Test Flashcards
(83 cards)
What is formalism?
- Interested in games as structures, rules
- Large debate between ‘narratologists’ and ‘ludologists’
What is narratology?
Study of games as stories (its a formalist approach)
What is ludology
Study of games as systems (its a formalist approach)
What is situationism?
- studies players or the culture
- interested in gameplay , specific situations, cultural context
- not interested in general patterns or rules
What is the Problem of Games: Family resemblance?
By ludwig wittgenstein 1953, the venn diagram thing thats like Game A and Game C might both be like Game B but Game A isn’t like Game C
The Magic Circle?
By Johan Huizinga - Homo Ludens:
A game is:
- different from ordinary life
- separated in space and time
- non-serious
- voluntary, there’s freedom
- creates order and has rules
- is connected with no material interests
Who said there’s no magic circle?
Mia Consalvo
- gameplay isn’t isolated
- its not jsut rule-based, it takes time
- affects mood
- contexts, move tie-ins
What are Roger Callois 4 categories of games?
Agon (competition), Alea (chance), Mimicry (imitiation), Ilinx (vertigo)
What is the paidia, ludus spectrtum?
Paidia = loose rules —> Ludus = strict rules
What is meta-communication? (LI: Gregory Benson)
Communication about communication. Saying I’m going to kill you in game doesn’t mean you’re going to do it in real life.
LI: Marshall McLuhan
From Understanding Media: The Extensions of Man (1964) - “Games are popular art, collective, social reactions to the main drive or action of any culture” - Games release tension, catharsis
LI: Brian Sutton Smith
From The Message ‘This is Play’ (1956) - Games reflect the evolution of a society - “A game is what we decide it should be”
LI: George Herbert Mead
From Mind,Self and Society (1934) - Games as role-training, development of self. A person’s personality develops through social interaction.
LI: Henry Jenkins
From Games, the New lively Art (2005) = Games as Art. Game designers artsits of the century. Games are bout the player influence, new experience. Games are unique, should be designed and studied as unique.
Formal definition vs Pragmatic Definition of Games
Formal (university) defn - defining games in their own right. Meant to be insightful on their own, philosophical. Meant to draw a line btwn what is and what is not a game.
Pragmatic (designers) defn - tool for action and not philosophically bulletproof.
What is a loose defn of a game?
- Desirable goal
- Rules
- Outcome
- Reasonable effort from player
Sid Meier’s defn of a game
“A game is a series of interesting choices”
Game Mechanic vs Gameplay vs Game States
Mechanic - rules + code + structure
Play - needs the player, act of doing
State - all the variables + current values
MDA model
Mechanics, Dynamics, Aesthetics:
Gameplay is a combo of mechanics which produces a game state (dynamics) which is perceived by a player (aesthetics)
Rules –> system –> Fun
Mechanics –> Dynamics –> Aesthetics
What is the core, hook and fantasy?
Core - genre
Hook - what’s drawing you in, why this game over another?
Fantasy - should boost the hook and the core, the story.
What are Front End Design considerations
- Title screen
- know exactly what you loaded into
- reminding you about what the game is
- put an image of your game
- if it isn’t good, the first impression isn’t good
- make the buttons look like they can be clicked
- if gameplay involves mouse, title screen should, if not, then it shouldn’t
- figuring out how to use the menu shouldn’t be the first puzzle
- don’t put the tutorial here, it should be integrated with the game
- make the defaults make sense
UI and UX considerations
- Make sure your credits and end screen can’t be clicked through
- If you’re holding down a button, make sure the next thing won’t be clicked through
- Make sure two buttons aren’t the same e.g. attack and dialogue
- if you want to use a key to advance put a delay or freeze into the game
HUD considerations
- non-interactive
- how you want to pressure the player, how important the information is in the decision making
- two rules: the player should have the information they need to make a choice in the game state (e.g you don’t need to see who is in 7th place only the top 3), how you should display it and in what detail to make the player behave in certain ways (e.g numeric health vs heart health vs bar display)
- middle section is most important part of the HUD display
- info needs to be relevant
What are some principles of design?
- pattern and consistency
- contrasting things (no red text in bright blue)
- emphasis (fading or darkening stuff that isn’t in the playable space
- balance
- proportion
- harmony
- rhythm and movement