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Rules of Play Game Design Fundamentals

Katie Salen ↠ 8 Free download

Hemas or conceptual frameworks including games as systems of emergence and information as contexts for social play as a storytelling medium and as sites of cultural resistanceWritten for game scholars game developers and interactive designers Rules of Play is a textbook reference book and theoretical guide It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game desi. Reading this made me realize that I'm mostly interested in game design as a hobby

Summary Rules of Play Game Design Fundamentals

An impassioned look at games and game design that offers the most ambitious framework for understanding them to dateAs pop culture games are as important as film or television but game design has yet to develop a theoretical framework or critical vocabulary In Rules of Play Katie Salen and Eric Zimmerman present a much needed primer for this emerging field They offer a unified model for looking at all kinds of games from boar. I did a lot of skimming here The authors don't begin to understand how video game

Summary ☆ eBook, ePUB or Kindle PDF ↠ Katie Salen

D games and sports to computer and video games As active participants in game culture the authors have written Rules of Play as a catalyst for innovation filled with new concepts strategies and methodologies for creating and understanding games Building an aesthetics of interactive systems Salen and Zimmerman define core concepts like play design and interactivity They look at games through a series of eighteen game design sc. It basically just says that games are systems are and over Flipping to a random p

About the Author: Katie Salen

Katie Salen is a game designer interactive designer animator and design educator She has taught at universities including MIT the University of Texas at Austin Parsons School of Design New York University Rhode Island School of Design and School of Visual Arts Wikipedia

10 thoughts on “Rules of Play Game Design Fundamentals

  1. says:

    This dry yet thorough book draws upon research and theory in sundry fields such as cybernetics probability and systems theory to develop a thorough theory of game design as a field of its own One thing this book does both repeatedly and well is to describe a fundamental game structure and then suggest a modification of this structure that inspires thoughts of entire games based upon that tweak For example after describing the formal properties of poker rules they suggest that a new game could be made by using something other than cards while following the same rules p 121 In Reality is Broken Jane McGonigal describes just such a game she designed a version of poker that uses tombstones instead of cardsSalen and Zimmerman consider designing for the interactivity of a game on three levels rules game pieces and their interactions gameplay players and their interactions and culture interactions between the outside world and the game This structure moves them from considering the formal structure of games through the experience they create to how they interplay with their environmentThis book also contains commissioned writings from such big names as Richard Garfield and Reiner Knizia about their design processesSome things this book says areview spoilerWith regard to establishing a critical vocabulary for game design they write “Held in too orthodox a manner definitions become a way of shutting down communication and insight” p 3 This view aligns with that later expressed by Jesse Schell in The Art of Game Design Schell p 25Feedback must not only give immediate acknowledgement that an action has occurred but also show the value of that action within the larger game p 34 5They provide eight definitions of game 73 9 and combine these into “A game is a system in which players engage in an artificial conflict defined by rules that results in a uantifiable outcome” p 80 The authors suggest that ideas that push at the edges of the definition are those best suited to develop in new areas p 82 Toward the end of the book they partially retract the reuirement that games be artificial when considering games as a cultural environment p 572They assume that “just because a poorly designed game fails to be absorbing doesn’t mean that it is not a game” p 75 I’m inclined to disagree; a poorly designed chair ceases to be a chair if you can’t sit in it The authors allow for this openness of interpretation “whether or not a game is a game rests in the eye of the beholder” p 82A “lusory attitude” is the willful creation of obstacles to make accomplishing something challenging and fun p 98Each game has three types of rules operational governing the physical actions constitutive governing the underlying mathematical system and implicit p 127 35They consider systems with four increasing degrees of complexity static periodic complex and chaotic p 155 6 The distinction between complex and chaotic is unclear; in Theory of Fun Raph Koster proposed that noise is just signals that we don’t understand Koster p 24 which suggests that the difference between “complex” and “chaotic” systems may just be our current ability to model themUncertainty is essential to games Televised sports are aired live because games are far less interesting when you know the outcome p 174From an information theory standpoint a good game system must be rigid enough to restrict choices yet free enough to give choices meaning p 199In a system of perfect information each player has access to all game information at all times p 204 Introducing imperfect information can add an element of mystery deceit or luck to a game p 205 Shifting information between that known only to the game that known only to some players and that known to all players during a game can add an intriguing element of information flow to a game p 206 9Negative feedback loops can help to keep games close Positive feedback loops can be kept in control if all players have access to the same positive loops p 218 24If you structure a game to allow for direct comparisons players will create their own forms of competition regarding those metrics p 254 Players have to cooperate in agreeing a game exists before they can compete p 256In addition to designing the experience within the magic circle it is necessary to design the entry points into it Before you can motivate people to pursue a game’s goal you must first motivate them to to enter a game by supporting ease of 1 marketing 2 social promotion 3 setup and 4 entry into the beginning stages of the game p 333Csikszentmihalyi’s prereuisites for flow are similar to the reuirements for meaningful play p 338Play is free movement within a rigid structure Once play becomes addictive it is no longer volitional and thus no longer play p 356The game world and the events of the narrative are closely linked People will have preconceptions about what will occur in a given world and the narrative will also help to determine how an unfamiliar world is perceived p 402 3The greater the breadth of scope a game has the players will expect to be able to do and thus ironically the strongly they will notice the limitations of the game p 441 The immersive fallacy is the belief that making a simulation realistic is alone sufficient to cause people to become immersed in it when in reality people become immersed in the meaning caused by the simulation only one component of which is its fidelity p 453Games are social contexts for cultural learning This means that games have an ideological dimension they are one context through which society passes on its values” p 534 Although probably not intended as a pun the words “passes on” could mean “transmits” or “skips over”Even when games are integrated into the real world they are still to some extent artificial because they are designed The magic circle must be partially maintained to ensure that people feel secure participating in the game p 558 87 hide spoiler

  2. says:

    I did a lot of skimming here The authors don't begin to understand how video games differ from traditional games or how to talk about them as the remarkably novel creation that they are As a result they write almost entirely about traditional games and the video games that closely resemble them Most of this book could have been written before video games were ever invented which shows how little they focus on how they are actually uniue If you're interested in video games as sets of limiting rules that provoke competition this could be the book for you but I don't think that's a subject worth spending time on Hopefully some of the references they provided will be interesting

  3. says:

    The pretentious forward was the opening number in a scattergun approach to the topic that just felt so shallow compared to discussions you might hear on The Forge or Extra Credits or EnWorld or really anywhere that gaming fanatics gather to discuss theory A dreary dull text that will be of no interest to anyone that would be interested in reading it written by dreary dull academics that haven't a clue really what they are talking about and know less about game design than the average experienced GMThe only somewhat redeeming portion of the book were the four games the writer had asked prominent game designers to design for the book But perhaps the book would have been a lot less dull and a lot insightful if the designers had also been allowed to write the book Those that can should also be teaching

  4. says:

    As was mentioned in earlier reviews I too did a lot of skimming in this book That's because the information was given in a very repetitive nature There are a few good points such as looking at games as a system and an emphasis on iterative design to know for sure that a game plays smoothly However I did not really like the writing style that the authors chose When advancing to a new topic several different definitions would be introduced and explained after which the authors would pick their favorite parts and conclude on a single definition that encompasses all of the other ones In practice this is of course an effective route to take when trying to understand your own take on a subject but normally I suppose the process is done behind the scenes with the authors skipping to the part where they share their concluding definition If you decide to pick this book up I suggest skimming through to pick out the main ideas there are even section summaries at the end of each section Otherwise the book may begin to drag on

  5. says:

    It's clear that the authors are extremely well read The book is jam packed with different conceptual frames in which to place games But it never really comes together into a coherent book It feels like a brain dump albeit of two huge brainsThere were several really strong ideas that I thought could've been books or units to themselves In particular the idea of games as systems of metacommunication how we signify what is play and what is not strikes me as fascinating and rich The chapter on narrative was also very good the distinction between what games represent and how games themselves are represented is a powerful oneThe authors don't seem to understand information theory very well I found it disappointing that such a germane topic received only one brief and confusing chapterOverall I thought this book lacked focus I have no doubt that the authors could write several excellent books on games between them if they stuck to circumscribed areas of investigation

  6. says:

    It basically just says that games are systems are and over Flipping to a random page here's an example It is clear that games are systems and that complexity and emergence affect meaningful play Basically every sentence is like this too abstract to mean anything Absolutely horribly written and unpleasant to read The authors are pretentious and have nothing actually to say You WILL get a headache reading this; you WON'T ever be able to apply any of itIt focuses a huge amount on giving definitions for things In fact it not only gives you the definition but it gives you multiple definitions to allow you to follow the other's reasoning until he concludes yeah so if you just look at all these definitions that's the basic flavor of it Oh yeah and usually the definition has the word system in itDon't buy this book

  7. says:

    An extensive and in depth study on game design The basic format is how games fit into different schema and how to design games by thinking about all the different possible ways to look at games Katie Salen and Aaron Zimmerman use a plethora of games from classic card games to current at the time this was written games to illustrate their points Their are also four games made specifically for this book that are included in the book Many parts are very interesting but it can get dry at points The authors also tend to repeat themselves uite often The points they repeat are uite important but it can get a little redundant

  8. says:

    Reading this made me realize that I'm mostly interested in game design as a hobbyist That being said I think this is probably the most complete textbook available on the subject and is really ahead of its time with the range of topics it covers My main complaint is that most of the case studies are on really boring games that I doubt most readers have played It gets pedantic at times but most writing in academia does

  9. says:

    Was a guinea pig for this book in several grad school classes I turned out pretty OKGood intro to basic game design principles and thinkers You can probably get away with reading chapter summaries though if you have any experience with game production design or critical thinking in general

  10. says:

    Some chapters were not well structured; however the book gave lots of insights about games Magic circle and lusory attitude were new to me For a game designer considering different types of rules in games such as constitutive operational and implicit rules are critical in designing a meaningful game Last but not least enjoy playing games

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