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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Summary




  • In this schema, the concept of information refers to knowledge or content that is manipulated, acquired, hidden, and revealed during play.



  • In a game of perfect information such as Chess or Backgammon, players publicly share all knowledge in the game. In a game of imperfect information such as Poker or Memory, some information is hidden from some or all players.



  • Games of perfect information tend to be analytically competitive, whereas games of imperfect information tend to have more uncertainty and inspire distrust among players.



  • Celia Pearce identifies four kinds of information in a game: Information known to all players, information known to only one player, information known to the game only, and randomly generated information.



  • Information in a system does not have an intrinsic value but instead gains its value from its relationships to other units of information in the system's information economy.



  • Information can contribute to meaningful play in two ways: objective information, the game system's internal informational structure; and perceived information, the information that a player observes and acquires through play.



  • Digital games are particularly adept at manipulating complex sets of information. Because they are more automated than non-digital games, digital games can make the discovery of hidden game rules and mechanisms themselves part of the game experience.





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