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56 Cards in this Set
- Front
- Back
Definitions of game - David Parlett |
Game has a two-fold structure based on ends - a winning condition - and means - rules by which one wins -.
Both components distinguish game from other less formal kinds of play. |
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Definitions of game - Clark C. Abt |
Game is an activity among 2 or more decision makers seeking to achieve their objectives in some limiting context.
Compared to Parlett's definition, Abt emphasizes that games are an activity in which players make decisions. |
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Definitions of game - Bernard Suits |
Game is the voluntary effort to overcome unnecessary obstacles
Marks that games are freely entered into(voluntary) and limiting rules make games inefficient. |
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What is Game Mechanics? |
* The core interactions and relationships of game * Objective and clearly stated sets of rules |
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What is object of game? |
* Characters, props, tokens or other physical components of a game * Nouns of mechanical analysis * Has 1 or more attributes |
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What is attribute of game? |
* Categories of information about each object and the current state of that information. * Adjectives of mechanical analysis * Attribute is STATIC if it never changes throughout the game |
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What is action of game? |
* Given the game objects and their attributes, actions define what a player can do * Verbs of mechanical analysis * Operative actions : basic actions a player might take * Resultant actions : Operative actions undertaken in pursuit of the game |
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What are types of skills? |
* Physical skill * Mental skill(i.e strategy, management) * Social skill(i.e negotiation) |
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What is Gameplay Gestalt? |
* A pattern of actions that allows players to progress and ultimately win. Also called as emergent actions. * Best games will have several emergent patterns that appeal to different player psychologies as workable gestalts will vary from player to player.
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What is Homo Ludens? |
Study by Johan Huizinga. Suggests that play is a significant function. Play takes us out of ourselves from the ordinary to the extraordinary. |
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What is meaningful play? |
Occurs when the relationships between actions and outcomes in a game are both discernable and integrated into the larger context of the game
Discernable : The result of the game action is communicated to the player in a perceivable way Integrated : Relationship b/w actions and outcome is integrated into the larger context of the game. |
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What are the characteristics of play? |
Voluntary Not serious Uncertain outcome Outside of life Immersive Bounded Fixed dictates |
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What are Garneau's 14 forms of fun? |
Beauty Love Immersion Creation Problem solving Power Competition Discovery Social interaction Advancement Comedy Using ability Thrills/danger Physical activity |
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What is magic circle? |
* The frame of a game that creates the feeling of safety * Either conceretely or abstractly marks the boundary of the game space. Both limited and limitless, finite space with infinite possibility * Once in, rules of the game have authority |
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Games as rules/play/culture? |
Games are systems. Closed systems have no interchange with environment.
Rules : Closed systems Play : Either closed or open systems Culture : Open systems |
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What is Lusory Attitude? |
In anything but a game, people enjoy overcoming unnecessary obstacles which they would otherwise find irrational thing to do. |
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What are 2 modes of play from Caillos' structure? |
Ludus * Limits the free-form of play and sets boundaries. * Added discipline, training and boundaries.
Paidia * Unrestricted and emergent mode of play * Players move away from structures and limits and revel in the spontaneity of the experience |
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What are 4 categories of play from Caillos' structure? |
Agon : Competition to determine who's better Alea : Focused on chance and outcome Mimicry : Simulation, imaginative role play Illinx : Excitement, enjoyment by panic and perception |
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What are the properties of Rules in game? |
* Rules limit player action * Rules are explicit and unambiguous * Rules are shared by all players * Rules are fixed * Rules are binding * Rules are repeatable |
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What are 3 types of rule of games? |
Constituative rules : Core logic of the game that handle the game's internal events Operational rules : Concerned with both internal and external events - Such as player input and game output -. Implicit rules : Unstated assumptions of the game's platform(i.e reasonable amount of time on each terms on Tic-Tac-Toe)
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What are 4 types of rule change that can make game more fun? |
* Tweak(i.e Monopoly) * Addition(i.e D&D) * The Forbidden Tactic(i.e anti cheesing measures in RTS) * The Forbidden Character |
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What are the 4 traits of digital games? |
* Immediate but narrow interactivity * Manipulation of information * Automated complex systems * Networked communication |
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What are the platforms of game? |
* PC * Consoles * Smartphones * Tablet(NOT same as smartphone, middle ground between PC and smartphone) * Social |
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What is personae? |
* A picture * The persona's personal history and details * Aspirations, desires and goals * A use-case with the game - both best and worst case |
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What are genres of game?(Also consider : what kind of player would find these genres appealing?) |
* Puzzle * Strategy * FPS * Sports * Sims * Adventure * RPG * Party |
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What is Puzzle genre? |
* Requires logic and pattern recognition. * Can be either static or dynamic * Popular among casual gamers * i.e Tetris, Angry Birds
* Causal gamer/logical thinker/ |
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What is Strategy genre? |
* Also known as "God games" * Can be turn-based(i.e 4X) or RTS * Rely on analysis and resource management * i.e Civilization, Starcraft
* Hardcore gamer/leader-alike/ |
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What is Shooters genre? |
* Can be 1st person, 3rd person, platformer * Fast-paced, twitch-based action. Often gory * Network experience > single player
* Appeal to both casual and hardcore/people with fast reflexes |
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What is Sports genre? |
* Often licensed, emulates the physical sport * Can play as legendary athletes * i.e FIFA, NBA
* Casual gamer with sports background |
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What is Sims genre? |
* Fidelity is the key for a satisfying experience * Often revolves around resource management and development * i.e Sims series, Flight Simulator, Need for Speed |
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What is Adventure genre? |
* Often blend storytelling and puzzles * Some games lean onto action elements * i.e Fable, Bladerunner |
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What is RPG genre? |
* The extension of D&D * Players assume the role of a fantasy character and drive their development through adventures * i.e WoW, Mass Effect |
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What is Party game? |
* Generally very casual gameplay * "Living room" games for several players * Can range from mini-games to physical play * i.e Rock Band |
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What are 3 designs of story?(also: consider Run Rola Run) |
Classical design - Active protagonist - Struggle against external forces - Closed ending Minimalist structure - Passive protagonist - Struggle against internal forces - Open ending Antiplot narrative - Non-linear time and inconsistent reality - Coincidence plays a large role |
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What is the difference between story and game? |
* Game designers do not have a control as great as story writer in shaping our total experience because game is essentially a choose-your-own-adventure book. * Spatial storytelling * Embedded/Emergent narrative
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How should story be designed in game? |
* Storytelling is done through dialogue, cut-scenes, environments, interfact, font etc * Revealing these small parts allow the player to perceive the larger narrative arc, but the larger story may not need to be experienced in its entirety. * Designer must make sure gameplay and storytelling gestalts do not compete for the player's attention |
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What is spatial stortytelling? |
* Stories as environment * Games lack in the authorial control of a linear narrative structure but modern games are really good at creating rich, immersive worlds.
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What are the narrative arcs? |
* Setup * Complication * Development * Resolution * Denouement |
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What is Embedded Narrative and Emergent Narrative? |
Embedded narrative * Players assemble textual clues and information in order to determine how the story might develop. i.e Bladerunner, LA Noire Emergent narrative * Players create their own gameplay goals as well as a personal, implied narrative i.e Megaman |
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What are Narrative Design Tools? |
* Architecture * Barkers * Currency * Weaponry * Building materials * Iconography and fonts * Technology * Micronarratives * Costumes and props * Maps * Diction * Lighting |
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What is Bizzocchi's Toolkit? |
* Character : What fills the game world * Storyworld : Environment in which the game unfolds * Emotion : Shown by characters, felt by player * Narrative interface : Appearance and functionality of interface supporting the narrative * Micronarrative : Smaller moments of narrative flow within broad context of gameplay |
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What is Gamification? |
* Application of game design conventions to non-game activities. * Intended to make those activities more fun * Used to authentication, marketing * and also shaping people's behavior in social situations
*i.e Wii Fit, Guitar Hero |
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What is Persuasive Game? |
* Game as rhetorical tools * Ian Bogost |
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What are 4 types of game designers? |
Fullfillers : Make games for gamers(himself!) Humanitarians : Make games that speak to a greater good Artists : Make games as a form of art Persuaders : Make games to spread his idea |
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What is Casual Game? |
* Aimed for gamers with limited amount of interest in for video games * Less about mastery, more about enjoyment * Easy to learn, quick to play i.e Puzzle, Hidden object, Arcade, Card games etc * Low development cost and great early returns due to ease of scaling * Critical mass leads to monetization |
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What is Social Game? |
* Multiplayer games, realized by and thru SNS * Games are ongoing and have no winning cond' * Asynchronous play as opposed to real-time, encouraging return visits and leisurely play. ---> More opportunities for monetization * All about Social Status : measured through some form of social capital that's easily gamified and monetized |
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What is Mobile Game? |
* Defined by device, NOT same as portable * Began to emerge in late 90s, early successes include Tetris and Snakes * REAL hardware and software constraints - Low-powered device, small screen, interrupted play * Focus on mechanics over graphics or story * Business models : Ad-supported but free/Freemium/Paid/Subscription-based |
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What are incldued in pre-production of Game? |
* Concept&pitch * Story script * Project charter * Tech constraints * Concept art * Art pipeline * Story bible * Budget * Game design * Schedule * Art bible/style guide * Technical design |
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What are the processes of putting the pre-production together? |
* Core gameplay * Game flow * Gameplay elements * Style guide * All assets * Models, textures and animations if 3D * Cinematic or/and video * Audio * GUI |
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What is Indie Game? |
* Made by individual or small team * Less 'hit driven' unlike mainstream industry and more aligned with smaller success/failures * Free of the usual constraints imposed by big budgets, big partners and big publishers * Still a business |
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What are Inward and Outward Facing Fees? |
Inward Facing Fee includes license fee, hardware cost and so on, anything related to development
Outward Facing Fee includes advertising cost, entrance fee for game festival, traveling cost for attending them and so on. |
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What are Project Financing Options? |
* Self-financing * Friends and family * Crowd-funding : No need to share revenue * Government : A wide array in Canada * Prizes/contents : Only if you must |
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What are Company Financing Options? |
* Friends and family * Incubators & Accelerators * Angels : Hard to find but best to have * Venture capitalists : high pressure * Traditional banking : Not really good |
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What do people learn from gaming? |
Urgent Optimism : Act immediately, no procrastination Social skills : The bond with same gamers Epic meaning : We want to be part of something larger than ourselves Blissful productivity : People prefer to work at positive challenges rather than waste time |
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What is Serious Game? |
* Games that seek to empower, persuade, educate, convert, subvert or train. * Does NOT include edutainment, stimulations, and learning games * Essentially the models that provide entertaining solutions for real world problems |
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What is Bogost's scheme? |
* Games are Models we create - What does it model? * Through their design we impose Rules - What are the rules? * These rules define Roles for the players - What is player's role? * Such roles lead to understanding or empathy * The understanding is linked to game context - How does the game context reinforce this? |