Saturday, 27 November 2010

Games as a System


SYSTEM - A group of interacting, interrelated, or independent elements forming a complete whole.

Framing systems:

-Formal system - a formal system of rules.
-Experiential system - Either opened or closed.

Chess as a Formal System

Objects - Pieces on a board and board itself.
Attributes -   Characteristics given to objects.

Experiential System

Objects - Players themselves.
Attributes - The pieces each player controls and the current state of the game.

Cultural System

Objects - The game itself in its broadest cultural sense.
Attributes - Designed elements of the game and by whom was the game made and used.

GTAIV as a Formal System

Objects - Digital assets eg: Avatars.
Attributes - Ways of acting/moving allowed by sets of rules.

Experiential system

Objects - The player.
Attributes - The character avatar as the players attributes. The current game state.

Cultural system

Objects - The whole game of GTA IV and its location within wider culture.
Attributes - Designed elements of the game, who made them? Why? How?

Uses of framing games as systems

-Focussing on specific framings can be useful when attempting to conduct critique.

Jesper Juul's Definition Half-Real (2005)

Rules - Rules based system
Variable, quantifiable outcome.

Jesper Juul's + K. Salen, Zimmerman.

Similarities.
Rule based system.
-Player effort, Player participation.
-Quantifiable outcome.

Differences.
No mention of conflict.

Conclusions
-There is a long history of attempts to define 'play' and 'games' and separates
them.
-Definitions are constantly being renegotiated but provide framework.

No comments:

Post a Comment