infovore + rules   24

Rules for making games | Not The Internet
"If you have some control over it, and it affects the player's experience, you should either design it, or think very hard about why you're not going to." This also applies to things that are Not Games, too.
games  v21  rules  georgebuckenham  design 
january 2013 by infovore
Kill Screen - No Ludo: The Illogical End
"Winning and losing are only defined in their relation to us. Their meaning doesn’t come from an abstract ideal that is buried in the rules of the game, but from our experiences in life, such as witnessing war; or watching Garry Kasparov’s erratic behavior during his matches with Deep Blue; or having once won the emotionally fractured heart of the blonde from class, only to have it crumble in my hands. A game like chess is meaningful because it comments on our wider view on culture—not because placing pieces in a certain position leads to an endgame." On the battle between the logic of systems and the illogic of meanings. Useful food for thought right now.
systems  games  killscreen  ludology  rules  mechanics 
december 2011 by infovore
Kill Screen - In Brief: Who Rules the Rules?
" If real human players are serving as the authority, the spirit of the rules is intact even if they are not followed literally. Rules are checked for reference when a debate comes up about a certain ability or tactic, but they are not a constant authority. There’s a certain flexibility present when the players have the final say on what is acceptable. They only bend the rules when it makes the game more fun." This is very good: textualism versus contextualism.
games  writing  rules  systems  context  killscreen  lbjeffries 
november 2011 by infovore
“Sometimes the stories are the science…” – Blog – BERG
"We are making a model of how a product is, to the degree that we can in video. We subject it to as much rigour as we can in terms of the material and technological capabilities we think can be built.

It must not be magic, or else it won’t feel real.

I guess I’m saying sufficiently-advanced technology should be distinguishable from magic." This is a lovely pulling-together of things from Matt J, and really manages to express the notions of "physics" and "rulesets" that I always enjoyed so much.
berg  design  film  rules  physics 
november 2011 by infovore
D Nye Everything: Un-loving Criminals - sheer criminality and Zugzwang
"Zugzwang is one of my favourite words, and an extremely useful one. Essentially, it's a condition where it would be better not to move, in a game where you have to move, such as chess. Strictly speaking, it describes a situation where that move will end the game, with the mover as the loser, but the definition in chess is looser, and only demands the loss of a piece or the worsening of the player's position. The player has to take the least worst option. It's a kind of judo - using the ineluctable forward momentum of the rules of the game to force the opposing player to do your work for you." The momentum of rules! I like that a lot.
zugzwang  chess  politics  games  rules 
august 2011 by infovore
Rules, Play and Culture
"...the game of chess is much more than the set of instructions needed to move the pieces on the board: the players’ intellectual and emotional interaction during a game is also the system of chess. The media hubbub surrounding Kasparov’s loss to Deep Blue: that is chess. The southwest corner of Washington Square Park where New York City players wager, talk trash, and square off across stone tables: that is chess too." So much good stuff in this essay from Frank Lantz and Eric Zimmerman
franklantz  ericzimmerman  games  rules  systems 
november 2010 by infovore
Cardboard Children: Arkham Horror | Rock, Paper, Shotgun
"Board games are different. Sure, while you might love a board game for the sense of immersion it provides, or the way the game lifts off the table and fills the room, you also might love it for how beautiful the mechanics are. It’s like looking inside a clockwork watch. That fascination, as you see how all the pieces fit together, how everything is timed to perfection, how balanced it all is. With a beautiful board game design, you can love it for that craftsmanship you can feel with every turn." Yup. But, of course: this is, increasingly, why I like any game. It's just much more visible in boardgames - where you have to wrangle the rules yourself. And everything else - the immersion, the involvement - will come too; it just comes from that clockwork heart.
games  boardgames  rules  mechanics 
october 2010 by infovore
Civilization and Storytelling | Mssv
"...what Civilization provides is a story with a beginning, middle, and end, which is three times more than what you probably started with. If you play the game in particularly interesting way, then you can be rewarded with a delightful, surprising experience that you can’t help but weave into a story, inventing characters and lovers and intrigues all round. This story might tug at you so insistently that you begin to jot down notes and timelines, writing diary entries and newspaper reports of battles. Eventually, you might join all those pieces up, rewrite them, throw it all away, and rewrite it again – and then you might call yourself a storyteller." And this is one of the kinds of storytelling that games are best at: collaborative tales weaved between ruleset and player, between man and machine.
games  mechanics  storytelling  rules  fiction 
august 2010 by infovore
The Importance Of Writing - ludology - Kotaku
"But imagine if the writer came up with a "story" before the rules.  A "pre-rules story."  At that point, you could create the rules around that story, and even if the rules seemed unconventional or unbalanced, you could be confident that they would work as long as the story works." Erm, not really; crap rules are crap rules, even if they make sense within the story. This paragraph directly contradicts his previous (accurate) paragraph, that stories must follow the rules of the game. To then say: "but we can retrofit rules onto the story if the latter was done first" just feels wrong. One more thing on my pile of "stuff about rules".
writing  games  rules  mechanics 
may 2010 by infovore
Tale of Tales » Interview with Frank Lantz
Great interview with Lantz, expanding on his "games aren't media" angle and some other interesting points on aesthetics; totally marred by Michaël Samyn's trolling of a comment thread (on his *own* company's blog). Still, read the top half!
games  interview  taleoftales  franklantz  media  play  rules  aesthetics 
november 2009 by infovore
Playpitch » Essay: Everyday Hacks: Why Cheating Matters
"Cheating is hacking for the masses. It is one of many opportunities to ‘soft programme’ our technologies and culture without heavy reliance on advanced knowledge. Cheating creates an opportunity to play with design, think about it, and tinker around. By effectively unbalancing a game, we can move behind the screen to consider games through their limits. If you put too many assets on screen with the Sonic debug mode, the system would freeze and crash. In this it taught young players an important truth about games; that they aren’t infinite systems, but rather careful gestures reliant on an economy of elements. Cheats of the kind seen in Sonic fostered a generation of gamers to be both critical and respectful of what games are. Knowing that the level is one configuration among many comes from a point of view only afforded through cheating." David Surman is writing more about games, and it is a good thing.
games  cheating  hacking  mastery  sonic  systems  manipulation  rules 
august 2009 by infovore
Rule-Based Programming in Interactive Fiction
Andrew Plotkin on some of the design of Inform 7, and rule-based programming as it applies to IF. Long story short: everything is exceptional, and designing systems to support the kind of stories IF authors want to tell is hard.
programming  games  design  language  parsing  rules  if  interactivefiction  inform  inform7  parser 
july 2009 by infovore
Leapfroglog - Play in social and tangible interactions
"I suggested that, when it comes to the design of embodied interactive stuff, we are struggling with the same issues as game designers. We’re both positioning ourselves (in the words of Eric Zimmerman) as meta-creators of meaning; as designers of spaces in which people discover new things about themselves, the world around them and the people in it."
design  interaction  games  play  rules  meaning  epistemology 
june 2009 by infovore
russell davies: fair play
"...kids are utterly, utterly obsessed with fairness. It's the most important element in any game. And human rule-enforcement is automatically deemed unfair. There is no referee, umpire or god-like grandparent that can escape being seen as unfair at some point, for some decision. But the commanding voice of Cosmic Catch escapes all that. The relentless, ineluctable judgement of the RFID machine brooks no argument, is prey to no human frailties and biases and is immediately seen as fair."
games  play  children  toys  psychology  rules  fairness 
february 2009 by infovore
Versus CluClu Land: On Visibility
"I think this vision of artistic expression as a form of collaboration is a truer description of the nature of game design than of any other medium, because video games are inherently interactive." Pliskin on Steve Gaynor, and the gap between the screen and the gamepad.
games  writing  art  expressionism  author  mechanics  rules 
october 2008 by infovore
Fullbright: On Invisibility
"In a strange way then, the designer of a video game is himself present as an entity within the work: as the "computer"-- the sum of the mechanics with which the player interacts." Fantastic piece from Steve Gaynor, which touches on some notions of the death of the designer - namely, that the designer *is* inherently present in games; they embody themselves in mechanics, and games that downplay logical mechanics that players can reverse-engineer do themselves a disservice.
games  design  play  mechanics  rules  rulesets  stevegaynor  designer  author 
september 2008 by infovore
Road runner rules
Jason Kottke republishes the supposed rules that Chuck Jones and other Road Runner animators stuck to whilst making their cartoons. Perhaps a little apocraphyl, but I like the idea of rules for things that aren't games.
rules  roadrunner  cartoon  animation  chuckjones  systems 
september 2008 by infovore
Versus CluClu Land: Why WarioWare is Game Design DNA
Pliskin on WarioWare as a pinnacle of "pure gaming" - stripping away gameplay and interaction to the rawer level of "what are the rules"?
warioware  nintendo  play  rules  interaction  gameplay  games 
august 2008 by infovore
Fullbright: Being There
"...a video game is a box of possibilities, and the best stories told are those that arise from the player expressing his own agency within a functional, believable gameworld."
games  rules  contract  play  narrative  storytelling 
august 2008 by infovore
QA Deathmatch » “Hello World” - The SlickEdit Developer Blog
"Too often, developers only test their features and don’t go outside that box. [...] when you are in scoring mode, you’ll take the time to check out all the new features to see what you can break to score big." Rules for turning QA into a game.
bugs  qa  development  process  software  programming  game  play  rules 
july 2008 by infovore
Versus CluClu Land: Rules and Fun
"The pleasure of video games, it seems to me, comes from our sense that we are collaborating in the realization of the designer's intentions by learning those rules." Yes. This is why I loved watching Mission Impossible: every week, a puzzle is solved.
rules  games  play  philosophy  pleasure  mechanics  systems 
july 2008 by infovore
Wuthering Heights roleplaying rules
"The Actor shall throw two ten-sided dice & add thirty-nine to obtain the Persona's amount of Rage. He shall throw two ten-sided dice & add thirty-nine to obtain the Persona's amount of Despair." And so it goes on. Frankly, hilarious.
literature  rpg  roleplaying  rules  humorous  funny  melodrama  melodramatic 
may 2008 by infovore

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