Kill Screen - No Ludo: The Illogical End
december 2011 by infovore
"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?
november 2011 by infovore
" 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
november 2011 by infovore
"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
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.
november 2011 by infovore
D Nye Everything: Un-loving Criminals - sheer criminality and Zugzwang
august 2011 by infovore
"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
november 2010 by infovore
"...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
october 2010 by infovore
"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
august 2010 by infovore
"...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
may 2010 by infovore
"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
november 2009 by infovore
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
august 2009 by infovore
"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
july 2009 by infovore
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
june 2009 by infovore
"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
february 2009 by infovore
"...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
october 2008 by infovore
"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
september 2008 by infovore
"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
al3x.net: al3x's Rules for Computing Happiness
september 2008 by infovore
Simple, straightforward, pretty much correct.
computing
software
rules
tips
technology
plaintext
september 2008 by infovore
Road runner rules
september 2008 by infovore
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
august 2008 by infovore
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
august 2008 by infovore
"...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
july 2008 by infovore
"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
july 2008 by infovore
"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
PostSpectacular: Rule making & breaking
july 2008 by infovore
This is, fundamentally, good.
creation
rules
systems
guidelines
making
building
july 2008 by infovore
Wuthering Heights roleplaying rules
may 2008 by infovore
"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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