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INFR 1330 (2014) Basic Introduction to Game Design

Chance and Skill in Game Design

Welcome to the fifth week of class in the course: Basic Introduction to Game Design. Make sure to read the syllabus and course information before you continue. Today, we are going to discuss chance and skill in game design. This text follows closely from our textbook (Challenges for Game Designers, Chapter 5 and 8). I also take inspiration from Schell’s The Art of Game Design (Chapter 10, pp.150-170) and Adams’s and Rollings’s Fundamentals of Game Design (Chapter 11). However, this is the part when I break free.

Games, which feature meaningful decisions, do not always have to require or evoke skills from a player. Some games operate entirely by chance. Games that rely more heavily on chance than on skill are often found in the context of children’s games or gambling. Why does this difference matter? The player is going to play, play, play, play, play – are they not? Do not shake off the notion of chance too swiftly. Games of chance can be very engaging, because they can allow players of different skill sets to engage in a balanced competition. Games are for everyone; for people, who are used to rolling the dice and people, who like to feel the fear in their enemy’s eyes. Some people even think it is fun to lose and to pretend. However, games of luck in particular seem to feature more attainable goals and are winnable by more people.

On the other hand, games like Tic-Tac-Toe are entirely skill-based and can be mastered, once a player figures out a dominant strategy. See this example lecture for forming a Tic-Tac-Toe strategy via reasoning:

 

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INFR 1330 (2014) Basic Introduction to Game Design

Game System Dynamics

Welcome to the fourth week of class in the course: Basic Introduction to Game Design. Make sure to read the syllabus and course information before you continue. Today, we are going to discuss system dynamics in games. This text follows closely from our textbooks (Game Design Workshop, Chapter 5, Challenges for Game Designers, Chapter 2, and Salen and Zimmerman Rules of Play chapters 13,14,16,17,18). In previous lectures, we have discussed the utility of rules. As game designers, we use rules to determine the actions players can take and the outcome of those actions. In digital games, the game logic often provides parts of the rules of your game. The audiovisual manifestation of your game (even the story of your game) is however not considered a component of the formal elements of games. When audiovisual elements influence the formal structure of your game, this should be considered as a factor of your game rules. Salen and Zimmerman distinguish between constituative rules and operational rules as well as implicit rules.

  • Constituative rules are all about a game’s internal events. They are the main logic behind your game. In a digital game, these are contained directly in the code of your game.
  • Operational rules are all the rules needed to run the game (not just the constituative or internal events) including all external events related to your game, such as input and output of the game, the way that you express choice in your game and how outcomes are defined for players.
  • Implicit rules are the unstated assumptions of a game (often similar to a player’s honour code, but also relating to the nature of the computing platform that your game runs on). Implicit rules often relate to the contextual situation of a game that we are taking for granted. However, this contextual situation can be played with, to experiment with innovations in game design.

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