270 likes | 729 Views
Rules. “rules, play, culture”. Rules of Tic-Tac-Toe. Play occurs on a 3 by 3 grid of 9 squares. Two players take turns marking empty squares, the first marking X’s, the second O’s. A row is any three squares on the grid, adjacent diagonally, vertically or horizontally.
E N D
Rules “rules, play, culture”
Rules of Tic-Tac-Toe • Play occurs on a 3 by 3 grid of 9 squares. • Two players take turns marking empty squares, the first marking X’s, the second O’s. • A row is any three squares on the grid, adjacent diagonally, vertically or horizontally. • If one player places three of the same marks in a row, the player wins. • If the spaces are all filled and there is no winner, the game ends in a draw. COSC 4126 rules
Which game structure is part of the rules? • e.g. rules are distinct from aesthetics • rules specify the constitution of the deck used in a card game (jokers included?) • the formal relationship of the cards is part of the rules (e.g. 4 parallel sets of 13 ordered values) but the suits (diamonds, hearts, spades, clubs) and ordered sequences (A,2,3,4,5,6,7,8,9,10,J,Q,K) are not COSC 4126 rules
Which game structure is part of the rules? • strategies are not rules • Two players take turns marking empty squares, the first marking X’s, the second O’s. is a rule of Tic-Tac-Toe but • If an opponent has two marks in a row, place a mark to fill the third in the row. is a strategy COSC 4126 rules
Game rules compared to rules in other activities Rules: guidelines that direct, restrict or guide behaviour • etiquette: rules of polite behaviour • laws: rules of legal behaviour • policies: rules of acceptable activity COSC 4126 rules
Qualities of rules • limit/restrict player action – what can be done with the artifacts of the game • are unambiguous and explicit • are shared by all players (does not imply symmetry) • are fixed • are binding • are repeatable / portable COSC 4126 rules
Rules in context • game rules create artificial, clear conditions inside the magic circle • a temporary escape from the ambiguous, shifting, unfair conditions of real life. COSC 4126 rules
Game space and rules • the formal structure of games can be regarded as a parameter space where the current state of the game is a point in the parameter space • rules define the possible edges in the space connecting states • a particular game is a path through the state space COSC 4126 rules
Game space example • Tic-Tac-Toe is a set of 9 parameters, each of which can take on three values: {X, O,e} • The start state of the game space is [e,e,e,e,e,e,e,e,e] • [e,e,e,X,e,e,e,e,e] is connected to the start state by an edge but there is no path to [e,e,O,e,O,e,e,e,e] COSC 4126 rules
Categories of rules in games • operational • constituative (sic) • implicit COSC 4126 rules
3 to 15: another game • Two players alternate turns. • On your turn, pick a number from 1 to 9; you may not pick a number already chosen. • If any three of your numbers add to 15 you win. Let’s play…. COSC 4126 rules
Pick a number… 1 2 3 4 5 6 7 8 9 COSC 4126 rules
3 to 15 == Tic-Tac-Toe 2 9 4 7 5 3 6 1 8 The space of Tic-Tac-Toe is isomorphic with the space of 3 to 15 they share a mathematical structure below the level of the rules COSC 4126 rules
Implicit rules of games • What if O player refuses to move? X O O X X implicit rules can be formalized (e.g. clock in chess matches) and often must be considered explicitly in digital games COSC 4126 rules
Categories of rules in games • operational • constituative • implicit COSC 4126 rules
operational rules • rules of play • guidelines for players • usually the explicitly written “rules of the game” COSC 4126 rules
constituative rules • underlying formal structures – the formal game space • logical / mathematical rules –the parameters and algorithms of the coded game COSC 4126 rules
constituative rules - example • all players begin with value total of zero • players alternate turns adding a random value of 1 to 6 to their total • first player with to achieve value total of 100 wins • if the random value would take the total beyond 100, it is not added • if a player achieves a value in this table, the other value in the pair is substituted value 8 16 28 44 67 71 83 96 substitute 19 23 7 30 79 47 55 72 COSC 4126 rules
Making constituative rules operational • how to measure progress • write score, amass chips, follow number line • how to make random move • throw die, use spinner, draw card • how to substitute values • look-up table, links on line COSC 4126 rules
Making constituative rules operational in code • constituative rules are coded in the underlying game algorithms • operational rules are coded in the interface question for educational game: where is the knowledge to be learned? COSC 4126 rules
implicit rules • etiquette, sportsmanship, other rules of behaviour • infinite in number • “house rules” - may not have some of the ‘qualities’ • are unambiguous and explicit • are shared by all players (does not imply symmetry) • are fixed • are binding • are repeatable / portable COSC 4126 rules
Designing a game • constituative rules and operational rules both determine a game’s identity • both are part of creation of meaning for the players • action and response involves both COSC 4126 rules
Designing a game • formal (mathematical / algorithmic) model • operational, concrete model dictionary defines relation between abstract symbols and operations and concrete objects and player actions COSC 4126 rules
Designing a digital game • game core as constituative model • interface – inputs plus display plus sound as operational model COSC 4126 rules
Elegant design • The core of good design is in the operationalization of the constituative rules. • Salen and Zimmerman, p.136-7, 149 • Designs can be evaluated for meaning by the criteria of discernability and integration COSC 4126 rules
Examples • variations on Tic-Tac-Toe • variations on Chutes and Ladders compare with interface alternatives: e.g. – inputting an integer: • type in text field; select from menu; position a slider; click on a button COSC 4126 rules
Designing a game • original idea can be at either level – constituative or operational • where is your content? • is it an interaction model that needs a constituative algorithm behind it? • is it a conceptual model that needs an operational interface to make it accessible? COSC 4126 rules