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Breaking the rules. players in the magic circle breaking rules to win. Review of Rules. magic circle is the domain of rules rules limit player action – inefficiency rules are explicit, unambiguous rules are fixed, binding, repeatable three levels: constituative operational implicit.
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Breaking the rules players in the magic circle breaking rules to win
Review of Rules • magic circle is the domain of rules • rules limit player action – inefficiency • rules are explicit, unambiguous • rules are fixed, binding, repeatable • three levels: • constituative • operational • implicit COSC 4126 breaking rules
Review of Digital Rules • constituative rules are the underlying algorithms and data structures of the software • operational rules are defined in the interfaces between game and player • implicit rules extend to ‘platform’ assumptions • with game as referee, rules are ‘enforceable’ COSC 4126 breaking rules
Game schemas related to rules • emergence – complex systems based on rules for traversing game space • uncertainty and risk • information systems – capacity, uncertainty and information • information access – who knows what • cybernetics - feedback positive and negative • challenge – goals, form of play, utility, competition and cooperation COSC 4126 breaking rules
Breaking rules • player profiles measured along three axes: • adherence to rules • passion for winning • degree of lusory attitude + — COSC 4126 breaking rules
1. Standard player • casual player who plays for diversion, social contact: • adherence to rules • passion for winning • degree of lusory attitude + — COSC 4126 breaking rules
2. Dedicated player • professional or hardcore player including pro athlete or Las Vegas gambler: • adherence to rules • passion for winning • degree of lusory attitude + — COSC 4126 breaking rules
3. Unsportsmanlike player • disrespect for spirit of play, breaking implicit rules finding loopholes: • adherence to rules • passion for winning • degree of lusory attitude + — COSC 4126 breaking rules
Degenerate strategies • to take advantages of weaknesses in game design to guarantee success (exploit) • characteristic of unsportsmanlike and dedicated players • Lenat’s AI OR “transformative play” COSC 4126 breaking rules
Reacting to Exploits • change rules • BASKETBALL • dribbling, 24 sec shot clock, 3 sec rule, 3 point shot • play evolves • FOOTBALL • forward pass COSC 4126 breaking rules
4. Cheat • shows respect for magic circle but breaks rules to win: • adherence to rules • passion for winning • degree of lusory attitude + — COSC 4126 breaking rules
5. Spoil-sport • no respect for meaning of game or lusory attitude: • adherence to rules • passion for winning • degree of lusory attitude + — COSC 4126 breaking rules
Refereed games • ambiguity of some rules • referees prevent and/or punish rule violations • scale of severity for rule violations determines punishment • breaking rules becomes part of play • implicit rules surround the formal (violated) rules COSC 4126 breaking rules
Digital cheating • Easter eggs – extra features (secret rooms, etc) programmed in by defiant game programmers • Cheat codes – special inputs to strengthen player’s position (DOOM) • “Culture based” guides, walkthroughs • Workarounds – digital exploits COSC 4126 breaking rules
Cheating in digital game play • multi-sessioning – playing several characters in an online game to gain advantage • code hacking – high score lists, modifying code • spoilsport hacking – crashing game networks COSC 4126 breaking rules
Rule-breaking and design • reacting to the player types – design games with different types of player in mind. • making rule-breaking part of the play – Bernard DeKoven • makes player a designer COSC 4126 breaking rules
DeKoven on rule breaking • player attitude: breaking rules to seek a better game • players are ‘authorities’ – set rules not just follow them • become designers, even a game community • designers behave like this in beta-testing COSC 4126 breaking rules
DeKoven on ‘design rule’ breaking • creative designers should be breaking out of the ‘genre’ design rules COSC 4126 breaking rules
Monopoly – a case study • Henry George • fun games and didactic games • Landlord’s game • Monopoly • Anti-monopoly COSC 4126 breaking rules
The Landlord’s Game from patent 1904
The Landlord’s Game 1904 sold by Lizzie Magie
Landlord’s Game 1910 Economic Game Co
Brer Fox and Brer Rabbit Newbie Game Co 1913
Finance - Electronic Laboratories 1932
Inflation - Thomas Sales 1936
Landlord’s Game 1939