Games as Systems
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Transcript of Games as Systems
GAMES AS SYSTEMSMay 21
Game Systems
Games are systems Formal elements create a dynamic
experience in which the players engage
“How the interaction of the formal and dramatic elements is structured forms the game’s underlying system and determines a great deal about the nature of the game and the experience of the players.”
Fullerton
Game Systems
Game systems – set of values that affect one another within an environment to form a larger pattern that is different from any of the individual parts. Experts often pick up on these patterns and exploit them in order to excel.
Zimmerman and Salen describe four elements that constitute a system: Objects – parts, elements, variables Formal elements like game
pieces. Attributes/properties – qualities or properties of the system and its
objects. Rules. Formal elements. Your book also includes here behaviors.
Internal relationships – The objects have relationships. Crucial characteristics of systems.
Environments – Systems do not exist in a vaccum but are affected by their surroundings.
Games as Systems - Fullerton Objects
Basic building blocks Physical, abstract, or both Ex.) Game pieces, players
(avatar/character)
Games as Systems
Properties Attributes of the objects Color, location More complex attributes = less
predictable relationships with other objects
Games As Systems
Behaviors Potential actions that an object might
perform in a given state. More potential behaviors = less
predictability within the system
Games as Systems
Relationships between objects May be hierarchical, through physical
space Choices made by the player may change
relationships Chance or rule sets can determine
relationships
System Dynamics
A system requires that all elements be present for it to accomplish its goal.
Greater than the sum of its parts. Relationships matter.
Sense of possibility
Economies
System structure You give your player resources, but
how do you allow your player to manage those resources?
Items of exchange Agents of exchange Methods of exchange
Economies
Simple bartering No currency Fixed amount of product Relative value of resources doesn’t change Trading not restricted
Complex bartering No currency Relative value of resources can change Total amount of product in the economy changes over the
course of the game Trading opportunities may be restricted (by turn, for
example) Oregon Trail
Economies
Simple Market Fixed amount of product Money supply can grow Prices are fixed within a system Trading not restricted
Complex Market Economy often sustained beyond a single game
session by any one player Player to player or player to system trade Trading not restricted Amount of product and money supply can grow in
a controlled fashion
Example of a Complex Market World of Warcraft Economics Guide
Metaeconomy
Meta, as in metaphysical Means the game or its economy has
spawned a real economy outside the game’s boundaries
Buy WoW accounts online
Why have an economy?
Use to advance or hinder player’s progress in the game
Can transform rudimentary games into complex systems
Can build community within your game
Emergent Systems
Disconnect between the rules and the way the system plays out
“A modest number of rules applied again and again to a limited collection of objects lead to variety, novelty and surprise. One can describe all the rules, but not necessarily all the products of the rules – not the set of all whole numbers, not every sentence in a language, not all the organisms which may arise from evolution.” Jeremy Campbell, Grammatical Man
Emergence
Variety, novelty, surprise
John Conway’s “Game of Life” http://www.bitstorm.org/gameoflife/
Using three rules, we can see emergence of a game system.
From simple beginnings, life-form-like patterns could develop.
Shows how rules can lead to emergent behavior
Most game theorists do not consider it a game Example of emergence and complexity
Game of Life
Birth: If an unpopulated cell is surrounded by exactly three populated cells, it becomes populated in the next generation
Death by loneliness: If a populated cell is surrounded by fewer than two other populated cells, it becomes unpopulated in the next generation
Death by overpopulation: If a populated cell is surrounded by at least four other populated cells, it becomes unpopulated in the next generation
= Complex and unpredictable results
Examples of Emergence in Games Bluffing in poker
Not put in the rules, but emerges from game playing experience
Hiding your money in Monopoly. No rules about WHERE you have to keep your money so people fake being out of money for pity.
Second Life
Second Life
Second Life
Anatomy of a Choice – Interacting with Games (Zimmerman/Salen) Anatomy of a choice:
Stage 1: What happened before the player was given the choice (internal event) Addresses the state at which point a choice must be made. Addresses the context in which a choice is made.
Stage 2: How is the possibility of choice conveyed to the player? (external event) Are there buttons? Empty spaces? How does the user know he or she can make a choice, and what that choice could be?
Stage 3: How did the player make the choice? (internal event) Mechanism. Button? Enters text?
Stage 4: What is the result of the choice? How will it affect future choices? (internal event) How does the action influence outcome immediately and later in the game?
Stage 5: How is the result of the choice conveyed to the player? (external event) Does something blow up? Is a space now filled and can’t be used later? Provides context for the next choice that needs to be made.
Anatomy of a Choice
How can you screw up giving the player choice? Make them feel that the choices they make are
arbitrary. Outcomes aren’t meaningful. Stage 4 failure.
Not knowing what to do next. Stage 2 failure. Need an arrow or highlight the next part on the map or something.
Losing a game without knowing why. Player didn’t get enough information about the current state of the game. Stage 5 failure. New state of the game not represented clearly enough to the player.
Not knowing if an action had an outcome. Player didn’t get adequate feedback on whether or not an action was taking. Stage 3 and 4 failure.
Interacting with systems
Information structure (helps at stage 1) To make decisions, players need info
about the current state of the game objects and their relationships
Open information structure – player has complete information about the game state
Hidden information structure – player does not receive certain information about their opponent’s game state.
Can use a mixture.
Interacting with Systems
Control – How will players control the game? Keyboard, controller, paper and pen,
cards? Core mechanics. Also an element of play.
Indirect control as in Rollercoaster Tycoon? Player changes variables to influence the state of the game.
Interacting with Systems
Feedback – In system terms, implies a direct relationship between the output of an interaction and a change to another system element. Positive (reinforcing) loop – Player is rewarded. In
Jeopardy! The player who answers correctly gets control of the board. Output grows or declines. Creates satisfying risk/reward
scenarios. Balancing relationships may be used to keep player’s progress in check.
Negative (balancing) loop – Player has something taken away. If you win a point you skip a turn, for example. Try to counteract the effects of change.