| 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.
Hi Alex,
ReplyDeleteThis is an interesting post which discusses Caillois's categorisation of play using examples of games that you know.
Paidea and ludus are probably best thought of as being at opposite ends of a continuum, with different forms of play or games positioned closer to one end or the other according to whether they are free-play or are more rule-bound.
While Caillois uses the term "ilinx" to refer to movement, I may not have sufficiently emphasised the idea that it's a form of movement that induces a sensation of dizziness ("vertigo" is often used to describe the concept). Good examples would be the sensation of rolling down a hill or whirling around (paidea), or the feeling of flying experienced in digital games like SSX Tricky.