Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Finite and Infinite Games: A Vision of Life as Play and Possibility Review

Finite and Infinite Games:  A Vision of Life as Play and Possibility
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Finite and Infinite Games: A Vision of Life as Play and Possibility ReviewProfessor Carse writes in the first chapter, "There are at least two kinds of games. One could be called finite, the other infinite. A finite game is played for the purpose of winning, an infinite game for the purpose of continuing the play." From that beginning he broadly defines "game" in a way that includes, defines, and lays an analytical foundation for all relationships. The book's subtitle is "A Vision of Life as Play and Possibility," and it is a profound work, practically a unified-field theory of human relationships.
For example, the book contains an interesting theory about sexuality, as being either a finite game (§§ 54-59) or an infinite game (§§ 60-62). The contrast between perceiving sexual relationships as finite or infinite is startling. On a broader (yet surprisingly even more personal) level, in his chapter titled "A Finite Game Occurs Within a World" (ch. 4), Carse explores the individual's struggle with defining, regarding, and regulating the world around oneself in a way that includes everyone around one, or just oneself alone.
The first step in appreciating this book is understanding that any relationship or process can be characterized in "finite" or "infinite" terms. The second step is recognizing that that characterization is almost always a matter of choice and that, by choosing to characterize a relationship as "infinite," one can redefine it in a meaningful and healthy way. After reading this book, you may never look at the world around you, or at any relationship, or at yourself in quite the same way. This book reconfigures thinking about interpersonal reality as deeply as Kuhn's "Structure of Scientific Revolutions" reconfigured thinking about the scientific method.Finite and Infinite Games: A Vision of Life as Play and Possibility Overview

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A Theory of Fun for Game Design Review

A Theory of Fun for Game Design
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A Theory of Fun for Game Design ReviewRaph Koster's _A Theory of Fun for Game Design_ is certainly a book worthy of a place on any game designer's shelf. For those who attended the original lecture that spawned the book, there isn't a whole lot that is new, but it's great to have it in book form. For those who did not, the book can be quite revealing, particularly for those who have struggled to adequately define just what games and game design is all about.
Perhaps more importantly, though, is that Raph has written a light, frequently humorous, and sometimes touching book that should make a great gift to those of us who have parents or spouses who DON'T understand why we're wasting all of our time with games. Rather than try to explain it to them, you can simply hand them this book, and they can come to appreciate the scope and depth of the subject without being overwhelmed.
And at times the book is quite poignant on a human level. You can see Raph's genuine pride and love for his children nearly pour off the page when he talks about them, and his mention of his grandfather passing away while he was at GDC is particularly touching to me since my own father died while I was at GDC in 2000.
The book can essentially be read in two ways. The first, simply by reading all the illustrations in sequence, is great fun all by itself. Nearly every drawing does its job in illustrating the point it tries to make, and quite a few have charming little extra details that a gamer will readily appreciate.
The second, and perhaps more proper way, is to read the text and the illustrations together. (I suppose one could also read the text by itself, but where's the fun in that?) To summarize very crudely, the book makes the following assertions:
1. The human mind enjoys processing information from the world around it into patterns, procedures, schema, etc. that it can later apply with less thought in identical or similar situations.
2. Games primarily feature a core pattern(s) and mechanic(s) which players learn via playing the game. This is fun for the mind.
3. If the pattern is too hard to discern, or the mechanic of learning the pattern too difficult, players get frustrated and stop playing. On the other hand, if players understand the pattern and master the mechanic too easily, they'll quickly become bored and stop playing. There are other issues as well (relevancy, matching expectations, presentation, etc.) that come into play.
4. Most games have traditionally taught very basic life skills. As children become adults, they've learned these skills, these patterns, and no longer play games since they are now out in the real world playing "for real".
5. Many of these skills, while useful when we were a primative people, are becoming less relevant, and even dangerous, in a modern society, where change is increasingly more and more rapid.
6. Game designers need to broaden their game designs, not only to encompass a larger range of patterns/skills/mechanics/lessons, but also ones which are relevant and helpful to modern society.
7. Game designers have an ETHICAL DUTY to do so.
(I've skipped over many other points of the book, which although unfair and regrettable, is necessary for the sake of length.)
Now, enough of the praise, on with a few (minor) criticisms.
I found the book paradoxically both too long and too short. The layout of the work is to fill (nearly) every right hand page with an illustration, with the text on the left hand page. This is great, because their are so many illustrations, but it means that the text on the left of many of the pages is often quite limited: 2 - 5 paragraphs, and usually short ones at that. However, I am not saying that there should have been more text; often it conveys just the right depth and meaning for the particular point it is trying to make on that page. But at times it does get a bit distracting; you get the feeling that these pages are only there because there are so many illustrations.
Yet at the same time, I felt the text sometimes got too repetitive, and should have gone deeper. But the problem is you couldn't really dwell on one thing too deeply, because it was on to the next page and on to the next point (and the next illustration). Really, the format constrains the book to a particular level, and I think part of this also comes from the fact that the book was largely original a presentation, where it is quite common for points to be made simply, and repeatedly, without a lot of additional exposition. And I think if you accept the book in that context, you won't be disappointed.
One point that I thought the book did not give enough attention to was the element of chance in games. Nearly every game features the element of random chance, yet the book explores this mechanic very little in relation to other core game mechanics. When it does -- all of 2 paragraphs on page 56 -- it's almost dismissive of it as little more than a way to teach people about odds.
I would contend there's a lot more to it than that. Introducing a random element into a game helps enhance the learning experience by prolonging the appeal of the game. Consider a game mechanic which, if mastered, allows a player to win 100% of the time. If the game is fairly deterministic, then once they've learned this mechanic, they'll quickly become bored with the game. Now, consider what happens when you add the element of chance. The player, even if they've mastered the mechanic, can still lose. This forces them to re-evaluate their mechanic -- do they REALLY have the best one, or were they mistaken? What additional patterns can they learn to help eliminate the effect of chance? Does this teach us that in life, even the best laid plans can fail due to unknown and unpredictable factors? And so on.
I would also add that the addition of chance helps ameliorate the problem of players playing the same game at different skill levels -- the inferior player still has a chance to win, even if it is by luck, but by winning is encouraged to keep playing the game and, perhaps, learning what the superior player already knows.
The other point of the book that I take issue with is at the end, where there is a rather sudden appeal to a variation Pascal's Wager. This forms the basis of an appeal to ethical game design. I find the whole insertion rather jarring, partly because I feel Pascal's Wager is thoroughly debunked (particular when you consider the wager fails to mention any costs relating to belief), and partly because it doesn't seem to make much of a difference. If game's don't matter, than it doesn't matter if a game explores a particular behavior that is "bad". On the other hand, if game's do matter, then surely it is important to have games that explore such mechanics as a way of learning about ourselves, just as more "ethical" games may explore other mechanics. As Sister Wendy admitted, Serrano's _Christ in Urine_ was still valid art; it just wasn't particularly good (in the non-moral sense) art.
I also think it is difficult to expect games to illuminate the human condition and teach lessons at the same level as other forms as art for precisely the reasons cited earlier in the book. Games are about a core mechanic/pattern that is learned, and the very nature of gaming compells one to look past the story and other contextual trappings to focus on the central gameplay. Consider the moral of _Moby Dick_, which is about the dangers of letting one's obsession overtake them, or the destructiveness of the desire for revenge to others around you, or perhaps, according to some interpretations, the futility and hubris of denying God and trying to confront evil itself on one's own. But a game _Moby Dick_, even if it contained such themes, would ultimately teach you instead about optimal strategies for hunting whales, or perhaps a formula for determing the true costs of obsession in lives lost. And neither of which may be models that realistically describe reality, which calls into question their ultimate utility beyond the scope of the game itself.
But despite these lengthy criticisms, I can certainly recommend this book. As I said before, I think it's particularly useful as a gift to non-gamers who want to know more about what we do and why we do it.
Bruce
A Theory of Fun for Game Design Overview

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Rules of Play: Game Design Fundamentals Review

Rules of Play: Game Design Fundamentals
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Rules of Play: Game Design Fundamentals ReviewThere are very few books about the theory of game design. Most of the books which purport to be about game design theory have titles like _Game Design: Theory and Practice_ [Richard Rouse III: 2001], and focus much more on the latter than the former, usually in the context of commercial computer games. The exceptions to this rule generally approach the subject of game design theory from a particular perspective, e.g., as a communication method or "future's language." [Duke: 1974] So when _Rules of Play: Game Design Fundamentals_ (by Katie Salen and Eric Zimmerman) was published by MIT Press in 2004, I took immediate interest.
The book largely lived up to expectations. Weighing in at a hefty 672 pages of relatively small type, this textbook-format tome is, as the title might suggest, heavy on game design theory but light on practice. This makes it a excellent complement to the established game design literature.
Structurally, the book is fairly straightforward and is divided into four major sections: Core Concepts, Rules, Play, and Culture, each of which is capped by an essay or a game design by an established game designer written especially for this volume.
The first section (together with two brief chapters preceeding it) discusses necessary background ideas, defining important terms and presenting concepts to be built upon later. Besides preparing the reader for the next 500 pages, it's in this section that the authors accomplish one of their primary goals of the book: creating a game design vocabulary. Creating such a critical vocabulary, they argue, is an important step towards treating game design as a discipline, because you need such a tool to education game designers, to pass skills and knowledge from one generation of designers to another, to faciliate audience-building by enabling critical discussion of games, and finally as a buffer against criticism, by giving "us" -- a word which takes on new meaning in the last third of the book, when they discuss the various ways players become de facto game designers -- the vocabulary and understanding to defend gaming as an activity from those who would censor it. These points are borrowed from an essay by Henry Jenkins, a media theorist and game scholar who is also the head of the Comparative Media Studies program at MIT. (As a quick sidebar, this book may be worth buying for the bibliography alone.) Of course, vocabulary is only the start of an effort to establish a "critical discourse for game design." Or, as Salen and Zimmerman explain, "a critical vocabulary lets us talk to each other."
The last three sections of the book form the beginnings of that critical discourse. Each of these sections highlights a specific primary schema ("a conceptual lens we can apply to the analysis or creation of a game"), with most of the chapters in these sections focusing on related lower-level schemas. For example, in the section on the schema "Games as Play," there is a chapter on "Games as Narrative Play," which examines both narrative elements of games and narrative as a result of game play. These schema-based chapters borrow heavily from a wide variety of disciplines, and it is through these schemas that major insights regarding game design can be found. (For instance, the chapter on "Games as the Play of Pleasure" has an interesting discussion of the importance of short-term goals, which serve both to help players make plans in a game, and also provide moments of satisfaction when these goals are reached.) A lot of these insights will not be new to experienced game designers, but what is new is the systematic framework in which the insight is embedded.
Or, more correctly, frameworks. I would argue that this multiple-perspective approach is the book's primary strength. Rather than taking a given theoretical construct and forcing all of "games" into it, it starts with a few core concepts and then generates a plethora of interrelated-but-distinct models with which to examine any game. Any given model may or may not be suited to an individual game -- or, perhaps more accurately, may or may not have the potential to produce new insights -- but as a whole they are a powerful collection of tools. If you have a hammer, the old saying goes, everything looks like a nail. In this case, Salen and Zimmerman have handed the reader a fairly complete toolbox. (Note that I will admit to shoehorning this analogy into place just a little bit. A hammer is construction tool, not an analysis tool; it's job is on the *practical end*, not the theoretical. A better analogy would be a toolbox that contains an MRI machine, a spectrograph, an x-ray machine, a CAT scanner, and a simple camera, but I don't know of any old sayings that use those particular tools.) This comprehensive approach draws on a wide variety of disciplines, from pyschology and literature to software engineering. Within the field of games it casts an equally wide net, drawing examples from computer games, parlor games, Live Action Roleplaying Games, boardgames, professional sports, schoolyard games, and others. It's not unusual for one paragraph to discuss a game like Chutes and Ladders, the next to discuss professional basketball, and a third to discuss Quake. Such a diverse treatment of the subject guarantees that there is always an example available for a type of game the reader is familar with, even if the inevitable result is a little bit of shoehorning of examples. (I remain unconvinced, for example, that Tic Tac Toe is really a "territorial acquisition" game.) There are also plenty of new games to learn about -- for instance, did you know that someone ran a live action PacMan game in New York City? This comprehensiveness extends to the bibliography and footnotes.
Another strength derives directly from one of the goals of the book: the authors are attempting to create a vocabulary. As a result, they are meticulous about defining terms, especially when they are borrowing concepts from other disciplines. This can occasionally be a little tiresome, but in the end it's always worth the effort.
The weaknesses of the book are in many ways mirror images of the strengths -- it's occasionally too theoretical, too comprehensive, and too multi-disciplinary. It tends to wordiness, and occasionally the authors seem to base significant points on what one could argue is a word game, e.g., they draw upon the definition of play as in "loose" ("too much play in the fan belt") when defining the idea of "playing a game" or "game as a form of play." It's a clever little example of creative pseudo-etymology, but I'm not sure that I buy the construct, even if it does seem to offer insight on occasion. (Note that I originally wrote "play on words" rather than "word game.")
One glaring void in this comprehensive approach, ironically, is that the book doesn't really focus on games that are played for reasons other than the pleasure of the participants. Professional military games are mentioned only in passing, large seminar games not at all, and it's probably safe to say that when one thinks of DOD gaming, such concepts as "Games as Cultural Resistance" (chapter 32) are probably not the sort of idea that comes to mind. Indeed, much of the sections on "Play" and "Culture" might seem to be inapplicable to the type of gaming sponsored by DOD, because they do not address the unique reasons as to why military organizations participate in the creation and playing of games.
I think that conclusion would be a mistake. The motivation as to why individuals play DOD games is certainly different than the motivation of your average _Vampire: The Masqerade_ player, but the mechanisms by which a player finds the experience meaningful probably isn't. A bored or alienated player is bored or alienated, regardless of whether he's playing in the latest first-person shooter on his own initiative or Millenium Challenge because he was told to be there. If anything, these issues might be more important in a military games context: Joe Civilian Gamer can simply stop playing DOOM if he gets bored, but gamers that are forced into situations they don't want to be in have a tendency to cease their willing suspension of disbelief ("step outside the magic circle," as Salen and Zimmerman would say) and cause problems for others as well.
So, in short, I think the book is worth the time and the price tag ($50 list), both for game designers in general and professional military game designers in particular.Rules of Play: Game Design Fundamentals Overview

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The Official Scrabble Players Dictionary Review

The Official Scrabble Players Dictionary
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The Official Scrabble Players Dictionary ReviewI was very disappointed to find that more than 800 acceptable Scrabble words are missing from this edition. Scrabble News, Issue 201, which appeared more than a year ago, stated, "Some words may have been erroneously omitted from early printings of OSPD4." It then listed those words, including some vulgar words that had been intentionally omitted for PC purposes. I understood that the vulgar words would not appear, but I had thought that the edition I had purchased from Amazon in March 2007 would be up-to-date with the others--it was not. The OWL2 (Official Word List 2, available only to current National Scrabble Association members) contains all acceptable words but does not include definitions, which is why I purchased this book, the OSPD4. As far as it goes, the large print edition is fine, but since my aim was to be exposed to the meanings of all of the thousands of new words that have been deemed acceptable in Scrabble, this Amazon purchase failed to meet my expectations.The Official Scrabble Players Dictionary Overview

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The English Wordsmith Review

The English Wordsmith
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The English Wordsmith ReviewFrom what I saw in the preview, this dictionary seems to have new short words that would be useful in a Scrabble game.The English Wordsmith Overview "The English Wordsmith" is a collection of 8,000 interesting words and their meanings. Whenever author David Andrews found a word or phrase he liked, but didn't quite understand, he jotted it down so that he could research and distil a precise meaning. He called his collection a "Lexical Eclecsis": lexical meaning to do with words, eclecsis meaning a compilation from various sources. Chosen words span the common, the not so common and include Latin, French and German imports. Definitions extend to words and expressions taken from specialist subject areas such as philosophies, religions, peoples, artists, myths, animals, plants, food, drink and the law. Explanations include the correct context for frequently misused words. The layout is spacious and clear on the page creating a tubby tome for dipping into at leisure, for amusement, for learning, for excelling at word games, for enriching everyday language. The book is for anyone with a passion for the English language who loves finding useful words. "The English Wordsmith" will help every Scrabbler, quiz aficionado, student, crossword enthusiast, journalist, lawyer, and academic.

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