La Estructura Profunda de los Juegos
This talk was delivered in Spanish at CICOMP ’07, in Ensenada, Mexico. It is mostly a recap of Theory of Fun or the talk The Core of Fun. If you hover over the slides, I have provided translated captions.
- The Deep Structure of Games
- Who I am: a game designer. Videogames, online role playing games, board games. Occasionally, a writer.
- A little book
- Games and academia
- What is a game?
- Who plays?
- Games
- Your brain lies to you We "see" things we cannot see We fail to see things right in front of us We see more than we think It's hard to actually see the world We live asleep, using patterns we have learned
- Games are practice for real challenges
- And how do they work?
- Art
- Art
- Art
- Music
- Music
- The natural world
- The Golden Section
- Games are models
- Interaction is conversation "A cyclic process in which two actors alternately listen, think, and speak." - Chris Crawford
- The parts: Rules, Challenges, Controls, Results
- Challenges: reaction time, trajectory calculation, resource usage, graph analysis, measuring influence (power projection), estimating probability
- Control: A physical action. Control alias: the recommended input. Command: entered to the system. Command table: mapping to algorithm. Simulation: state change resulting from command. Answer (feedback): enemy turn (variable feedback) Delta: Sign last command was received Total state: given imperfect information Feedback encoding: info packets Graphical display: change info into infographics Mental model: in the user's head
- Fun Hard, Easy, Physical, Social
- Fractal games
- Competitive games
- Parallel games
- Symmetrical games
- Asymmetrical games
- Territory: topology
- Preparation: You must prepare before the challenge This should be fun in its own right It should be possible to prepare in different ways All previous turns should matter
- Skill A verb that can be repeated Which improves with practice Which has variation
- Challenges One verb, many challenges, many situations
- Choices The user can decide how to solve the problem (if there's only one possible answer, it's a puzzle not a game)
- Varied results There's a name for a guaranteed result
- Boredom.
- The best result: a bigger challenge
- Risk: low risk activities for great results bore us. You have to pursue challenges at the margins of your ability.
- Failing costs you. Fun and joy don't exist when there are no consequences.
- In the end: game design is system and algorithm design. But like all forms of design, it isn't just programming. It is psychology, anthropology, art, science...
- Are there implications for how we think, as human beings?
Video
My Spanish vocabulary has gone to hell, fair warning!
Share this post:
- Click to share on Facebook (Opens in new window)
- Click to share on Twitter (Opens in new window)
- Click to share on Reddit (Opens in new window)
- Click to share on Tumblr (Opens in new window)
- Click to share on Pinterest (Opens in new window)
- Click to share on LinkedIn (Opens in new window)
- Click to share on WhatsApp (Opens in new window)
- Click to share on Pocket (Opens in new window)
- Click to email a link to a friend (Opens in new window)
- More