1996 - iron game - game found - medieval times - game represents with religion - Win by going to the corners.
Later in that period games started to come from the East, for example chess, checkers and backgammon
Games are in every culture - due to people being bored
9 men morris popular back in medieval times - it's similar to naughts and crosses - used for passing the time e.g. when waiting in lines at churches
Game played in the "Demons temple" gambling (game of dices). They gamble on the number that it lands on, however as the game progresses, they need to bet more and more. Dices games were also used for working what your fate is (to see who gets what in the name of God)
Georgian era - gambling goes more popular - rich people used it more
After someone died because of gambling, they put a limit on gambling
Royal game of Goose parlour became very popular
18th - 19th century thought that the dice was evil so games wasn't used. In goose a spinning top was used instead of a dice.
Goose had many penalties used to learn what's morally right and wrong
Goose led the way for commercial games
With games being sold, people went to the colonies to come up with new ideas for games
One of these were Snakes and ladders which was inspired by a Hindu game called moksha pAtam or vaikunthapaali or paramapada sopaanam (the ladder to salvation). (Had to google the name)
Another game from there was chess -
Thornton standardised the game of chess and created a standard for chess pieces and rules
A theory for chess, was that it could have been used to teach people the ways of war in the past
Chess is easy is learn, however it's difficult to master, this game also became the flagship for commercials.
I didn't have much to say on this video apart from the fact the this video was very interesting as there was a lot of history about where all the games came from, where most of them came from India. This makes me wonder if they mainly looked at India for game idea or was it by chance that India had many great games which continues to entertain people all the way to the present.
Another thing which makes me wonder is why people thought that the dice was evil, but the spinning top isn't. They're both decided with chance meaning there's no-way you can tell where they're going to land, so this leads me to think that the reason why they thought the dice is evil, is the history behind it and the past uses for the dice, e.g. gambling.
Snakes and ladders also sparked my interest as it's origins was a game which had so much meaning to it, it was used in religion to show how life works. However after being imported to Britain and years later, the game changed completely. Snakes and ladders only limited things you can do within the game, go up ladder, slide down snakes and reach the end.
Wednesday, 23 October 2013
Saturday, 19 October 2013
"I have no words and I must design" notes
Gameplay? Saying gameplay is pointless (holds no meaning)
The game is plastic.
Game are very adaptable to technology
Many different types of games
How are games interesting???
Interaction
A player can a game
Crawford - some game are just puzzles. Zork is more than just puzzles as locations, doing puzzles opens new places/things
Most games does have puzzles - solving regardless of genre
"A puzzle is static. A game is interactive"
All games are interactive
Goals
Games are more than just interactive, they're interactive with a purpose (has decision making)
Examples of this: chess, D and D (dungeons and dragons)
Most games do have goals - set of win conditions
However some games don't have goals e.g. Simcity "offers many interesting behaviors"
Only had player-defined objectives - Allows the user to create their own goals, unlike SimEarth - This game had no goals
Struggle
1. Competition is one way to create struggle - hard to beat, determined player e.g. chess as all moves needs to be thought out
2. Struggle from opposition - from mobs, NPCs and exploration of the game world + story.
part from from traps/puzzles created by gamemaster - no direct player opposition
"developers constantly grappling with the notion of struggle" page 16
Need to make players work to get to the goal
struggle = more enjoyable
Structure
"The interaction of the game's rules, component, software, etc creates a structure within which people play"
Kids playing " lets pretend" also has some structure by creating their own rules.
Electronic game works differently from board games.
E games = invisible to the player - in software code
B games = user operate the game and plays it
Important - game structure shape player behaviors.Changing game elements leads to change in player behaviors.
Endogenous - "caused by factors inside the organism or system" means a game structure creates it's own meaning.
Example of not a game - stock market
Interactive Entrainment
"Functional definition of "game": an interactive structure of endogenous meaning that requires players to struggle towards a goal"
LeBlanc's Taxonomy
Marc LeBlanc's taxonomy of game pleasures
Start by trying to to design games from ones you like - then more to mastery of technique
They want to know what technique leads to what effect
What makes it a game?
Question EVERY part of the game and think about how to put in the mechanics you want.
------
My thoughts...
"A puzzle is static. A game is interactive"
I strongly agree with this as with puzzle you're not able to interact with them, you can't change the outcome of a puzzle. Whereas with a game you are able to, an example of this is Skyrim, if you do different quests, then the NPCs around the player may interact with the player differently.
I also agree that games need struggle, without struggle, then games will be very short. I feel without the struggle they will also be just a movie which you can move about in.
Overall i find that Greg Costikyan made an fairly accurate definition of "game", "an interactive structure of endogenous meaning that requires players to struggle towards a goal". So games like Simcity and Minecraft are just software toys as there aren't any goals to work towards meaning that you're able to do what you feel like by creating your own goals. Without being interactive with a purpose then there won't be anything to work towards. Without struggle then there won't any point getting to the goal as you can get there anytime you want.
The game is plastic.
Game are very adaptable to technology
Many different types of games
How are games interesting???
Interaction
A player can a game
Crawford - some game are just puzzles. Zork is more than just puzzles as locations, doing puzzles opens new places/things
Most games does have puzzles - solving regardless of genre
"A puzzle is static. A game is interactive"
All games are interactive
Goals
Games are more than just interactive, they're interactive with a purpose (has decision making)
Examples of this: chess, D and D (dungeons and dragons)
Most games do have goals - set of win conditions
However some games don't have goals e.g. Simcity "offers many interesting behaviors"
Only had player-defined objectives - Allows the user to create their own goals, unlike SimEarth - This game had no goals
Struggle
1. Competition is one way to create struggle - hard to beat, determined player e.g. chess as all moves needs to be thought out
2. Struggle from opposition - from mobs, NPCs and exploration of the game world + story.
part from from traps/puzzles created by gamemaster - no direct player opposition
"developers constantly grappling with the notion of struggle" page 16
Need to make players work to get to the goal
struggle = more enjoyable
Structure
"The interaction of the game's rules, component, software, etc creates a structure within which people play"
Kids playing " lets pretend" also has some structure by creating their own rules.
Electronic game works differently from board games.
E games = invisible to the player - in software code
B games = user operate the game and plays it
Important - game structure shape player behaviors.Changing game elements leads to change in player behaviors.
Endogenous - "caused by factors inside the organism or system" means a game structure creates it's own meaning.
Example of not a game - stock market
- interactive -affects the price of other stock
- Structure - law
- struggle - hard to do well
- Goal - make money
Interactive Entrainment
"Functional definition of "game": an interactive structure of endogenous meaning that requires players to struggle towards a goal"
LeBlanc's Taxonomy
Marc LeBlanc's taxonomy of game pleasures
- Sensation - sensory pleasure - makes games feel right - supporting factor
- Fantasy - analogous to the fictional concept of suspension of disbelief - need to think how everything you do help sustain a sense of place
- Narrative - story is a useful element for some games (think how to increase tension and drama over time)
- Challenge - games need struggle in them
- Fellowship - gaming communities - Gordan Walton " They come for the game and stay for the community"
- Discovery
- Expression
- Masochism - pleasure in submitting to the game structure
Start by trying to to design games from ones you like - then more to mastery of technique
They want to know what technique leads to what effect
What makes it a game?
Question EVERY part of the game and think about how to put in the mechanics you want.
------
My thoughts...
"A puzzle is static. A game is interactive"
I strongly agree with this as with puzzle you're not able to interact with them, you can't change the outcome of a puzzle. Whereas with a game you are able to, an example of this is Skyrim, if you do different quests, then the NPCs around the player may interact with the player differently.
I also agree that games need struggle, without struggle, then games will be very short. I feel without the struggle they will also be just a movie which you can move about in.
Overall i find that Greg Costikyan made an fairly accurate definition of "game", "an interactive structure of endogenous meaning that requires players to struggle towards a goal". So games like Simcity and Minecraft are just software toys as there aren't any goals to work towards meaning that you're able to do what you feel like by creating your own goals. Without being interactive with a purpose then there won't be anything to work towards. Without struggle then there won't any point getting to the goal as you can get there anytime you want.
Thursday, 17 October 2013
Notes on chapter 1 of "The Art of Game Design: A book of lenses"
Magic words - "I am a game designer." start creating games as soon as possible and get confidence.
"you will fail many, many more time than you will succeed. But these failures are your only path to success."
There are many skills which will be useful. Some of them are animation, anthropology, architecture, brainstorming, business, cinematography, communication, creative writing, economics , engineering, history, management, maths, music,psychology, public speaking, sound design, technical writing and visual art.
Listening is a very important skill: the 5 listening groups team, audience, game, client, and self.
Need to understand when listening. Example from book page 5, line 16.
Need to listen to team as working with them.
Need to listen to audience as they're playing it.
Need to listen to game, so you know what's wrong with it.
Need to listen to client, they're paying for it .
Need to listen to self, will be able to make better games.
The secret of the gifted
Two types of gifts major gift and minor gift.
you have many skill which counts as minor gifts e.g. game design or maths.
major gift is love of the work, without this won't be willing to make games.
With major gift will keep making games -> keep making games = better at game making.
"you will fail many, many more time than you will succeed. But these failures are your only path to success."
There are many skills which will be useful. Some of them are animation, anthropology, architecture, brainstorming, business, cinematography, communication, creative writing, economics , engineering, history, management, maths, music,psychology, public speaking, sound design, technical writing and visual art.
Listening is a very important skill: the 5 listening groups team, audience, game, client, and self.
Need to understand when listening. Example from book page 5, line 16.
Need to listen to team as working with them.
Need to listen to audience as they're playing it.
Need to listen to game, so you know what's wrong with it.
Need to listen to client, they're paying for it .
Need to listen to self, will be able to make better games.
The secret of the gifted
Two types of gifts major gift and minor gift.
you have many skill which counts as minor gifts e.g. game design or maths.
major gift is love of the work, without this won't be willing to make games.
With major gift will keep making games -> keep making games = better at game making.
Wednesday, 16 October 2013
Paidea and Ludus games
There are many ways that you can define gameplay, one of these ways are Paidea and Ludus, I will also be talking about the 4 categories agon, alea, ilinx and mimicry games. Paidea are games which are more open and free, which means that they are games that allows you to do what you like. Whereas Ludus are games which are constricted by rules with a clear objective, for example beating the final boss.
A good example of a Paidea game would be Minecraft. This a perfect example of a Paidea game as there are no goals within this game meaning that you will be able to do what you feel like doing in the game. You are given nothing from the start apart from the ability to break blocks with your hands and from there you can decide what you would like to do in the game world, because this game is a sandbox game which allows you to build building to just killing the mobs. I believe that the game creators 'Mojang' has tried to turn this game into a ludus game by adding a ending to the game where you would kill the Ender dragon, however I believe that they have failed in turning this game into a Ludus game as the ending is something which is just as there isn't anything which makes you kill the dragon. Even if you do kill the dragon, you just spawn back where your spawn point is set.
There are many games which are Ludus as Ludus games are easy to control the flow because they can choose where and what feelings by creating situations with the game rules. An example of a ludus video-game would be Shogun 2 as there's a goal right from the start telling you to become the Shogun of the country, however this game does give a little freedom as you are able to move anywhere within the spaces allowed for that unit or stack of units, other than that they don't give you much freedom to do as you please.
Agon which has a few meanings in ancient Greek however for the game design terminology will be using the meaning of struggle, contest and competition. A good example of agon type games would be the counter-strike series. In this first person shooter which had a massive player base back in it's day. The reason why I would include this game as a competitive game is that there's competitions where there's cash prizes, as well as people playing for ranks in the newer version of the game (counterstrike: global offensive) this leads to people competing to get higher ranks so that it will show that they are better players than the rest of the players. This game is also a mimicry as this simulates war and weaponry, for example the weapons in the game will look and sound similar to the real thing.
Alea- this terminology means chance or randomness. A game which is a good example of this would be audio surf as each level is generated by the audio which you put in, this means that with each song or audio piece the track will be different, this means that there's a chance for the track (game level) being either very easy or extremely hard. This game is also a ilinx as this game has movement and depending on the speed of the audio clip or song is the speed of the character goes, so for example if you used a fast paced song then the track itself will slope which means that your character will go faster.
| Taken from wired.com |
There are many games which are Ludus as Ludus games are easy to control the flow because they can choose where and what feelings by creating situations with the game rules. An example of a ludus video-game would be Shogun 2 as there's a goal right from the start telling you to become the Shogun of the country, however this game does give a little freedom as you are able to move anywhere within the spaces allowed for that unit or stack of units, other than that they don't give you much freedom to do as you please.
Agon which has a few meanings in ancient Greek however for the game design terminology will be using the meaning of struggle, contest and competition. A good example of agon type games would be the counter-strike series. In this first person shooter which had a massive player base back in it's day. The reason why I would include this game as a competitive game is that there's competitions where there's cash prizes, as well as people playing for ranks in the newer version of the game (counterstrike: global offensive) this leads to people competing to get higher ranks so that it will show that they are better players than the rest of the players. This game is also a mimicry as this simulates war and weaponry, for example the weapons in the game will look and sound similar to the real thing.
Alea- this terminology means chance or randomness. A game which is a good example of this would be audio surf as each level is generated by the audio which you put in, this means that with each song or audio piece the track will be different, this means that there's a chance for the track (game level) being either very easy or extremely hard. This game is also a ilinx as this game has movement and depending on the speed of the audio clip or song is the speed of the character goes, so for example if you used a fast paced song then the track itself will slope which means that your character will go faster.
Friday, 4 October 2013
Introduction
Hello! This is my very first Blog, so introductions are in need...
During my first class in Critical games studies we were asked to answer a selection of questions in a interview. Below are the questions and my answers to those questions. This will serve as a introduction to me.
Q. What is the title of the book (fiction) you are currently reading (or the last fiction book you read)?
A. The last fiction book that I have read was "A Song of Ice and Fire, A Dance with Dragons 2: After the feast". This book wasn't too bad, however I must say the first book "Game of Thrones" in this series was a lot better as it felt more fast pace.
Q. What is the title/ topic of the book(non-fiction) you are currently reading (or the last non-fiction book you read)?
A. The topic of the book is Action Script 3.0 as i can't remember the name of the book. I thought that it was be a good idea to start learning this before the course starts so that I can get a better understanding about coding with Action Script.
Q. What is the last live performance you attended?
A. I haven't been to one in years. So long that I can't even remember, other then the fact that it was in Norwich... And free.
Q. What is the title of the last film you saw at the cinema / online or watched on DVD?
A. The last film I've watched was Pacific Rim and all I can say about that film is... Giant robots fighting colossus sized aliens, other than that nothing in that movie really stuck out.
Q. How often do you read a newspaper? (which one? online or physical?)
A. I don't read the news very much, however I do know that I should do this more. From time to time i would go onto www.computerworld.com, www.rockpapershogun.com or www.kotaku.com.
Q. Which art gallery / museum / exhibition did you last visit?
A. The last museum that I visited was with my family and we went the National science museum. We had a grand old time and ended up with very tired legs.
Q. How many hours a week do you spend playing video games?
A. The amount is very high, in fact i would say crazy high, I guess it's 105 hours a week, if not more than that. I try to play all my games as much as possible to make the game worth the purchase.
Q. How many hours a week do you spend playing games other than video games?
A. Rarely, mainly because my family doesn't play games much, so I don't get much of a chance to play board or card games with them.
During my first class in Critical games studies we were asked to answer a selection of questions in a interview. Below are the questions and my answers to those questions. This will serve as a introduction to me.
Q. What is the title of the book (fiction) you are currently reading (or the last fiction book you read)?
A. The last fiction book that I have read was "A Song of Ice and Fire, A Dance with Dragons 2: After the feast". This book wasn't too bad, however I must say the first book "Game of Thrones" in this series was a lot better as it felt more fast pace.
Q. What is the title/ topic of the book(non-fiction) you are currently reading (or the last non-fiction book you read)?
A. The topic of the book is Action Script 3.0 as i can't remember the name of the book. I thought that it was be a good idea to start learning this before the course starts so that I can get a better understanding about coding with Action Script.
Q. What is the last live performance you attended?
A. I haven't been to one in years. So long that I can't even remember, other then the fact that it was in Norwich... And free.
Q. What is the title of the last film you saw at the cinema / online or watched on DVD?
A. The last film I've watched was Pacific Rim and all I can say about that film is... Giant robots fighting colossus sized aliens, other than that nothing in that movie really stuck out.
Q. How often do you read a newspaper? (which one? online or physical?)
A. I don't read the news very much, however I do know that I should do this more. From time to time i would go onto www.computerworld.com, www.rockpapershogun.com or www.kotaku.com.
Q. Which art gallery / museum / exhibition did you last visit?
A. The last museum that I visited was with my family and we went the National science museum. We had a grand old time and ended up with very tired legs.
Q. How many hours a week do you spend playing video games?
A. The amount is very high, in fact i would say crazy high, I guess it's 105 hours a week, if not more than that. I try to play all my games as much as possible to make the game worth the purchase.
Q. How many hours a week do you spend playing games other than video games?
A. Rarely, mainly because my family doesn't play games much, so I don't get much of a chance to play board or card games with them.
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