06 JUL 2024 by ideonexus
Being "Good" At a Game Means Internalizing It's Algorithms
The gamer is not really interested in faith, although a heightened rhetoric of faith may fill the void carved out of the soul by the insinuations of gamespace. The gamer’s God is a game designer. He implants in everything a hidden algorithm. Faith is a matter of the intelligence to intuit the parameters of this geek design and score accordingly. All that is righteous wins; all that wins is righteous. To be a loser or a lamer is the mark of damnation. When you are a gamer, you are left with ...Folksonomies: critical theory gaming
Folksonomies: critical theory gaming
09 NOV 2019 by ideonexus
Variable Ratio Schedule for Getting Kids Addicted to Boar...
In light of the above, here’s a solid Variable Ratio Schedule for playing board games with your kid: the first time you play a particular game, let the kid win. thereafter, let the kid win some of the time. 60% of the time is good to start (you can dial it down slowly as the kid improves if you want). make the sequence of wins and losses as random as possible. critically, make the outcome as close as you can every time, especially when the kid loses. She should always feel like she bare...04 NOV 2018 by ideonexus
Dice Rolls are Suspect
It is true that every aspect of the role of dice may be suspect: the dice themselves, the form and texture of the surface, the person throwing them. If we push the analysis to its extreme, we may even wonder what chance has to do with it at all. Neither the course of the dice nor their rebounds rely on chance; they are governed by the strict determinism of rational mechanics. Billiards is based on the same principles, and it has never been considered a game of chance. So in the final analysis...Folksonomies: games randomness
Folksonomies: games randomness
04 NOV 2018 by ideonexus
Types of Information in Games
In The Interactive Book, designer and scholar Celia Pearce presents a different typology for understanding the ways games manifest information. She proposes four scenarios: · Information known to all players: In Chess, this would consist of the rules of the game, board layout, and piece movement parameters. · Information known to only one player: In Gin, this would be the cards in your hand. · Information known to the game only: In Gin, this would be unused cards in deck. In Space Invad...02 NOV 2018 by ideonexus
Input and Output Randomness
The fundamental difference between randomness that support strategy and randomness that under cuts strategy, input randomness allows the player to build the strategy output randomness undercuts it and limits your ability to plan ahead. For example let's look at Pandemic this is a great example of input randomness flicking the cards is certainly random, create a situation that the players need to react to that reaction is completely deterministic. If for example you have to roll dies if you re...Input randomness is a random initial state for a game, while output randomness is rolling dice or drawing cards during the game. The second removes strategy from the game.
27 JUL 2018 by ideonexus
Rules are the Persistent Identity of a Game Across Cultur...
There are at least two senses in which the RULES schemas offer a "formal" way of looking at games. First, the term formal is used in the sense of "form": rules constitute the inner form or organization of games. In other words, rules are the inner, essential structures that constitute the real-world objects known as games. For example, consider two games of Go that differ in a variety of ways. They might differ in terms of: Material: one version is played with stones on a wooden board; the o...27 JUL 2018 by ideonexus
The Magic Circle
The term magic circle is appropriate because there is in fact something genuinely magical that happens when a game begins. A fancy Backgammon set sitting all alone might be a pretty decoration on the coffee table. If this is the function that the game is serving-decoration-it doesn't really matter how the game pieces are arranged, if some of them are out of place, or even missing. However, once you sit down with a friend to play a game of Backgammon, the arrangement of the pieces suddenly bec...Folksonomies: gameplay
Folksonomies: gameplay
27 JUL 2018 by ideonexus
With Educational Games, Even if the Kids Don't Get It, Yo...
...where does probability theory come from? What is its source? Clearly, like many other sciences, like arithmetic itself, probability theory emerged from observations of certain real-world phenomena, namely, random, unpredictable phenomena. And it is exactly these kinds of observations—fundamental to the formation of science—which are worth making together with kids. Well, not all of them, of course, just the simplest ones. Besides, kids are making them on their own; e.g., when they play...20 JUL 2017 by ideonexus
Old CRPGs are Unplayable for Modern Gamers
They had five days to play (Ultima IV), and I asked them to make as much progress as they could in that time. When we gathered to debrief in class, a few students explained how they’d overcome some of their difficulties, but the vast majority was utterly flummoxed by the game. As one of them put it, “I’d say for gamers of our generation, an RPG like Ultima IV is boring and pretty much unplayable.” After removing the arrow from my chest, I asked them to explain why. It mostly came dow...10 MAR 2017 by ideonexus