intellectual Problem Solving

"Finding solutions to situations that require thought."

Competition

"An activity where the goal is to show one's superiority."

Social Interaction

"Doing things with others."

Comedy

"Things that make one want to laugh."

Thrill of Danger

“Exhilaration coming from a dangerous activity."

Physical Activity

"Activities requiring intense physical movements."

Love

"Strong affection toward somebody."

Creation

"To make exist that which didn't."

Power

"Capacity of having a strong effect on others, of acting with strength."

Discovery

"Finding something that wasn't known before."

Advancement

"Progression in and completion of an activity."

Application of an Ability

"Using one's physical abilities under challenging circumstances."