Rules.of.Play.Game.Design.Fundamentals [Electronic resources] نسخه متنی

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Rules.of.Play.Game.Design.Fundamentals [Electronic resources] - نسخه متنی

Katie Salen, Eric Zimmerman

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So What Are the Rules?


A quick review of the qualities of game rules will be helpful. From Defining Rules, we know that rules:



  • limit player action



  • are explicit and unambiguous



  • are shared by all players



  • are fixed



  • are binding



  • are repeatable



Many of these qualities seem to be intrinsic qualities of the computer. For example, the idea that computer code is explicit and unambiguous is true. Code is quite precise: a colon turned into a semicolon, or a zero into a one, can render a program inoperable. Computer code is also shared and repeatable: all players who buy a game in a store generally buy the same code, minus manufacturing defects. Players certainly won't all have the same game experience, but from a formal point of view, the rules each player will follow are the same.

The idea that rules are binding, as well as fixed is as true for digital games as it is for non-digital ones. In a classical sense, the rules of the game don't change while the game is being played. Of course, there are plenty of cases of hacking, cheats, and Easter eggs in games, but these interventions only serve to highlight the fact that as a whole, the rules of digital games are indeed fixed and binding.

What characteristics help identify the special qualities of the rules of digital games? The first characteristic of rules, that they limit player action, is extremely useful. Rules serve to restrict and stylize players' actions. It makes sense that the rules of a digital game are those aspects directly related to shaping player behavior. How does the player of a digital game take action? How does the game respond when a player makes a choice? What kind of context does the game provide for the player to · Blocks appear at the top center of the screen and fall make decisions? The elements of the game code that address square by square to the bottom of the screen at a set rate these concerns help construct the rules of a digital game—the that increases over time. rules constitute the structural system that allows choice-mak- ing to occur.The parts of the code that manage the use of mem ory storage, for instance, do not directly involve the player and are not part of the core "rules of the game."

For example, when you are playing Tetris on a PC, the relation-ship between an action on the keyboard to move or rotate your current piece and the reaction from the computer is part of the rules of the game: the rules define the possible actionthat a player can take and the outcome that the action elicits from the game system. There are other rules to Tetris as well: the rules for eliminating lines of blocks, the rules for scoring, the rules for losing, the rules that determine the pacing and acceleration of the game. All of these help determine the struc ture of the game and all are part of its formal system.



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