Index - 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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Index



C


Caillois, Roger, 75–76, 82, 179, 260, 262,

326, 331

on play categories, 307–309, 314, 335

exercise, 17

Cake Division, 239–241

camaraderie, 483

Cameron, Andy, 58–59

Campbell, Jeremy, 152, 158, 159–160,

169, 191, 200, 213, 366

Candyland, 124, 447

Can’t Stop, 110

capitalism, 517–518, 520–521

captions, 408

Capture the Flag, 370, 465


card decks

and culture, 511

as game system, 546

and rules, 120–121

shuffling, 205–206, 208

and uncertainty, 208

card games, 203

See also Ironclad;

Suspicion; specific games


Caribbean Star

descriptions, 14, 588–592

development, 592–599

testing, 599–601

Car Wars, 448–449

case-based simulation, 445–448, 457

Cassell, Justine, 522–523, 532

Casti, John L., 127, 136, 154, 169, 183–184

Castle Wolfenstein, 560

catapult effect, 410, 411

Catch the Dragon’s Tail, 257–258, 529

cell phones, 573

cellular automata, 161–163

Centipede

basic elements, 324–325

conflict, 251–252, 258

experiential play, 325–326

narrative, 381

certainty, 175

See also uncertainty

challenge

and anxiety, 351, 352, 361


dynamic difficulty adjustment, 222–223,

227, 352

and flow state, 350–351

lack of, 350–353

negative reinforcement as, 348

in Sneak, 491


chance

alea, 307, 308

and game play, 179–180

and information, 205, 208

meaningful, 187

and meaningful play, 180

in Pig, 182–183, 262–263

pure, 179–183, 189

strategizing, 185–186

Thunderstorm example, 180–182

Chandler, David, 42, 44

change. See also cybernetic systems; dynamic difficulty adjustment (DDA)

Change the Rules (exercise), 18

chaotic systems, 156, 170

character(s)

character of, 453–455

and cultural resistance, 558

Disney, 562

gender, 522–526, 532, 534

as narrative element, 380, 418

in open game, 538–539

and players, 454–455, 526

procedural, 435–439

protagonists, 405, 453

in Quake, 562

in Ultima Online, 538–539, 558

characters

and semiotics, 42

Charades

conflict, 434

ideal vs. real rules, 310

pleasure, 340

signal transmission, 196–197

Chaturanga, 516–517

cheat codes, 279


cheating

boundaries of, 275–276

defined, 274–275, 285

vs. degenerate strategy, 272

paradox of, 274–275

rules for, 277–279

sanctioned (Illuminati), 277–279

and SiSSYFIGHT 2000, 280, 565–566

Checkers, 240, 359, 463

Chess

addiction, 355

choices, 65

against computer, 164

conflict, 250, 432, 433

as cybernetic system, 218

decision tree, 233, 234

emergence, 164

as fighting game, 594

as game play, 310

and game theory, 236

information, 203, 204, 205

and Ironclad, 297

meaningful play, 33, 36

meaning system, 366

metagame model, 482

narrative, 381

narrative space, 390

randomness, 176

rules, 119, 122–123, 127, 145

breaking, 277

implicit, 130

as information, 205

semiotics, 42

as simulation, 424, 439

spoil-sports, 275

as system, 51–52, 53–54

transformative play, 305

uncertainty, 175

Chick, Garry, 533

children

African-American slaves, 517

boy adventure stories, 523

and clarity, 137

Foursquare example, 474–478

Israeli, 517

and pleasure, 330–331

and rules, 472–473, 474, 489

See also Counting Out

Chinese Checkers, 175–176, 342

and subculture, 568

via game play, 462–463

See also information theory; signal transmission

communication network, 89

as complex system, 153–154, 160–161


community

bounded, 470–473, 488

clarification, 463

conditions for, 461, 468

contract for artifice, 471–475

open or closed, 470–471

retelling, 412 See also social play

comparators, 214–218


competition

agôn, 307, 308

in Catch the Dragon’s Tail, 257–258

criticism of, 255–257

fairness, 260–263

in game definition, 74–75

in metagame model, 483

and time, 259–261

zero-sum games, 255

See also conflict

compilers/decompilers, 414


complexity

automation of, 88–89

in design, 4–5

emergence, 152–153, 165–166

meaningful play, 156–158, 165, 170

messenger communication network,

153–154, 160–161

negative traits, 155

range of, 154–156

complex systems, 156, 170


choice

analysis of, 62–65

and cutscenes, 410–411

failure states, 65–66

information theory, 196, 199

micro- vs. macro-, 69

in simulations, 446

take profit or continue, 110

See also Reinforcement

Church, Doug, 9, 62, 68, 326, 343–344, 384

Chutes and Ladders

chance, 179–180

decision tree, 234

feedback loop, 223–224, 225

information, 204

magic circle, 96

player roles, 465

pleasure, 342

redesign ideas, 132–133

rules, 130–137, 146

Civilization, 508

clarity, 137

classical conditioning, 344–350

Cloak and Dagger, 495–497

cognitive frame, 370–371, 374

collaboration. See cooperation

color-coding, 367–368

combined probability, 177

Command and Conquer, 273

communication

and the A.I. Game, 576

instant messaging system, 413

in LARPs, 579

messenger network, 153–154, 160–161

metacommunication, 371–372, 374,

449–452, 458

and operational rules, 132–133, 135–136,

139

constraints, 330–331

context

cultural, 86, 94, 104–105

and flow state, 339

of games, 41

implicit rules, 574, 587

and interaction, 384

and interpretation, 44, 47

and meaning, 273, 366, 367–368, 373

and simulation, 445–448

social play, 462–463

and system framing, 52

See also culture

context-dependence, 162, 170

contract for artifice, 471–475

control, 225–226, 337

conventions, 574, 587

Conway, John, 161

Cool Boarders, 508

cooling system, 214–217

Cooper, John, 546


cooperation

forms of, 256, 265

and game definition, 74–75

and lusory attitude, 256

in Universal Square, 563–564

coordination, 315

Cops and Robbers, 372, 452

core mechanic, 316–322, 327, 340

and everyday life, 579

and narrative, 388–389

corruption line, 24

Cosmic Wimpout, 110

Costikyan, Greg, 9, 78, 82, 379, 411, 484

computers

Chess, 164

in classroom, 15

in digital games, 86–90

and randomness, 183–184

and rules, 142

Tic-Tac-Toe, 142

concealment, 203

See also deception

concentration, 316, 337

conditioning, 344–350, 361


conflict

agôn, 307, 308

in Centipede, 251–252, 258

cultural, 529–531

economic, 433, 457

forms of, 250, 254, 265

and game definition, 74–78, 80

and game design, 254–255

in Gauntlet, 253–255, 258

(in)direct, 250–251

in Joust, 252–253, 258

and knowledge, 433–434, 457

level playing field, 260–263, 265

LOOP case study, 259–261

in narrative, 387–388, 418

New Games Movement, 256–258

in simulations, 431–434

territorial, 432, 457

See also competition

consciousness, 453–455

console games, 221–222

constituative rules

in Chutes and Ladders, 132–133

definition, 130

in digital games, 146–147, 149

Counter-Strike, 385–386, 564


Counting Out, 185–186, 268, 565

coupled object interactions, 162, 170

Cowan, George A., 54

Craps, 60

Crash Bandicoot, 222–223

Crawford, Chris, 8, 59, 68, 77, 249

critical discourse, 2–3

Croft, Lara. See Tomb Raider

Croquet, 370

crossword puzzles, 80–81, 198

Csikszentmihalyi, Mihaly, 332, 336–338, 350,

352, 358, 360

cultural conflict, 529–531

cultural context, 86, 94, 104–105


cultural environment

the A.I. Game example, 575–577

and artificiality, 585–586, 587

current events, 581

design focus, 21

exercise, 21

and game definition, 572

and game design, 584–586

ideology, 581–584

implicit rules, 573–574

invisible playground, 578–579

spatial factors, 578–579

Cultural Environment Analysis (exercise), 21

cultural learning, 507–508, 513, 534

cultural representations, 510–511, 513

cultural resistance

to cheating, 565–566

do-it-yourself (DIY) gaming, 559, 569

exercise, 17

juxtaposition, 561–564

mods as, 559–560

reinvention, 563–565

resistance, defined, 558, 569

strategies, 559–565

See also The Rhetoric of the Lottery;

Site-Specific Resistance

cultural rhetoric, 516–517, 534

cultural texts, 510–511, 513


culture

and artificiality, 572

beyond-the-object interactivity, 60

definitions, 511, 513

design as, 511–512

of fans, 60, 411–413, 509

and fictive worlds, 403

and flow state, 339

as framework, 507–508

and games, 455, 531

games as, 507–508, 513, 538

gender, 522–526, 532, 534

of hacking, 559, 567

implicit rules, 573–574

and knowledge conflict, 434

open (see open culture)

as open system, 97, 105, 539, 581

punk music, 559

rules in, 121

schema description, 6, 104–105, 507

structures, 508–509

subcultures, 568

and system framing, 52–53, 53

Toys example, 529–531

and transformation, 507, 513, 526–529,

534, 552

values, 516–517

western, 519, 534

current events, 581

cursor, 61–62

cutscenes, 406–408, 412, 419

Cybernetic Analysis (exercise), 20


cybernetic systems

Basketball example, 218–219

and behavior theory, 350

brief description, 20

in Chutes and Ladders, 223–224

difficulty adjustment (DDA), 222–223, 227

in digital games, 219–221

elements of, 214–217, 218

exercises, 18–19, 20

and game design, 222–223, 224–226, 227, 228

player control, 225–226



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