Dynamic Elements of Games

55
Dynamic Elements of Dynamic Elements of Games Games

Transcript of Dynamic Elements of Games

Page 1: Dynamic Elements of Games

Dynamic Elements of Dynamic Elements of GamesGames

Page 2: Dynamic Elements of Games

Dynamic Elements of Dynamic Elements of GamesGames

Many different things to talk about Many different things to talk about herehere1)1) Defining EmergenceDefining Emergence

2)2) Four Properties of Emergence in Four Properties of Emergence in GamesGames

3)3) Play EnginesPlay Engines

Page 3: Dynamic Elements of Games

BIG IDEA 1: Defining BIG IDEA 1: Defining EmergenceEmergence

"Emergence" is behavior that appears "Emergence" is behavior that appears when system components interact (i.e. when system components interact (i.e. are in motionare in motion– this behavior sometimes can’t be this behavior sometimes can’t be

envisioned from knowledge of what each envisioned from knowledge of what each component does in isolationcomponent does in isolation

Simple rules beget complex behaviorSimple rules beget complex behavior

Page 4: Dynamic Elements of Games

BIG IDEA 2: Four BIG IDEA 2: Four Properties of Emergence Properties of Emergence

in Gamesin Games DiscoveryDiscovery - The emergent properties of a - The emergent properties of a

system form an explorable space. More system form an explorable space. More complexity generally means more space.complexity generally means more space.

ChallengeChallenge - A game’s emergent properties - A game’s emergent properties form its “strategic vocabulary.” New scenarios form its “strategic vocabulary.” New scenarios and obstacles can emerge.and obstacles can emerge.

NarrativeNarrative - story emerges from game events - story emerges from game events FantasyFantasy – emergent properties don’t – emergent properties don’t

necessarily support the fantasy. necessarily support the fantasy. Contradictions are common creating absurd Contradictions are common creating absurd fantasies.fantasies.

source: Marc Leblanc

Page 5: Dynamic Elements of Games

Emergence in GamesEmergence in Games

DiscoveryDiscovery - The emergent properties of a - The emergent properties of a system form an explorable space. More system form an explorable space. More complexity generally means more space.complexity generally means more space.

ChallengeChallenge - A game’s emergent properties - A game’s emergent properties form its “strategic vocabulary.” New scenarios form its “strategic vocabulary.” New scenarios and obstacles can emerge.and obstacles can emerge.

NarrativeNarrative - story emerges from game events - story emerges from game events FantasyFantasy – emergent properties don’t – emergent properties don’t

necessarily support the fantasy. necessarily support the fantasy. Contradictions are common creating absurd Contradictions are common creating absurd fantasies.fantasies.

source: Marc Leblanc

Page 6: Dynamic Elements of Games

Conway’s Game of LifeConway’s Game of Life

created by Cambridge mathematician, created by Cambridge mathematician, John Conway in the 1960'sJohn Conway in the 1960's

fascination with the idea that the fascination with the idea that the rudimentary elements could produce rudimentary elements could produce fantastic resultsfantastic results

wanted to create something super wanted to create something super simple - observable on a 2 dimensional simple - observable on a 2 dimensional checkerboardcheckerboard

Example: Properties of Emergence - Discovery

Page 7: Dynamic Elements of Games

John ConwayJohn Conway

Example: Properties of Emergence - Discovery

Page 8: Dynamic Elements of Games

Example: Properties of Emergence - Discovery

Page 9: Dynamic Elements of Games

Iterative Design of the Formal Iterative Design of the Formal SystemSystem

Conway experimented with formal rulesConway experimented with formal rules System makes squares on the board System makes squares on the board

“on” or “off” based on their adjacency to “on” or “off” based on their adjacency to the other squares around themthe other squares around them

He “playtested” different rule sets with He “playtested” different rule sets with associates at Cambridge for yearsassociates at Cambridge for years

Example: Properties of Emergence - Discovery

Page 10: Dynamic Elements of Games

Game of Life RulesGame of Life Rules If cell is alive, it survives in If cell is alive, it survives in

next generation if there are 2 next generation if there are 2 or 3 neighbors also aliveor 3 neighbors also alive

Cell dies of overcrowding if Cell dies of overcrowding if there are >3 live neighbors, there are >3 live neighbors, and it dies of exposure if there and it dies of exposure if there are <2are <2

If cell is dead, it remains dead If cell is dead, it remains dead in next generation unless in next generation unless exactly 3 neighbors are alive. exactly 3 neighbors are alive. (In that case, the cell will be (In that case, the cell will be "born" in the next generation)"born" in the next generation)

Example: Properties of Emergence - Discovery

Page 11: Dynamic Elements of Games

DemoDemo

Example: Properties of Emergence - Discovery

Page 12: Dynamic Elements of Games

R PentominoR Pentomino

DemoDemo

Example: Properties of Emergence - Discovery

Page 13: Dynamic Elements of Games

R PentominoR Pentomino– Stable patterns emergeStable patterns emerge– Oscillating patterns emerge Oscillating patterns emerge – Another surprising pattern emerges!?!Another surprising pattern emerges!?!

DemoDemo

Example: Properties of Emergence - Discovery

Page 14: Dynamic Elements of Games

Stable PatternsStable Patterns

Example: Properties of Emergence - Discovery

Page 15: Dynamic Elements of Games

Oscillating PatternsOscillating Patterns

Example: Properties of Emergence - Discovery

Page 16: Dynamic Elements of Games

Glider!Glider!

Example: Properties of Emergence - Discovery

Page 17: Dynamic Elements of Games

Alive?Alive? Conway thought if a self-reproducing Conway thought if a self-reproducing

configuration could be found then his configuration could be found then his rules would create a mathematical life rules would create a mathematical life formform

Conway publishes a challenge in the Oct Conway publishes a challenge in the Oct 1970 Scientific American1970 Scientific American

MIT engineers meet the challenge quickly MIT engineers meet the challenge quickly by hacking a DEC-PDP 6 computerby hacking a DEC-PDP 6 computer

Example: Properties of Emergence - Discovery

Page 18: Dynamic Elements of Games

Example: Properties of Emergence - Discovery

Page 19: Dynamic Elements of Games

DemoDemo

Glider gunGlider gun Puff trainPuff train Other fun stuffOther fun stuff

– (Game of Life groundbreaking work in the (Game of Life groundbreaking work in the field of artificial intelligence)field of artificial intelligence)

Link: Link: http://www.bitstorm.org/gameoflife/

Example: Properties of Emergence - Discovery

Page 20: Dynamic Elements of Games

Recap: Discovery is a Recap: Discovery is a property of Emergence in property of Emergence in

gamesgames Simple rules beget complex behaviorSimple rules beget complex behavior The emergent properties of a system The emergent properties of a system

form an explorable space. form an explorable space. More complexity generally means More complexity generally means

more space.more space. Can anyone think of other Discovery Can anyone think of other Discovery

examples that emerge in games?examples that emerge in games?

Example: Properties of Emergence - Discovery

Page 21: Dynamic Elements of Games

Halo: “smart” NPCsHalo: “smart” NPCs

Example: Properties of Emergence – Challenge + Narrative

Page 22: Dynamic Elements of Games

Recap: Challenge is a Recap: Challenge is a property of Emergence in property of Emergence in

gamesgames A game’s emergent properties form A game’s emergent properties form

its “strategic vocabulary.” New its “strategic vocabulary.” New scenarios and obstacles can emerge.scenarios and obstacles can emerge.

Can anyone think of other challenge Can anyone think of other challenge examples that emerge in games?examples that emerge in games?

Example: Properties of Emergence - Challenge

Page 23: Dynamic Elements of Games

© Steve Jackson Games www.sjgames.comExample: Properties of Emergence - Fantasy

Page 24: Dynamic Elements of Games

Recap: Fantasy is a property Recap: Fantasy is a property of Emergence in gamesof Emergence in games

Emergent properties don’t Emergent properties don’t necessarily support the fantasy. necessarily support the fantasy. Contradictions are common creating Contradictions are common creating absurd fantasies.absurd fantasies.

Can anyone think of other absurd Can anyone think of other absurd fantasies created in games?fantasies created in games?

Example: Properties of Emergence - Challenge

Page 25: Dynamic Elements of Games

Example: Properties of Emergence – Discovery + Challenge + Narrative + Fantasy

Page 26: Dynamic Elements of Games

Example: Properties of Emergence – Discovery + Challenge + Narrative + Fantasy

Page 27: Dynamic Elements of Games

Example: Properties of Emergence – Discovery + Challenge + Narrative + Fantasy

Page 28: Dynamic Elements of Games

Example: Properties of Emergence – Discovery + Challenge + Narrative + Fantasy

Page 29: Dynamic Elements of Games

The Sims: personal The Sims: personal development?development?

Example: Properties of Emergence – Discovery + Challenge + Narrative + Fantasy

Page 30: Dynamic Elements of Games

RECAP BIG IDEA 2: Four RECAP BIG IDEA 2: Four Properties of Emergence Properties of Emergence

in Gamesin Games DiscoveryDiscovery - The emergent properties of a - The emergent properties of a

system form an explorable space. More system form an explorable space. More complexity generally means more space.complexity generally means more space.

ChallengeChallenge - A game’s emergent properties - A game’s emergent properties form its “strategic vocabulary.” New scenarios form its “strategic vocabulary.” New scenarios and obstacles can emerge.and obstacles can emerge.

NarrativeNarrative - story emerges from game events - story emerges from game events FantasyFantasy – emergent properties don’t – emergent properties don’t

necessarily support the fantasy. necessarily support the fantasy. Contradictions are common creating absurd Contradictions are common creating absurd fantasies.fantasies.

Page 31: Dynamic Elements of Games

BIG IDEA 3: Play EnginesBIG IDEA 3: Play Engines

Play engines occur when players combine Play engines occur when players combine system components in unexpected ways. system components in unexpected ways.

Page 32: Dynamic Elements of Games

Example: Play Engines

Page 33: Dynamic Elements of Games

About GearheadsAbout Gearheads Designers wanted a competitive game that Designers wanted a competitive game that

illustrated emergent complexityillustrated emergent complexity Had idea that if characters with varying Had idea that if characters with varying

qualities were let loose on a game board, qualities were let loose on a game board, each trying to achieve its own objective, each trying to achieve its own objective, interesting things might resultinteresting things might result

Created a software prototype using blobs for Created a software prototype using blobs for each character. Designers could tweak the each character. Designers could tweak the values in each blob by adjusting a table of values in each blob by adjusting a table of variablesvariables

Example: Play Engines

Page 34: Dynamic Elements of Games

Example: Play Engines

Page 35: Dynamic Elements of Games

Character attributesCharacter attributes1.1. WeightWeight2.2. SpeedSpeed3.3. Energy useEnergy use4.4. Movement type (erratic, straight, diagonal)Movement type (erratic, straight, diagonal)5.5. Special qualities (ex: explosion radius, egg-laying Special qualities (ex: explosion radius, egg-laying

time, punch strength, transformation time, % wind-time, punch strength, transformation time, % wind-down, % wind-up, time between teleports, down, % wind-up, time between teleports,

6.6. Immunities (ex: Disasteriod immune to Time Immunities (ex: Disasteriod immune to Time Bomb, Big Al immune to Disasteriod, Zap-bot Bomb, Big Al immune to Disasteriod, Zap-bot immune to Deadhead.)immune to Deadhead.)

Example: Play Engines

Page 36: Dynamic Elements of Games

Game rulesGame rules

1 player or 2 player game1 player or 2 player game 5x9 grid5x9 grid Up to 12 toys in your toyboxUp to 12 toys in your toybox Object: be the first to get 21 toys past your Object: be the first to get 21 toys past your

opponent’s start rowopponent’s start row

Example: Play Engines

Page 37: Dynamic Elements of Games

Play Engine ExamplesPlay Engine Examples

GearheadsGearheadsPunching Roaches: quickly many fast moving Punching Roaches: quickly many fast moving

Ziggys onto the board where they run out of Ziggys onto the board where they run out of energy. Then send a few punching Kangas out to energy. Then send a few punching Kangas out to punch them across the finish linepunch them across the finish line

Bomb Shield: Disasteroid + Walking Time Bomb. Bomb Shield: Disasteroid + Walking Time Bomb. Disteroid destroys any toy in front of it. Time Disteroid destroys any toy in front of it. Time Bomb blows up all toys near it except Disasteroid. Bomb blows up all toys near it except Disasteroid. Send Disasteroid out followed by Time Bomb. Send Disasteroid out followed by Time Bomb. Time Bomb makes Disasteroid walk faster. Time Bomb makes Disasteroid walk faster. Together they form a quick moving path of Together they form a quick moving path of destruction across the board.destruction across the board.

Example: Play Engines

Page 38: Dynamic Elements of Games

Mini-Exercise!Mini-Exercise!

Write down two board games, one Write down two board games, one card game, and two video games. card game, and two video games.

Make them all different types of Make them all different types of games.games.

Example: Play Engines

play video

Page 39: Dynamic Elements of Games

Play Engine ExamplesPlay Engine Examples Magic The Gathering is a hothouse of Magic The Gathering is a hothouse of

emergence and play engines. Sometimes emergence and play engines. Sometimes cards must be banned because engines are cards must be banned because engines are discovered that are too powerful.discovered that are too powerful.

Example: Play Engines

Page 40: Dynamic Elements of Games

Play Engine ExamplePlay Engine Example Deus Ex: LAM’sDeus Ex: LAM’s

Example: Play Engines

Page 41: Dynamic Elements of Games

Play Engine ExamplePlay Engine Example Warcraft III: expert players to find play Warcraft III: expert players to find play

engines that allow them to dominate engines that allow them to dominate online. Sometimes the designers online. Sometimes the designers “patch” the problem by tuning variables. “patch” the problem by tuning variables. Sometimes the designers wait for the Sometimes the designers wait for the online community to figure out a counter online community to figure out a counter strategy to the play engine.strategy to the play engine.

Example: Play Engines

Page 42: Dynamic Elements of Games

Example: Play Engines

Page 43: Dynamic Elements of Games

Play Engine ExamplePlay Engine Example NFL football: 3-4 Defense dominated for years NFL football: 3-4 Defense dominated for years

before offensive coordinators figured out counter before offensive coordinators figured out counter strategies.strategies.

Example: Play Engines

Page 44: Dynamic Elements of Games

RECAP: Play EnginesRECAP: Play Engines

Another type of emergence occurs when Another type of emergence occurs when both system components and players both system components and players interactinteract. These are called “play engines”.. These are called “play engines”.

Play engines occur when players combine Play engines occur when players combine system components in unexpected ways. system components in unexpected ways.

Can anyone think of other examples Can anyone think of other examples of Play Engines?of Play Engines?

Page 45: Dynamic Elements of Games

Design ExerciseDesign Exercise

Why?Why?– Hands on exercises best way to Hands on exercises best way to

communicate game design conceptscommunicate game design concepts How?How?

– Break into groups of 2Break into groups of 2– Go along with the following Connect Go along with the following Connect

Four slidesFour slides

Page 46: Dynamic Elements of Games
Page 47: Dynamic Elements of Games

Connect Four (normal)Connect Four (normal)Set up:Set up: Draw a 7 wide x 6 tall grid on a sheet of paper.Draw a 7 wide x 6 tall grid on a sheet of paper. One player uses a circle to represent units on the grid One player uses a circle to represent units on the grid

and a second player uses an X to represent units. and a second player uses an X to represent units. (Note: any two symbols or colors can be used as long as (Note: any two symbols or colors can be used as long as they are different). they are different).

Rules:Rules: Decide who goes first. Each player, on her turn, Decide who goes first. Each player, on her turn,

chooses a column in which to place a unit. She draws chooses a column in which to place a unit. She draws units at the bottom of the chosen column as if gravity units at the bottom of the chosen column as if gravity dropped them from the top. Units stack on top of one dropped them from the top. Units stack on top of one another when they "land" in the grid.another when they "land" in the grid.

Players take turns dropping units until one player gets Players take turns dropping units until one player gets four units in a row - horizontally, vertically, or four units in a row - horizontally, vertically, or diagonally.diagonally.

The first player to get four in a row wins the game.The first player to get four in a row wins the game.

Note: Note: For all exercises write down the start time and end time For all exercises write down the start time and end time

of the game next to the game grid.of the game next to the game grid.

Page 48: Dynamic Elements of Games

Connect Four (alter grid size)Connect Four (alter grid size)Set up:Set up: Draw a Draw a 88 wide x 6 tall grid on a sheet of paper. wide x 6 tall grid on a sheet of paper. One player uses a circle to represent units on the grid One player uses a circle to represent units on the grid

and a second player uses an X to represent units. and a second player uses an X to represent units. (Note: any two symbols or colors can be used as long as (Note: any two symbols or colors can be used as long as they are different). they are different).

Rules:Rules: Decide who goes first. Each player, on her turn, Decide who goes first. Each player, on her turn,

chooses a column in which to place a unit. She draws chooses a column in which to place a unit. She draws units at the bottom of the chosen column as if gravity units at the bottom of the chosen column as if gravity dropped them from the top. Units stack on top of one dropped them from the top. Units stack on top of one another when they "land" in the grid.another when they "land" in the grid.

Players take turns dropping units until one player gets Players take turns dropping units until one player gets four units in a row - horizontally, vertically, or four units in a row - horizontally, vertically, or diagonally.diagonally.

The first player to get four in a row wins the game.The first player to get four in a row wins the game.

Note: Note: For all exercises write down the start time and end time For all exercises write down the start time and end time

of the game next to the game grid.of the game next to the game grid.

Page 49: Dynamic Elements of Games

Connect 4 (alter movement Connect 4 (alter movement properties)properties)

Set up:Set up: Draw a 7 wide x 6 tall grid on a sheet of paper.Draw a 7 wide x 6 tall grid on a sheet of paper. One player uses a circle to represent units on the One player uses a circle to represent units on the

grid and a second player uses an X to represent grid and a second player uses an X to represent units. (Note: any two symbols or colors can be used units. (Note: any two symbols or colors can be used as long as they are different). as long as they are different).

Rules:Rules: Decide who goes first. Decide who goes first. Each player, on her turn, Each player, on her turn,

places a unit in any open cell on the grid.places a unit in any open cell on the grid. Players take turns Players take turns placing placing units until one player units until one player

gets four units in a row - horizontally, vertically, or gets four units in a row - horizontally, vertically, or diagonally.diagonally.

The first player to get four in a row wins the game.The first player to get four in a row wins the game.

Note: Note: For all exercises write down the start time and end For all exercises write down the start time and end

time of the game next to the game grid.time of the game next to the game grid.

Page 50: Dynamic Elements of Games

Connect Four (alter turn procedure)Connect Four (alter turn procedure)Set up:Set up: Draw a 7 wide x 6 tall grid on a sheet of paper.Draw a 7 wide x 6 tall grid on a sheet of paper. One player uses a circle to represent units on the grid One player uses a circle to represent units on the grid

and a second player uses an X to represent units. (Note: and a second player uses an X to represent units. (Note: any two symbols or colors can be used as long as they any two symbols or colors can be used as long as they are different). are different).

Rules:Rules: Decide who goes first. Each player, on her turn, chooses Decide who goes first. Each player, on her turn, chooses

a column in which to place a unit. She draws units at the a column in which to place a unit. She draws units at the bottom of the chosen column as if gravity dropped them bottom of the chosen column as if gravity dropped them from the top. Units stack on top of one another when from the top. Units stack on top of one another when they "land" in the grid.they "land" in the grid.

After she places the first unit she then chooses a After she places the first unit she then chooses a differentdifferent column and places a second unit. After the column and places a second unit. After the second unit has been placed her turn is complete.second unit has been placed her turn is complete.

Players take turns until one player gets four units in a Players take turns until one player gets four units in a row - horizontally, vertically, or diagonally.row - horizontally, vertically, or diagonally.

The first player to get four in a row wins the game.The first player to get four in a row wins the game.

Note: Note: For all exercises write down the start time and end time For all exercises write down the start time and end time

of the game next to the game grid.of the game next to the game grid.

Page 51: Dynamic Elements of Games

Connect Four (alter turn procedure two)Connect Four (alter turn procedure two)Set up:Set up: Draw a 7 wide x 6 tall grid on a sheet of paper.Draw a 7 wide x 6 tall grid on a sheet of paper. One player uses a circle to represent units on the grid and a One player uses a circle to represent units on the grid and a

second player uses an X to represent units. (Note: any two second player uses an X to represent units. (Note: any two symbols or colors can be used as long as they are different). symbols or colors can be used as long as they are different).

Rules:Rules: Decide who goes first. Each player, on her turn, chooses a Decide who goes first. Each player, on her turn, chooses a

column in which to place a unit. She draws units at the bottom of column in which to place a unit. She draws units at the bottom of the chosen column as if gravity dropped them from the top. the chosen column as if gravity dropped them from the top. Units stack on top of one another when they "land" in the grid.Units stack on top of one another when they "land" in the grid.

After she places the first unit the player After she places the first unit the player then places a second unit then places a second unit in any column she wishes. She has the option to place the in any column she wishes. She has the option to place the second unit in the same column as the first.second unit in the same column as the first. After the second After the second unit has been placed her turn is complete..unit has been placed her turn is complete..

Players take turns until one player gets four units in a row - Players take turns until one player gets four units in a row - horizontally, vertically, or diagonally.horizontally, vertically, or diagonally.

The first player to get four in a row wins the game.The first player to get four in a row wins the game.

Note: Note: For all exercises write down the start time and end time of the For all exercises write down the start time and end time of the

game next to the game grid.game next to the game grid.

Page 52: Dynamic Elements of Games

Connect 4 (alter number of players)Connect 4 (alter number of players)Set up:Set up: Draw a 7 wide x 6 tall grid on a sheet of paper.Draw a 7 wide x 6 tall grid on a sheet of paper. One player uses a circle to represent units on the grid and a One player uses a circle to represent units on the grid and a

second player uses an X to represent units, second player uses an X to represent units, a third player a third player uses a triangle to represent unitsuses a triangle to represent units. (Note: any . (Note: any three three symbols symbols or colors can be used as long as they are different). or colors can be used as long as they are different).

Rules:Rules: Decide who goes first. Each player, on her turn, chooses a Decide who goes first. Each player, on her turn, chooses a

column in which to place a unit. She draws units at the column in which to place a unit. She draws units at the bottom of the chosen column as if gravity dropped them bottom of the chosen column as if gravity dropped them from the top. Units stack on top of one another when they from the top. Units stack on top of one another when they "land" in the grid."land" in the grid.

Players take turns dropping units until one player gets four Players take turns dropping units until one player gets four units in a row - horizontally, vertically, or diagonally.units in a row - horizontally, vertically, or diagonally.

The first player to get four in a row wins the game.The first player to get four in a row wins the game.

Note: Note: For all exercises write down the start time and end time of For all exercises write down the start time and end time of

the game next to the game grid.the game next to the game grid.

Page 53: Dynamic Elements of Games

Dirty WorkDirty WorkSet up:Set up: Draw a 7 wide x 6 tall grid on a sheet of paper.Draw a 7 wide x 6 tall grid on a sheet of paper. One player uses a circle to represent units on the grid and a One player uses a circle to represent units on the grid and a

second player uses an X to represent units, second player uses an X to represent units, a third player a third player uses a triangle to represent unitsuses a triangle to represent units. (Note: any . (Note: any three three symbols symbols or colors can be used as long as they are different). or colors can be used as long as they are different).

Rules:Rules: Decide who goes first. Each player, on her turn, chooses a Decide who goes first. Each player, on her turn, chooses a

column in which to place a unit. She draws units at the column in which to place a unit. She draws units at the bottom of the chosen column as if gravity dropped them bottom of the chosen column as if gravity dropped them from the top. Units stack on top of one another when they from the top. Units stack on top of one another when they "land" in the grid."land" in the grid.

Players take turns dropping units until one player gets four Players take turns dropping units until one player gets four units in a row - horizontally, vertically, or diagonally.units in a row - horizontally, vertically, or diagonally.

The first player to get four in a row wins the game.The first player to get four in a row wins the game.

Note: Note: For all exercises write down the start time and end time of For all exercises write down the start time and end time of

the game next to the game grid.the game next to the game grid.

Page 54: Dynamic Elements of Games

???????? (make your own variant) (make your own variant)

Set up:Set up: Draw a Draw a ???????????? grid on a sheet of paper. grid on a sheet of paper. One player uses a circle to represent units on the One player uses a circle to represent units on the

grid and a second player uses an X to represent grid and a second player uses an X to represent units, units, ?????.?????. (Note: any (Note: any ???????? symbols or colors symbols or colors can be used as long as they are different). can be used as long as they are different).

Rules:Rules: ?????????? Players take turns until one player gets Players take turns until one player gets ???????? The first player to get The first player to get ???????? wins the game. wins the game.

Note: Note: For all exercises write down the start time and For all exercises write down the start time and

end time of the game next to the game grid.end time of the game next to the game grid.

Page 55: Dynamic Elements of Games

Discussion