Definition 1 of 51
randomly pick a side, other player could catch onto your strategy otherwise
Playing for pennies optimal strategy
Artificial stupidity
Different kinds of enemy behaviors
Requirements for a game
Definition 2 of 51
perfect and imperfect information
Types of information in games
Perfect information
Games of emergence
Types of feedback systems
Definition 3 of 51
players: cutter or chooser
strategy: cut even or one larger; choose small or large piece
Formal system
Cake division problem
Qualities of rules
System
,Definition 4 of 51
challenges are presented serially, by way of special case rules
Game theory
Examples of randomness
Context of meaning
Games of progression
Definition 5 of 51
being discernible and integrated
Types of information in games
Challenges for games of progression
Challenges for games of emergence
Meaningful play is described as
Definition 6 of 51
result of game actions is communicated to the player in a perceivable way (e.g. asteroids)
Integrated gameplay
What is a game?
Discernible gameplay
Game theory
Definition 7 of 51
player and designer build up means of interaction and trust
Context of Meaning
Qualities of Rules
Experimental System
Games of Progression
,Definition 8 of 51
only has meaning within game
Neutral system
Modulated system
Closed system
Open system
Definition 9 of 51
- what happened before the player was given the choice?
- how is the possibility of choice conveyed to the player?
- how did the player make the choice?
- what is the result of the choice? How will it affect future choices?
- how is the result of the choice conveyed to the player?
Is there any cooperation in competitive games?
Failure States in games related to choice
Challenges for games of progression
Can you have meaningful play without uncertainty?
Definition 10 of 51
the rules and concepts that formally specify the game-as-system
Aesthetics
Construction
Dynamics
Mechanics
, Definition 11 of 51
the emotional responses evoked by the game dynamics
Aesthetics
Idealism
Mechanics
Dynamics
Definition 12 of 51
games are inherently inefficient
Lusory attitude
Prelusory goals
The goal
Lusory principle
Definition 13 of 51
snowball effect; keeps feeding on itself; leads to divergent behavior; magnifies early
successes
Positive feedback
Risk
Negative feedback
Constructive criticism
Definition 14 of 51
systems of rules ( just how to play the game)
Formal system
Cultural system
Experimental system
Expert system
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