Definitions of Playand - Classifications of Game

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This slide I made talks about the Player Experience and how games could be classify to understand their nature. -2011 Lecture-The Game: A powerful tool

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Definitions of Playand - Classifications of Game

  1. 1. PLAYER,<br />PLAY<br />GAMES<br />Alvaro Gonzalez<br />Game Designer<br />/ThePlayer Experience<br />/GameClassification<br />/From Paidia to Ludus<br />/From Ludus to Hobby<br />/From Hobby to Gamification<br />--THE GAME A POWERFUL TOOL<br />
  2. 2. THE PLAYER EXPERIENCE <br />Whatyoushouldn’tfind in a game:<br /><ul><li>Anoutcomeknown in advance.
  3. 3. Anoutcomewith no possibility of error orsurprise.
  4. 4. Anoutcomeclearlyleadingtoan inescapable result.</li></ul>Whatyoushouldfind in a game:<br /><ul><li>Constant and unpredictabledefinitions of situations.
  5. 5. Continuity and constant response
  6. 6. Clear rules thatfollowstheplayer’sactions.</li></ul>Whatyoushouldbeware in a game:<br /><ul><li>Theonewho break up thegamebydenouncingtheabsurdity of the rules, breakingthespell and brutallyrefuseingtoacquiesceof theproposedillusion.</li></li></ul><li>Play is in essence:<br />FREE: Isnotobligatory.<br />SEPARATE: Islimitedbyspace and time, defined and fixed in advance.<br />UNCERTAIN: thecoursecannot be determined, northeresult. Player’sactionsinitiativeshould rule this.<br />UNPRODUCTIVE: Playersshouldend in a situationsidenticaltothatprevailing at thebeginning of thegame<br />GOVERNED BY RULES: Limitedfreedomoutcomeonnews and creativeways of interactions.<br />MAKE-BELIEVE: Specialawareness of a secondreality as against real life.<br />These do notprejudgethecontent of games, just define diversequalities of thelanguage of play.<br />
  7. 7. GAME CLASSIFICATION<br />Agon(Competition) type of games:<br /><ul><li>Adversariesshouldconfronteachotherunder ideal conditions.
  8. 8. Winner’striumphis precise and has incontestable value.
  9. 9. Limits are defined and shouldnot be outsideassistance.
  10. 10. Winnerappearsto be betterthantheloser.
  11. 11. Sustainedattention, appropriate training, assiduousapplication and desiretowin are qualities of Agon.
  12. 12. Need discipline and perseverance.
  13. 13. Playersevokethebestpossiblegamecapable of.
  14. 14. Equallytoallbyhavingfixedlimits and definedrules.</li></li></ul><li>Alea (Chance) type of games:<br /><ul><li>Player has no control of theoutcome.
  15. 15. Decisions are independentformtheplayer.
  16. 16. Winningistheresult of fateratherthantriumphingover and adversary.
  17. 17. Destinyisthesoleartisan of victory
  18. 18. Winningmeansthatoneplayer has been more favoredbyfortunethantheother.
  19. 19. Chances constitutestheunique appeal of thegame.
  20. 20. Players are entirelypassive.
  21. 21. Havefairplayunder ideal conditions
  22. 22. Compensate in proportiontotheriskinvolved.
  23. 23. Equalizethecompetitorstheirrisks and profits.
  24. 24. Abolish natural oracquireddifferences
  25. 25. Foresight, vision and speculation are comfortzonestheplayerrestsontounderstandtheunpredictableoutcome.</li></li></ul><li>Mimicry (Simulation) type of games:<br /><ul><li>Become an illusory character, and behave as such.
  26. 26. Believe and/ormakebelieve.
  27. 27. Theplayertemporaryforgetshispersonalities in ordertofeignanother.
  28. 28. Thepleasurelies in beingorpassingforanother.
  29. 29. Look forempathy.
  30. 30. Needcomplicity.
  31. 31. Createsidentification.
  32. 32. Theactivityisruledbyimagination, interpretation and mime.
  33. 33. Shouldhave, liberty, convention, suspension of reality, and delimitation's of space and time.
  34. 34. Theessencereliesonconstantinvention.
  35. 35. Shouldfascinatethespectator, whileavoidingan error thatmight lead thespectatorto break thespell.
  36. 36. Constantly drive thespectatortotheillusion.</li></li></ul><li>Ilinx (Vertigo) type of games:<br /><ul><li>Pursuitvertigo.
  37. 37. Momentarydestroythestability of perception.
  38. 38. Theplayer look forthedisturbancethatprovokesvertigo.
  39. 39. Reflectplayer’scrude and brutal form of hispersonalityexpression
  40. 40. Should be freedomtoacceptorrefusetheexperience, strict and fixedlimits, and separation of therest of reality.
  41. 41. Theoutcome of vertigoisalwayspleasure.</li></li></ul><li>From Paidia to Ludus<br />Whatis…?<br />Paidia(Turbulence):Thisconditionistheprimarypower of improvisation and joy. Isthebasicfreedomneededtostimulatesdistraction and fantasy. <br />Ludus(Rules):Thisconditiondescipline and enriche. Providesanoccasionfortraiing and normally leads totheacquisition of a specialskillormastery a particular one.<br />
  42. 42. Kid:<br /><ul><li>Paidia: Spontaneousmanifestations of theplayinstinct.
  43. 43. Paidia: Elementaryneedfordisturbance and tumult.
  44. 44. Paidia: Disorderedagitation, animpulsive and easyrecreation.
  45. 45. Paidia: Pleasurefordestruction and breakingthings.
  46. 46. Paidia: Defy and upsetothers.</li></ul>Boy:<br /><ul><li>Ludus: Bornthedesiretoinvent rules, and toabidethemwhateverthecost.
  47. 47. Ludus: Pleasure in solvingarbitraryproblems.
  48. 48. Ludus: Reaching a solutions has no othergoalthan personal satisfactionforitsown sake.
  49. 49. Ludus: Theconflictiswiththeobstacle, notwithoneorseveralcompetitors.</li></ul>Teen:<br /><ul><li>Ludus, in itself, seemsincomplete.
  50. 50. Oneisless inspiredby personal achievement (ludus).
  51. 51. Solitarypleasure (ludus) haveto be substitutedby a contest.
  52. 52. Needforsocializationmakethelookingfor a partnersomethingnatural and primary.</li></li></ul><li>From Ludus to Hobby<br /><ul><li>Industrial civilization has givenbirthto a specialway of ludus, the Hobby, a secondary and gratuitousactivity, undertaken and pursuedforpleasure.
  53. 53. Hobby isanyoccupationthatisprimary a compensationtotheinjurytothepersonalitycausedbythedailywork.
  54. 54. Theconcept around Hobby makesthedevelopment of anyactivitypossiblebecausethepersonconfrontit in aneasyway.</li></ul>From Hobby to Gamification<br /><ul><li>Technicalcivilizationpromotes and encourages
  55. 55. Thedevelopment of the hobby.
  56. 56. There are no more injurytothepersonalitycausedbythedailywork. Hobby and Obligationsstarttomerg.
  57. 57. Gamification use thisneed of findingdiversion and amusement and use ittoreachhisownneeds. </li></li></ul><li>
  58. 58. thanks<br />alvarogonzalez.mail@gmail.com<br />AlvaroGonzalez<br />GameDesigner<br />alvarogonzalez.skype<br />@WASDCtrlSPACE<br />“I work as a Lead Game Designer and Senior Producer for the Kef Sensei game developer company, which in turn provides the well known international game publishers Playfirst, BigFishGames among others.. I have a kin sense of effectiveness for the games I passionately design. I work writing the plot, developing the idea, and supervising the programming. I also deal with the client and respond requests.My investigative approach is the generator of thousands of very original game ideas and designs that I thoroughly carry out and put in the street with efficiency. Both Kef Sensei projects and my personal Boardgames projects are done with passion and creativity.“<br />Meet Latin American Game Developers<br />meetlatinamericangamedev@gmail.com<br />@LatAmeGameDev<br />References:<br />Rules of Play: GameDesign Fundamentals, Katie Salen and Eric Zimmerman<br />Cambridge MIT Press, 2004<br />“TheDefinition of Play,” Roger Caillois.<br />Man, Play and Games, ed. LibrairieGallimard, 1958<br />

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