Index
S
saddle point, 241, 246
safetyin game definition, 77–78
and open culture, 581
protective framework, 94–99
social contract, 473, 489
Salen, Katie, 416
same-but-different, 340–342, 361
Sankey, Daragh, 575
scene, setting, 410
scheduling, of rewards, 345–348, 361
Schell, Jesse, 68, 352–353, 358
Schleiner, Anne-Marie, 567
Schmittberger, R. Wayne, 21
Schon, Donald, 40
Schütte, Uwe, 602
scoring, 218, 594
in Sibling Rivalry, 107, 109, 114
Scrabblecultural environment, 586
and culture, 509
dictionaries, 481
experience, 316
information economy, 209
semiotics, 43
scripted game system, 23–24
Seaman, 389
Seasons of Darkness, 579–581
second-order design, 168, 171
The Secret of Monkey Island, 384–385
self-consciousness, 337
self evolution, 518–519
semiotics, 41–46
Sensations of Play (exercise), 17
sensors, 214–218
Serlin, David, 603
Settlers of Catan, 387–388, 508
Shannon, Claude, 192, 195–196, 200
Shenmue, 441
A Shift in Scale (exercise), 19
Shochet, Joe, 68, 352–353, 358
Sibling Rivalrydescriptions, 13, 106–110
development, 110–115
Sideman, Karen, 90
Sieberg, Daniel, 587
signal transmission, 195–196
balancing, 198–199, 201
in games, 204
noise, 196–197, 201
redundancy, 197–198, 201
signs, 42–47
Silent Hill, 404
Silent Hill II, 510
Sim Cityautomated complexity, 89
conflict, 254
goals, 83, 254
representations, 364
retelling, 413
as simulation, 424, 439
space, 394
SimCopter Hack, 561
Sim Life, 431
Simon, Herbert, 40
Simon Says, 331
sims, 392, 424
The Sims, 539–540
The Sims Family Album, 541–544, 552
Sims Hot Date Expansion Pack, 386–387
simulationas abstraction, 439
case-based vs. generalized, 445–448, 457
conflict representation, 431–434
definitions, 422–423
exercise, 19
framing, 449–450
games as, 295
limitations, 440, 442
and meaningful play, 425–427
non-game, 424–425
procedural characters, 435–439
procedural representation, 422–423, 427–431, 457
and reality, 445–451, 453–455
traits, 439–442, 457
wargames, 427–428, 442–445
single-player gamesCentipede, 251–252, 258
difficulty adjustment, 222–223, 227, 352
Joust, 252, 258
player roles, 465
Solitaire, 81, 250, 334
trends, 462
SiSSYFiGHT 2000cheating, 280, 565–566
forbidden play, 481
gender, 526
pleasure, 343
prototype, 12
randomness, 176
Site-Specific Resistance (exercise), 17
situation, 380, 416
Skinner, B. F., 345
Smith, Harvey, 280, 441, 445
Smurf Rescue, 524
Sneakdescriptions, 14, 490–493
development of, 494–495
playtesting, 497–501
Sniderman, Stephen, 94, 137, 138, 573–574
Snyder, Kira, 490–493
See also Sneak
Soccerconflict, 250, 432
and culture, 507, 515, 516
rule-breaking, 276
and systems, 50
in Universal Square, 563–564
social contract, 269, 473, 488
Social Interaction Analysis (exercise), 21
socializers, 466, 488
social playthe A.I. Game, 576–577
contractual nature, 473
design of, 484–485
emergentLittle Max, 467–468
Mafia, 468–469
Stand Up, 470
exercises, 17, 21
forbidden play, 478–481, 489
implicit rules, 474–475
kissing games, 479–480
limits, 485
metagames, 481–484, 489, 540
player roles, 463–466
social relations, 462–463
transformative, 475, 489
See also community
SOD, 560
software, 544–550
Solitaire, 81, 250, 334
sound, 347, 404
soundtrack, 413
spaceboundaries, 94–95, 573–581
and complexity, 155
in digital games, 392–398
in Ironclad, 293
location, 104
exercise, 17
narrative, 390–392, 406–408, 418
three-dimensional, 394
transforming, 526–529
Space Invaders, 258, 341, 394
space of possibilityconcept, 66–67, 69
and conflict, 255, 258
and decision trees, 234
and degenerate strategy, 273
invisible playground, 578–579
representational, 374
and short-term goals, 344
in war games, 443–445
Spacewar!, 62, 548
spatial factors, 578–579
Spector, Warren, 2–3, 9, 57, 363, 390, 451
Spin the Bottleforbidden play, 480
metacommunication, 371, 449, 452
spoil-sport hacking, 280–281
spoil-sports, 275, 285
sports, professional, 276–277
sportsmanshiplack of, 269, 271
in Tic-Tac-Toe, 129
Spybotics: The Nightfall Incident, 385, 386
Spy vs. Spy, 394, 395
Squire, Kurt, 390, 416
SSX, 508
stability, 224–225
stakes, 482–483
standard players, 268–270, 285
Stand Up, 470
Starcraft, 209, 548
State of Emergency, 507
Stay Alive, 90
Stewart, Susan, 373
stories, games as, 379
See also narrative(s)
story events, 402–403, 419
Stratego, 205
strategybluffing as, 164
and chance, 185–186
degenerate, 241, 246, 271–274, 285
in game theory, 235–237, 245
and information, 207–208
mixed, 242, 246
of modifications, 559–565, 569
and probability, 242
real time, 273–274
and rules, 121, 137
in simulation design, 445–448
in Tic-Tac-Toe, 121, 235–236
in Warcraft III, 222
Street Fighter II, 507
structureand interpretation, 44–47
levels, 261, 386–387, 391
mission-based, 385, 386–387
for narrative play, 382–385
and semiotics, 45–46
of simulations, 445–448
and theme, 294
stylized behavior, 331, 334
sub-games, 296
Sudnow, David, 11, 58, 66, 68, 313, 319, 326, 329, 399, 604
Suits, Bernard, 76, 97, 98, 116, 119, 283, 331
Sumo Wrestling, 574
Super Breakout, 377, 378, 380, 399
Super Mario, 43, 403, 524
Super Mario Brothers, 523
Super Mario 64, 209, 354–355, 390
Super Mario World, 453
surprise, 165–166
See also emergence
Survivor (TV show), 250, 464–465
Suspicion, 581–584
Sutton-Smith, Brian, 1, 78, 93, 94, 101, 183, 301, 306, 315, 327, 335, 339, 356, 372, 464–465, 479, 486, 488, 512, 516, 517, 518–519, 532, 574
synergy, 159–160
systemscomplexity range, 155–156, 170 (see also complexity)
definitions, 50, 55
elements of, 50–52, 55, 160
emergent, 170 (see also emergence)framing, 52–53, 55
games as, 51–55, 80, 83, 86
and magic circle, 97, 99
history of, 53
narrative, 404–411
object interactions, 160–161
open vs. closed, 53–55, 96–97, 99, 105
and community, 471
player-as producer, 539–544
periodicity, 155, 170
of signal processing, 204
simulations as, 440
See also cybernetic systems; game systems