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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A Comparison


The chart above summarizes the elements of a game, as described in each of the definitions.

In simplifying complex ideas to a grid of common elements, much of the context and subtlety of the authors' ideas is clearly lost. Each author defines games for particular reasons within specific contexts; for example, with the exception of Chris Crawford and Greg Costikyan, none of the authors are operating from within the field of game design. On the other hand, this cannibalistic dissection of their approaches to defining games yields some interesting comparative results. All of the authors except Costikyan include rules as a key component. Beyond this there is no clear consensus. Although 10 of the 15 elements are shared by more than one author, apart from rules and goals, there is no majority agreement on any one of them.

It is clear that not all of the elements need to be included in a definition of game. Some elements, such as games being voluntary or inefficient, do not seem to apply to all games. Others, such as the fact that games create social groups, describe the effects of games rather than games themselves. Still other elements, such as the representational or make-believe quality of games, appear in many other media and do not help differentiate games from other kinds of designed experiences.



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