The Essence of Games: Insights and Reflections

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What is a game?
CS 4730 – Computer Game Design
What is a game?
Name some games!
2
Is this a game?
Chess
Monopoly
Hopscotch
Poker
Roulette
Golf
Flight simulator
Dating
3
Treaty Negotiation
Tending a fire
Karaoke
Playing piano
Investing in stocks
Reading a book
Writing poetry
Hiking
What makes a game “a game”?
Thoughts?
4
Several Definitions
“Playing a game is the voluntary attempt to
overcome unnecessary obstacles.”
Bernard Suits
“A game is a system in which players engage in
artificial conflict, defined by rules, that results
in a quantifiable outcome.”
Salen & Zimmerman, Rules of Play
5
So… is this a game?
Chess
Monopoly
Hopscotch
Poker
Roulette
Golf
Flight simulator
Dating
6
Treaty Negotiation
Tending a fire
Karaoke
Playing piano
Investing in stocks
Reading a book
Writing poetry
Hiking
All games have…
Goals
Rules
Feedback
Voluntary participation (aka “players”)
Another thought:
What things are NOT listed here?
*Jane McGonigal
7
Not all games have…
Winners and losers
Narrative
Competition
FUN
And others!
8
Wait… NOT FUN?
Escapism
Narrative
Victory
(a whole lot more…)
9
Wait… NOT FUN?
Ok, that is games. What about 
players
?
Why do you play games?  Or why do people
play games in general?
10
Wait… NOT FUN?
Richard Bartle in 1996
Bartle’s Four Types of Online Gamers
Achiever: overcome challenges, gather rewards
Explorer: discover, understand game worlds
Socializer: interact and role-play
Killer: competitive. wants to win and everyone else
to lose
11
Bartle’s Taxonomy
12
Bartle Extended
Later, Bartle added a 3
rd
 axis (implicit vs explicit), leading
to eight types
Achievers:
Planner (explicit): 
sets goal and aims to achieve it
Opportunist (implicit):
 looks around for things to do
and achieve them once found.
Explorers:
Scientist (explicit): 
exploring methodically
Hacker (implicit): 
intuitive understand of world, do not
need to test every idea they have
13
Bartle Extended
Later, Bartle added a 3
rd
 axis (implicit vs explicit), leading
to eight types
Socializers:
Networker (explicit):
 Assess who is worth playing / hanging with
Friend (implicit): 
Enjoy company of others
Killers:
Politician (explicit): 
Aim is to get a big / good reputation
Griefer (implicit): 
Aim is to get a big / bad reputation
14
Summary
So we have a basic, first 
definition of a game
… and we have an initial understanding /
taxonomy of players
Last thing that might be of interest:
Interactivity
: How much the player has agency
over the game’s outcome / result.
Not really part of our definitions yet. Let’s discuss.
15
Possible Scale
On one end: 
Low Interactivity
Extreme = a movie
Or a game where you watch long cutscenes and
click a button or two.
Was 
Black Mirror: Bandersnatch
 a game?
Other end: 
High Interactivity
You can do 
ANYTHING
 you want in this world
Grand Theft Auto, open-world games maybe best
examples.
16
“I play it for the story”
See, I bet most of you started thinking about
video games…
But let’s back up
How about that riveting story in 
Chutes and
Ladders?  Candy Land?  Monopoly?
Okay, now video games…
Exactly how many times has Princess Peach been
kidnapped?  Is it even a crime anymore?
17
“I play it for the story”
What drives you to play a certain game?
Do you play a game solely for the story/lore?
Or do you play the game for the
mechanics/playstyle?
18
“I play it for the story”
Are games a vehicle for telling a story?
Or are games about how we empower the
player to do things they don’t normally get to
do?
Is it the author’s voice we care about, or is it
the gamers?
19
“I play it for the story”
Name a game where the author’s voice is
paramount – over that of the player’s.
Name a game where the player’s voice is
paramount – over that of the author’s.
What characteristics do the two types of
games have?
20
Beware the Extremes
Either extreme is dangerous.
Pure story often has poor mechanics, or is
simply watching a movie.  Why watch a movie
holding a controller?
Pure mechanics often leads to lack of player
motivation and interest.  Why use your agency
in a world you don’t care about?
21
A Playcentric Approach
Gameplay MATTERS
This is your job as a game designer!
We will have to find graphics, audio, etc for our
games, but our focus here is on GAMEPLAY
How do we think about gameplay?
How do we tease out game mechanics?
22
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Explore the concept of games and their defining elements, including goals, rules, feedback, and voluntary participation. Delve into the reasons why people play games and discover Bartle's Four Types of Online Gamers. Reflect on what makes an activity a game and why fun, competition, and narratives play crucial roles in gaming experiences.

  • Games
  • Online Gamers
  • Playing
  • Insights
  • Reflections

Uploaded on Sep 22, 2024 | 0 Views


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  1. What is a game? CS 4730 Computer Game Design CS 4730

  2. What is a game? Name some games! CS 4730 2

  3. Is this a game? Chess Monopoly Hopscotch Poker Roulette Golf Flight simulator Dating Treaty Negotiation Tending a fire Karaoke Playing piano Investing in stocks Reading a book Writing poetry Hiking CS 4730 3

  4. What makes a game a game? Thoughts? CS 4730 4

  5. Several Definitions Playing a game is the voluntary attempt to overcome unnecessary obstacles. Bernard Suits A game is a system in which players engage in artificial conflict, defined by rules, that results in a quantifiable outcome. Salen & Zimmerman, Rules of Play CS 4730 5

  6. So is this a game? Chess Monopoly Hopscotch Poker Roulette Golf Flight simulator Dating Treaty Negotiation Tending a fire Karaoke Playing piano Investing in stocks Reading a book Writing poetry Hiking CS 4730 6

  7. All games have Goals Rules Feedback Voluntary participation (aka players ) Another thought: What things are NOT listed here? *Jane McGonigal CS 4730 7

  8. Not all games have Winners and losers Narrative Competition FUN And others! CS 4730 8

  9. Wait NOT FUN? Escapism Narrative Victory (a whole lot more ) CS 4730 9

  10. Wait NOT FUN? Ok, that is games. What about players? Why do you play games? Or why do people play games in general? CS 4730 10

  11. Wait NOT FUN? Richard Bartle in 1996 Bartle s Four Types of Online Gamers Achiever: overcome challenges, gather rewards Explorer: discover, understand game worlds Socializer: interact and role-play Killer: competitive. wants to win and everyone else to lose CS 4730 11

  12. Bartles Taxonomy CS 4730 12

  13. Bartle Extended Later, Bartle added a 3rd axis (implicit vs explicit), leading to eight types Achievers: Planner (explicit): sets goal and aims to achieve it Opportunist (implicit): looks around for things to do and achieve them once found. Explorers: Scientist (explicit): exploring methodically Hacker (implicit): intuitive understand of world, do not need to test every idea they have CS 4730 13

  14. Bartle Extended Later, Bartle added a 3rd axis (implicit vs explicit), leading to eight types Socializers: Networker (explicit): Assess who is worth playing / hanging with Friend (implicit): Enjoy company of others Killers: Politician (explicit): Aim is to get a big / good reputation Griefer (implicit): Aim is to get a big / bad reputation CS 4730 14

  15. Summary So we have a basic, first definition of a game and we have an initial understanding / taxonomy of players Last thing that might be of interest: Interactivity: How much the player has agency over the game s outcome / result. Not really part of our definitions yet. Let s discuss. CS 4730 15

  16. Possible Scale On one end: Low Interactivity Extreme = a movie Or a game where you watch long cutscenes and click a button or two. Was Black Mirror: Bandersnatch a game? Other end: High Interactivity You can do ANYTHING you want in this world Grand Theft Auto, open-world games maybe best examples. CS 4730 16

  17. I play it for the story See, I bet most of you started thinking about video games But let s back up How about that riveting story in Chutes and Ladders? Candy Land? Monopoly? Okay, now video games Exactly how many times has Princess Peach been kidnapped? Is it even a crime anymore? CS 4730 17

  18. I play it for the story What drives you to play a certain game? Do you play a game solely for the story/lore? Or do you play the game for the mechanics/playstyle? CS 4730 18

  19. I play it for the story Are games a vehicle for telling a story? Or are games about how we empower the player to do things they don t normally get to do? Is it the author s voice we care about, or is it the gamers? CS 4730 19

  20. I play it for the story Name a game where the author s voice is paramount over that of the player s. Name a game where the player s voice is paramount over that of the author s. What characteristics do the two types of games have? CS 4730 20

  21. Beware the Extremes Either extreme is dangerous. Pure story often has poor mechanics, or is simply watching a movie. Why watch a movie holding a controller? Pure mechanics often leads to lack of player motivation and interest. Why use your agency in a world you don t care about? CS 4730 21

  22. A Playcentric Approach Gameplay MATTERS This is your job as a game designer! We will have to find graphics, audio, etc for our games, but our focus here is on GAMEPLAY How do we think about gameplay? How do we tease out game mechanics? CS 4730 22

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