04 NOV 2018 by ideonexus

 Metagame

Metagaming refers to the relationship between the game and outside elements, including everything from player attitudes and play styles to social reputations and social contexts in which the game is played. Post-game locker room conversations about the match are metagame interactions. Memorizing words in the Scrabble dictionary is a metagame activity, the honing of in-game skills. The typical playing strategies of a particular Go master are metagame information, useful if you are playing agai...
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04 NOV 2018 by ideonexus

 Developing Child's Understanding of Games

During the first stage, beginning around age 5, the child does not yet understand there are fixed rules to the game. Children of this age will play Marbles in an improvisational way, possessing a vague notion of rules but not yet understanding the idea of fixed rules. In the second stage, around ages 8 to 10, the child comes to know that there are rules, and will regard these rules with a near religious reverence. The rules are felt to have their own implicit authority, which cannot be quest...
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04 NOV 2018 by ideonexus

 The Pleasure of Entrainment

If entrainment is a form of pleasure, it is a pleasure at once structural and experiential, both mathematically regular and playfully flexible. Entrainment is not a phenomenon completely unique to games, but it does come very close to identifying the curious structural pleasure that all game experiences seem to contain: the meditative patterns of Tetris; the turn-taking, clacking cadence of Billiards; the rhythmic shooting pattern of Space Invaders; the pulsing flow of cards, hits, and chips ...
Folksonomies: entrainment
Folksonomies: entrainment
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04 NOV 2018 by ideonexus

 Verbal Tennis

Verbal Tennis is an unusual game in which two players carry on a conversation, taking turns making statements. The only rules are that each statement must be in the form of a question and cannot repeat another statement that has already been made. If a player gets stuck and cannot make a coherent response to the previous statement, he or she loses. A game might begin as follows: PLAYER 1:Are you feeling well today? PLAYER 2:Don't I look well? PLAYER 1:If I knew that, why would I have asked y...
Folksonomies: games wordplay
Folksonomies: games wordplay
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04 NOV 2018 by ideonexus

 Defining Play and Transformative Play

Transformative play is a special case of play that occurs when the free movement of play alters the more rigid structure in which it takes shape. The play doesn't just occupy and oppose the interstices of the system, but actually transforms the space as a whole. A cyberfeminist game patch that creates transsexual versions of Lara Croft is an example of transformative play, as is the use of the Quake game engine as a movie-making tool. Although every instance of play involves free movement wi...
Folksonomies: play transformative play
Folksonomies: play transformative play
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04 NOV 2018 by ideonexus

 Degenerate Strategies and Cheating

Why isn't using a degenerate strategy considered cheating? Degenerate strategies take advantage of weaknesses in the rules of a game, but do not actually violate the rules. What kind of player would play in this way? The answer is both a dedicated player, who is overzealously seeking the perfect strategy, and an unsportsmanlike player, who has found a hole in the rules to exploit, even though he understands that he is not playing the game the way it was intended. These two kinds of players ca...
Folksonomies: games play gaming
Folksonomies: games play gaming
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Is the same true of memorizing algorithms to solve the rubiks cube?

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
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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...
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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...
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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

 Competitive and Addictive Gaming VS Gaming for Play

The compulsive games-player, of course, is another universal phenomenon, particularly where gambling is a part of the game. The compulsive gambler is not made in a day: he descends an increasingly slippery path, eventually falling into a psychological trap from which escape is rare. The Chinese god of gambhng, Tu Chieng Kui, represents a man who spent his hfe gambling until he died, deeply in debt. Traditionally, statuettes made of him - known as 'a devil gambhng for cash' - show a figure in ...
Folksonomies: history gaming
Folksonomies: history gaming
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