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May 21. Games as Systems. Game Systems . Games are systems Formal elements create a dynamic experience in which the players engage
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May 21 Games as Systems
Game Systems • Games are systems • Formal elements create a dynamic experience in which the players engage • “How the interaction of the formal and dramatic elements is structured forms the game’s underlying system and determines a great deal about the nature of the game and the experience of the players.” • Fullerton
Game Systems • Game systems – set of values that affect one another within an environment to form a larger pattern that is different from any of the individual parts. Experts often pick up on these patterns and exploit them in order to excel. • Zimmerman and Salen describe four elements that constitute a system: • Objects – parts, elements, variables Formal elements like game pieces. • Attributes/properties – qualities or properties of the system and its objects. Rules. Formal elements. Your book also includes here behaviors. • Internal relationships – The objects have relationships. Crucial characteristics of systems. • Environments – Systems do not exist in a vaccum but are affected by their surroundings.
Games as Systems - Fullerton • Objects • Basic building blocks • Physical, abstract, or both • Ex.) Game pieces, players (avatar/character)
Games as Systems • Properties • Attributes of the objects • Color, location • More complex attributes = less predictable relationships with other objects
Games As Systems • Behaviors • Potential actions that an object might perform in a given state. • More potential behaviors = less predictability within the system
Games as Systems • Relationships between objects • May be hierarchical, through physical space • Choices made by the player may change relationships • Chance or rule sets can determine relationships
System Dynamics • A system requires that all elements be present for it to accomplish its goal. • Greater than the sum of its parts. Relationships matter. • Sense of possibility
Economies • System structure • You give your player resources, but how do you allow your player to manage those resources? • Items of exchange • Agents of exchange • Methods of exchange
Economies • Simple bartering • No currency • Fixed amount of product • Relative value of resources doesn’t change • Trading not restricted • Complex bartering • No currency • Relative value of resources can change • Total amount of product in the economy changes over the course of the game • Trading opportunities may be restricted (by turn, for example) • Oregon Trail
Economies • Simple Market • Fixed amount of product • Money supply can grow • Prices are fixed within a system • Trading not restricted • Complex Market • Economy often sustained beyond a single game session by any one player • Player to player or player to system trade • Trading not restricted • Amount of product and money supply can grow in a controlled fashion
Example of a Complex Market • World of Warcraft Economics Guide
Metaeconomy • Meta, as in metaphysical • Means the game or its economy has spawned a real economy outside the game’s boundaries • Buy WoW accounts online
Why have an economy? • Use to advance or hinder player’s progress in the game • Can transform rudimentary games into complex systems • Can build community within your game
Emergent Systems • Disconnect between the rules and the way the system plays out • “A modest number of rules applied again and again to a limited collection of objects lead to variety, novelty and surprise. One can describe all the rules, but not necessarily all the products of the rules – not the set of all whole numbers, not every sentence in a language, not all the organisms which may arise from evolution.” • Jeremy Campbell, Grammatical Man
Emergence • Variety, novelty, surprise
John Conway’s “Game of Life” • http://www.bitstorm.org/gameoflife/ • Using three rules, we can see emergence of a game system. • From simple beginnings, life-form-like patterns could develop. • Shows how rules can lead to emergent behavior • Most game theorists do not consider it a game • Example of emergence and complexity
Game of Life • Birth: If an unpopulated cell is surrounded by exactly three populated cells, it becomes populated in the next generation • Death by loneliness: If a populated cell is surrounded by fewer than two other populated cells, it becomes unpopulated in the next generation • Death by overpopulation: If a populated cell is surrounded by at least four other populated cells, it becomes unpopulated in the next generation • = Complex and unpredictable results
Examples of Emergence in Games • Bluffing in poker • Not put in the rules, but emerges from game playing experience • Hiding your money in Monopoly. No rules about WHERE you have to keep your money so people fake being out of money for pity.
Anatomy of a Choice – Interacting with Games (Zimmerman/Salen) • Anatomy of a choice: • Stage 1: What happened before the player was given the choice (internal event) Addresses the state at which point a choice must be made. Addresses the context in which a choice is made. • Stage 2: How is the possibility of choice conveyed to the player? (external event) Are there buttons? Empty spaces? How does the user know he or she can make a choice, and what that choice could be? • Stage 3: How did the player make the choice? (internal event) Mechanism. Button? Enters text? • Stage 4: What is the result of the choice? How will it affect future choices? (internal event) How does the action influence outcome immediately and later in the game? • Stage 5: How is the result of the choice conveyed to the player? (external event) Does something blow up? Is a space now filled and can’t be used later? Provides context for the next choice that needs to be made.
Anatomy of a Choice How can you screw up giving the player choice? • Make them feel that the choices they make are arbitrary. Outcomes aren’t meaningful. Stage 4 failure. • Not knowing what to do next. Stage 2 failure. Need an arrow or highlight the next part on the map or something. • Losing a game without knowing why. Player didn’t get enough information about the current state of the game. Stage 5 failure. New state of the game not represented clearly enough to the player. • Not knowing if an action had an outcome. Player didn’t get adequate feedback on whether or not an action was taking. Stage 3 and 4 failure.
Interacting with systems • Information structure (helps at stage 1) • To make decisions, players need info about the current state of the game objects and their relationships • Open information structure – player has complete information about the game state • Hidden information structure – player does not receive certain information about their opponent’s game state. • Can use a mixture.
Interacting with Systems • Control – How will players control the game? • Keyboard, controller, paper and pen, cards? Core mechanics. Also an element of play. • Indirect control as in Rollercoaster Tycoon? Player changes variables to influence the state of the game.
Interacting with Systems • Feedback – In system terms, implies a direct relationship between the output of an interaction and a change to another system element. • Positive (reinforcing) loop – Player is rewarded. In Jeopardy! The player who answers correctly gets control of the board. • Output grows or declines. Creates satisfying risk/reward scenarios. Balancing relationships may be used to keep player’s progress in check. • Negative (balancing) loop – Player has something taken away. If you win a point you skip a turn, for example. • Try to counteract the effects of change.