introduction to the theory of game elements 18752

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    Games without FrontiersA Resource for Game Studies & Design

    Contents Games as systems

    Game states and game system behaviour

    Game elements as parts of game systems

    Game element attributes

    Definitions and examples element by element

    Examples of an analysis method

    Gamegame: theory meets design meets play

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    All kinds of games allowed!

    All games, regardless of themedia or technology they employ,contain certain elements

    They are not all the same Or implemented in the same

    manner or technique

    Yet there are underlyingsimilarities: goals, objects to bemanipulated, environments,players, etc.

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    Same but diferent

    How to conceptualise this same butdiferent qualities of games?

    One needs to conceptualise the qualities And build a framework that brings them

    together, as in individual games

    The notion of System

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    Games as systems System is

    a dynamic whole with interacting parts

    In game systems:

    1) game elements equal the parts2) elements have relationships, they interact

    3) when players engage with the elements, itgives birth to another kind of interaction:

    game play

    game play gives birth to dynamics; the run-time behavior of the system (LeBlanc)

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    The Theory of Game Elements

    Conceptualises possible diferent configurationsof game systems

    i.e. the diference between one game andanother is due to the fact that their systems are

    configured diferently

    configuration of football vs. the configuration ofPrince of Persia

    The theory is a form of Applied Ludology

    Which provides solutions for practical gameanalysis & design

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    Element categories: overview

    A game system in operation, i.e. a game being played,puts these elements into interaction

    COMPOUND

    ELEMENTS

    game play

    SYSTEMIC

    ELEMENTS

    BEHAVIORAL

    ELEMENTS

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    Game elements: overview

    players

    contexts

    components

    environment

    rule set

    game mechanics

    theme information

    interfaceCOMPOUND

    ELEMENTS

    game play

    SYSTEMIC ELEMENTS BEHAVIORAL ELEMENTS

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    All game elements have an ownership attribute

    There are three kinds of ownership attributes:

    [game element]-of-self

    [game element]-of-other(s)

    [game element]-of-system

    Ownership attributes often create inherent tensionand competition to a game

    Thus, many games revolve around ownershipsshifting back and forth

    Game elements: overview

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    Components

    Components are usually objects that theplayer is able to manipulate in the courseof the game.

    What moves in the game, in one way oranother (physical movement, transactions,etc.)

    Components provide a source ofidentification for the player, usually in theshape of possessions, resources, and/orrepresentatives (characters/pieces)

    The goals of the game are often embodiedinto components (collect 100 rings, etc.)

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    Types of Components There are three types of

    components:

    components-of-self: componentspossessed by oneself and controlledby oneself (e.g. your monkey)

    components-of-others:components possessed andcontrolled by other players (e.g. theothers monkeys)

    components-of-system:components possessed andcontrolled by the game system(Bananas, NPCs, AI, etc.)

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    Environment It is not mandatory yet it is very

    common (boards, etc.)

    The environment element setsspecific spatial boundaries forcomponents and players.

    Environment embodies rules thatspecify the spatial and geometricarrangement of a game.

    In some cases, components make upthe game environment.

    Typical environment attributes: state,scale, vector

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    Types of Environments Game environments can be broadly classified

    into two following types:

    Boards/fields: Static individual environments;which mainly function to embody rules byvisualising them into a grid with geometrical

    relations, for example.

    Setups: Even if no particular environment isneeded (as in, e.g., many card games), the otherelements need to be arranged in a fashion thatcommunicates the game state to the players.

    World(s): Often these kinds of environments aredivided into parts or levels, but game-worlds alsoexist as seamless, simulated ecosystems.Function shifts towards thematic purposes.

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    Rule set Rules constitute the fundamental compoundelement, rule set.

    Rule set is the glue that keeps a gamesystem together and enables play with theother elements in the first place.

    Rules make it possible for the system tofunction in a way that is meaningful forplayers. Rule set uses other elements as itsembodiments.

    Usually the rule set states procedures oralgorithms, such as how to set up thegame in order to start playing, or howplayers are rewarded for completing a goal.

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    Game mechanics The means, i.e. always there in relation to goals, the

    ends

    Best described with verbs; game mechanics imply (inter)action

    Core mechanics (Salen & Zimmerman): what players do in agame, repeatedly

    Running and kicking the ball are the core mechanics offootball; moving a piece in Chess is its core mechanic

    digital games may have multiple mechanics thatcorrespond to the actions and the fantasy world the gamessimulates: Horseback riding, sword-fighting, running,

    jumping, etc.

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    Types of Game mechanics

    generic mechanics classes

    that can be actualized invarious ways

    for example, a Physicalmechanic in the Contactclass could be kissing/hugging/etc!

    and combined into sequencesand relations: trading isachieved by kissing, etc!

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    Theme theme equals the subject matter of a game

    if there is no theme in a game, the system doesnot represent anything other than its ruleset

    theme functions metaphorically, enabling theplayers to understand rules and goals in termsof another subject matter

    the essence of metaphor (Lakof& Johnson) :understanding and experiencing one kind of

    thing in terms of another

    Themes employ schemas: restaurant schemain Diner Dash

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    Information

    Game systems contain information

    The main function of information is tostore data about game states

    How and to what extent the informationis communicated to the players arequestions of game design:

    Games of perfect information vs.imperfect information

    The information element makes gamessuitable for computers

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    Interface

    In case players can not accessthe game system directly there isneed for a tool to enable that

    i.e. an interface prominent in digital games

    is found also in mechanicalgames, such as Pinball, Fussballtables, etc.

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    Players

    There would no games nor playwithout Players

    Players are arguably highly complexpsychological entities

    Erving Gofman (1961): games asfocused gatherings

    i.e. certain types of socialarrangements that occur whenpersons are in one anothersimmediate physical presence.

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    Players in focused gatherings

    focused gatherings involve for the participants thefollowing communication arrangements:

    a single visual and cognitive focus of attention

    a mutual and preferential openness to verbalcommunication

    a heightened mutual relevance of acts

    an eye-to-eye ecological huddle that maximizes each

    participants s opportunity to perceive the otherparticipants monitoring of him/her

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    Contexts There are several contexts to any game

    E.g., the context of football is a cluster offactors having to do both with the gamespopularity, tradition, players, national histories,and the sports industry with its media coverage.

    The context of a game can be endlesslyexpanded to surrounding cultures...

    in order to be useful, the line has to be drawnsomewhere when embarking on a concrete

    analysis of a particular game.

    Where actually to draw the line is a question ofperspective.

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    Game elements: summary

    players

    contexts

    components

    environment

    rule set

    game mechanics

    theme information

    interfaceCOMPOUND

    ELEMENTS

    game play

    SYSTEMIC ELEMENTS BEHAVIORAL ELEMENTS

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    What ludologists do

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    Another visualization

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    Further resources

    http://gamegame.blogs.com Card game / brainstorming tool for

    game design, based on the theory ofgame elements

    http://www.gameswithoutfrontiers.net Akis Thesis chapters & online analysis

    tools

    [email protected]

    mailto:[email protected]:[email protected]://www.gameswithoutfrontiers.net/mailto:[email protected]:[email protected]://www.gameswithoutfrontiers.net/http://www.gameswithoutfrontiers.net/http://gamegame.blogs.com/http://gamegame.blogs.com/