Index 3
Missile Command, 98, 342–343
mixed strategy, 242, 246
modifications (mods), 559–565, 567, 569
Molyneaux, Peter, 165
Mongrel, 562
Monkeyball, 220–221
Monopoly
cultural rhetoric, 520–521
lusory attitude, 97
narrative, 378
probability, 179
rules, 123
signal transmission, 196
Monte Carlo syndrome, 186
mood, 410
MOOS, 416
Morganstern, Oscar, 231, 232, 237–238
Moriarty, Brian, 341
Morris, Dave, 165–166
Mother May I?, 250
motivation
goals, 258
player roles, 464
to play game, 333–334
and rules, 103
rule-breaking, 275, 277
motor responses, 316
See also physical movements
Ms. Pac-Man, 406, 510, 526
MUDs, 416, 465–466
Murray, Janet, 88, 416
Musical Chairs, 67
Myst, 270, 354–355, 394
Myth: The Fallen Lords, 270–271
< Day Day Up >
< Day Day Up >
Index 3
4 Index
4 Index
Index 1
N
Naismith, James, 505–506
narrative(s)
in the A.I. Game, 576
backstories, 379–380
example, 405
basic concept, 378
conflict, 387–388 (see also conflict)
construction, 403–404
and core mechanic, 388–389
definitions, 380–381
in digital games, 385, 416
cutscenes, 406–408, 412, 419
Drome Racing Challenge, 405–407, 409
elements of, 380, 418
embedded, 383–385, 402, 406–408, 418
in Seasons of Darkness, 579–580
emergent, 383–385, 402, 418, 579–580
by email, 576
exercise, 20–21
fictive worlds, 401–403
and goals, 385–387, 418
example, 405–407
meta-narratives, 580
retelling, 411–415, 419, 483
recams, 414–415, 419
replay, 413–414, 419
simulation as, 457 (see also simulation)
story events, 402–403
tensions, 379–380
Thunderstorm example, 381–382
uncertainty, 388–389, 418
Narrative Analysis (exercise), 20–21
narrative descriptors, 399–401, 404, 419
in Drome Racing Challenge, 409
fictive world, 401–402, 419
story events, 402–403, 419
narrative play
about play of game, 411–413
LOOP example, 391–393
in recams, 414–415, 419
structures for, 382–385
narrative space, 390–392, 418
in digital games, 392–398
leading through, 406–408
narrative systems, 404–411, 419
Naughty Dog Entertainment, 222
NBA Courtside, 413–414
negative feedback, 215, 224–227
in Basketball, 218–219
Index
2 Index
in Chutes and Ladders, 223–224
in digital games, 219–221
negative reinforcement, 348–350
negotiation, 529–531
Nelson, George, 40
NeoPets, 354
NetRunner, 293
networked communication, 89
See also messenger communication network
New Depictions (exercise), 19
Newell, Gabe, 348, 352
New Games Movement
and cooperation, 256–258
core principles, 528
and counterculture, 529
and cultural meaning, 510
games, 528–529
and rules, 285
Nietzsche mech, 292
Night Driver, 394
Nintendo Game, 144–145
noise, 196–197, 201
Norman, Donald, 39, 67
Nwokah, 533
< Day Day Up >
< Day Day Up >
2 Index
Index 1
O
object interactions, 160–162, 170
context-dependence, 162, 170
coupled, 162, 170
specificity, 166
objective information, 208, 211
Oddworld: Abe’s Exoddus, 378
Once Upon a Time, 540
open culture
basic concepts, 538
and current events, 581
exercise, 17
game systems, 546–550
and magic circle, 552
player-as-producer, 539–544, 550–551
source software, 544–546
Ultima Online example, 538–539
open-ended games, 83, 538–546, 552
Open Source Game Systems (exercise), 17
open source software, 544–546
operant conditioning, 344–350, 361
operational rules, 130
in Chutes and Ladders, 130
and constituative rules, 132–133,
135–136, 139
in digital games, 147, 149
and implicit rules, 133–134, 139
Othello, 223
outcome(s)
and action, 354
combined (probability), 177–179
and cutscenes, 410–411
of decisions, 174–175, 189
discernability, 354
favorable, 186
and game definition, 80
and game theory, 237–238, 245
goals, 258
in puzzles, 80–81
quantification, 80, 238, 259
in role-playing games, 81–82, 83
and rules, 103
in zero-sum games, 240
< Day Day Up >
< Day Day Up >
Index
2 Index
2 Index
Index 1
P
Pachinko, 89
pacing, 411
Pac-Man, 272, 394, 548
See also Ms. Pac-Man
Paesmans, Dirk, 560
paida, 308, 309, 310
panic, 307
paradoxes
artifical space/social context, 473–474
Epimenides’, 449–450
game and community, 471
Parlett, David, 71, 72, 73–74, 134, 203
parodies, 517–518, 520–521
Pascal, Blaise, 177
patches, 559–564, 567
pathfinding, 271
patterning, 380, 382, 418
payoff matrix, 239–241, 246
Pearce, Celia, 205–206, 416
peer pressure, 333
Peirce, Charles S., 42
perceived information, 208, 211
perceptual patterns, 316
Percival, Fred, 423
perfect information, 204–206, 211
periodic systems, 155, 170
Peterson, Ivars, 188
Phillips, Andrea, 587
phones, 573, 576
physical media, 91, 103
physical movements, 330, 331
motor responses, 316
whirling, 307, 336
Piaget, Jean, 472, 474, 486, 489
Pick-Up Sticks, 176
Pig, 182–183, 262–263
Pine, David, 54
Ping Pong, 331, 483
Pirates of the Caribbean—Battle for the
Buccaneer Gold, 352–353
Planetfall, 394
planets, 154
planning, 408
play
addictive, 355–356
autotelic, 331–333, 360
Caillois’ categories, 307–309
consciousness of, 453–455
cultural meanings, 509
Index
2 Index
Index
definitions, 301, 302–305, 311
forbidden, 478–481
framing, 370–371
functions of, 309
vs. game, 72–73, 75, 83, 303, 311
Huizinga definition, 75
and identity, 518–519
and imagination, 518–519
at long-distance, 89
motivation, 258
options of, 446
vs. playfulness, 303, 304, 305–307
repeated, 340–341
rhetoric of, 518–519, 534
schema description, 6, 104, 302
as self-evolution, 518–519
sensation of, 17
simultaneous or alternating, 251–254
styles of, 465–466, 488
Western attitude, 519, 534
See also experience; game play; meaning
ful play; narrative play; pleasure;
transformative play
player-as-producer, 539–544
in DOOM, 550
in Quake, 550–551
in Seasons of Darkness, 579, 581
players
attitudes of, 77 (see also lusory attitude)
(dis)belief, 450–451
toward AI, 262
toward rules, 269–276, 281–282, 285, 474–475
boredom and anxiety, 350–353
and characters, 454–455, 526
as community, 412, 416, 417, 461 (see also community; social play)
consciousness, 453–455
control, 225–226
and cutscenes, 412
dedicated, 268–271, 285
design role, 485
design tools for, 540, 548–550
emergent behavior, 538–539
expertise level, 412, 475
and feedback, 225–226
flow state, 336–339, 350–353
focus, 136
and goals, 342–344
long-distance, 89
in metagaming, 482–484
mods by, 559–560
number of
in Centipede, 252–252, 258
in digital games, 462
in fighting vs. racing games, 594
2
Index 3
3
in game theory games, 238
in Sibling Rivalry, 114
as protagonists, 405, 453
rationality, 237, 243, 245
in social play, 463–466, 482–485, 488
styles, 465–466, 488
viewpoint of, 66–67
See also fans
playfulness, 303, 304, 305–307
playing field, level, 260–262, 265
pleasure
addiction, 355–356, 361
anxiety, 351, 352
boredom, 350–353
conditioned, 344–350
and constraints, 330–331
core mechanic as, 340
and digital games, 334–335
engagement, 329, 333–334, 336,
339–341
evolution of, 339–341
exception, 357–359
exercise, 19
flow state, 336–339, 350–353, 360
fun, 334
and goals, 337, 342–344, 361
maintenance, 339–341
meaningfulness, 353–355
patterns, 341–342
reinforcement, 346–350
same-but-different, 340–342, 361
and transformative play, 340–341
typologies, 334–336
Pokémon, 343
Poker
bluffing, 164, 204, 388
chance, 205
emergence, 164
information, 204, 210
interactivity, 60
rules in, 120–121
as social play, 466
as zero-sum game, 240
prototypes, 12, 148
of Lord of the Rings Board Game, 25–26
of Sibling Rivalry, 111
punishments, 348
puzzles, 80–81, 83
crossword, 80–81, 198
vs. games, 575
pyramids, 546–547
< Day Day Up >
Index
4 Index
< Day Day Up >
4 Index
Index
Q
Quake
core mechanic, 316
digital elements, 89–90
gender, 562
metacommunication, 449
modifications, 562
peer pressure, 333
player-as-producer, 550–551, 552
pleasure, 335–336, 339–340
recams, 414
remediation, 453
retelling, 413
space, 396
transformative play, 305
< Day Day Up >
< Day Day Up >
Index 1
2 Index
2 Index
Index 1
R
racial prejudice, 562
racing games
cybernetics, 219–221
Drome Racing Challenge, 405–407, 409
vs. fighting games, 594
uncertainty, 388
See also specific games
Racquetball, 481
rallies, 576
randomness
basic concepts, 175–176
and computers, 183–184
Pong
appeal of, xiii–xv
emergence, 159
open source software, 548
simulation, 425, 428
space in, 394
Populous: The Beginning, 165–166
positive feedback, 215–216, 224–225, 227
in Basketball, 218–219
in Powerstone, 221, 227
positive reinforcement, 345–350, 411
possibility. See randomness; space of possibility
Poundstone, William, 233, 242–243, 244
power, 518–519, 581–584
Powerstone, 221–222, 227
P.O.X., 333
prejudice, 562
Prensky, Marc, 122, 275
press-your-luck games, 110
Prisoner’s Dilemma, 242–243
probability
and dice, 177–179
fallacies, 186–187
guesswork, 194–195
strategy, 242
procedural characters, 435–439
procedural representation
embedded micro-, 428
of emotions, 448
meta-narratives, 580
and simulation, 422–423, 427–431, 457
see also simulation
professional sports, 276–277
progress, 519, 534
prostitution, 538–539, 558
protective frame, 94–99
feeling of, 189
Index
2 Index
Index
of information, 205–207
random numbers, 179, 183–184
rationality, 237, 243, 245
reading culture, 511
reality
in games, 295, 578–579
in the A.I. Game, 576
immersive fallacy, 450–455, 458
remediation, 452–453, 458
in simulations, 445–451, 453–455
value of, 448–449
real rules, 475
real-time strategy (RTS) games, 273–274
recams, 414–414, 419
Rechtschaffen, Stephan, 341
redundancy, 197–198, 201
Reider, Norman, 310, 355
reinforcement
and cutscenes, 411
example game, 347–349
scheduling, 346–348, 361
types, 346–350
remediation, 452–453, 458
repetition
in narrative, 380, 418
of play, 340–342
repetitiveness, 323, 352
replay, 413–414, 419
representation
cultural, 510–511, 513
emergence of, 366–367
in games
definition, 77
two levels, 364, 374
and interactivity, 58
narrative descriptors, 399–401, 404
procedural (see procedural representation)
reality of, 448–449
representational universe, 364
resistance, 558, 569
Resnick, Mitchell, 169
restrictions. See limitations
retelling, 411–415, 419, 483
retro-typography, 602
review, of game actions, 413
rewards, 345–349, 411
in NeoPets, 354
rhetoric(s), 517–518, 534
cultural, 516–517, 534
of gender, 522–526
of play, 518–519, 534
The Rhetoric of the Lottery (exercise), 19–20
rhythm, 341, 411
Risk, 250, 344
2
Index 3
3
risk, 158, 174–175
rivalries, 462
See also competition
Robinett, Warren, 279, 421, 422–423, 431,
439, 440
Robotron, 465
robots. See Ironclad
Rock-Paper-Scissors, 44, 237, 389–390
role-playing games, 42, 81–83, 307, 388–389
See also LARPs; specific games
roles, 463–466, 482–485, 488
Rollings, Andrew, 165–166
Roulette
magic circle, 573
play category, 308
probability fallacy, 186
risk, 175
zero-sum games, 240
Rouse, Richard, III, 34, 324–325, 445
Rugby, 481
rule-breaking
degenerate strategies, 241, 246, 271–274
in digital games, 279–281
game design, 281–282, 285
in Illuminati, 277–279
player types, 271–276, 284
in professional sports, 276–277
sanctioned, 276–279
types of, 269, 271–276
rules
ambiguity vs. clarity, 137
attitude toward, 269–276, 281–282, 285,
474–475
for cheating (Illuminati), 277–279
and children, 472–474, 489
in Chutes and Ladders, 130–135, 146
as closed system, 96
competing, 475–478, 489
constituative, 128–129, 130, 146–147
and operational, 132–133, 135–136, 139
and cybernetics, 220, 226
designing, 136–136
of digital games, 142–149 (see also digital games)
and emergence, 166–168
and equality, 260, 265
exercises, 18
vs. experiential play, 124, 125
and feedback loops, 224
and game definition, 73–80
home rules, 123
ideal vs. real, 268, 475
and identity, 134–136, 139
implicit, 130 (see also implicit rules)
and operational, 133–134, 139
Index
4 Index
(in)efficiency, 77
as information, 205, 210
and magic circle, 123–124, 139
operational, 130, 147
and constituative rules, 132–133,
135–136, 139
and implicit rules, 132–133, 135–136,
139
and pleasure, 330–331
schema description, 6, 103–104
in society, 121, 125, 472–473
specificity, 135–136, 139
and strategy, 121
tightness, 116
traits, 122–123
rules on three levels
concepts, 130, 139
for digital games, 146–149
exercises, 16, 18
relationships between, 132–133,
133–134, 139
Ryan, Marie-Laure, 8, 451, 456
< Day Day Up >
< Day Day Up >
4 Index
Index 1
S
saddle point, 241, 246
safety
in game definition, 77–78
and open culture, 581
protective framework, 94–99
social contract, 473, 489
Salen, Katie, 416
same-but-different, 340–342, 361
Sankey, Daragh, 575
scene, setting, 410
scheduling, of rewards, 345–348, 361
Schell, Jesse, 68, 352–353, 358
Schleiner, Anne-Marie, 567
Schmittberger, R. Wayne, 21
Schon, Donald, 40
Schütte, Uwe, 602
scoring, 218, 594
in Sibling Rivalry, 107, 109, 114
Scrabble
cultural environment, 586
and culture, 509
dictionaries, 481
experience, 316
information economy, 209
semiotics, 43
scripted game system, 23–24
Seaman, 389
Seasons of Darkness, 579–581
second-order design, 168, 171
The Secret of Monkey Island, 384–385
self-consciousness, 337
self evolution, 518–519
semiotics, 41–46
Sensations of Play (exercise), 17
sensors, 214–218
Serlin, David, 603
Settlers of Catan, 387–388, 508
Shannon, Claude, 192, 195–196, 200
Shenmue, 441
A Shift in Scale (exercise), 19
Shochet, Joe, 68, 352–353, 358
Sibling Rivalry
descriptions, 13, 106–110
development, 110–115
Sideman, Karen, 90
Sieberg, Daniel, 587
signal transmission, 195–196
balancing, 198–199, 201
in games, 204
Index
2 Index
Index
noise, 196–197, 201
redundancy, 197–198, 201
signs, 42–47
Silent Hill, 404
Silent Hill II, 510
Sim City
automated complexity, 89
conflict, 254
goals, 83, 254
representations, 364
retelling, 413
as simulation, 424, 439
space, 394
SimCopter Hack, 561
Sim Life, 431
Simon, Herbert, 40
Simon Says, 331
sims, 392, 424
The Sims, 539–540
The Sims Family Album, 541–544, 552
Sims Hot Date Expansion Pack, 386–387
simulation
as abstraction, 439
case-based vs. generalized, 445–448, 457
conflict representation, 431–434
definitions, 422–423
exercise, 19
framing, 449–450
games as, 295
limitations, 440, 442
and meaningful play, 425–427
non-game, 424–425
procedural characters, 435–439
procedural representation, 422–423,
427–431, 457
and reality, 445–451, 453–455
traits, 439–442, 457
wargames, 427–428, 442–445
single-player games
Centipede, 251–252, 258
difficulty adjustment, 222–223, 227, 352
Joust, 252, 258
player roles, 465
Solitaire, 81, 250, 334
trends, 462
SiSSYFiGHT 2000
cheating, 280, 565–566
forbidden play, 481
gender, 526
pleasure, 343
prototype, 12
randomness, 176
Site-Specific Resistance (exercise), 17
situation, 380, 416
2
Index 3
3
Skinner, B. F., 345
Smith, Harvey, 280, 441, 445
Smurf Rescue, 524
Sneak
descriptions, 14, 490–493
development of, 494–495
playtesting, 497–501
Sniderman, Stephen, 94, 137, 138, 573–574
Snyder, Kira, 490–493
See also Sneak
Soccer
conflict, 250, 432
and culture, 507, 515, 516
rule-breaking, 276
and systems, 50
in Universal Square, 563–564
social contract, 269, 473, 488
Social Interaction Analysis (exercise), 21
socializers, 466, 488
social play
the A.I. Game, 576–577
contractual nature, 473
design of, 484–485
emergent
Little Max, 467–468
Mafia, 468–469
Stand Up, 470
exercises, 17, 21
forbidden play, 478–481, 489
implicit rules, 474–475
kissing games, 479–480
limits, 485
metagames, 481–484, 489, 540
player roles, 463–466
social relations, 462–463
transformative, 475, 489
See also community
SOD, 560
software, 544–550
Solitaire, 81, 250, 334
sound, 347, 404
soundtrack, 413
space
boundaries, 94–95, 573–581
and complexity, 155
in digital games, 392–398
in Ironclad, 293
location, 104
exercise, 17
narrative, 390–392, 406–408, 418
three-dimensional, 394
transforming, 526–529
Space Invaders, 258, 341, 394
space of possibility
Index
4 Index
Index
concept, 66–67, 69
and conflict, 255, 258
and decision trees, 234
and degenerate strategy, 273
invisible playground, 578–579
representational, 374
and short-term goals, 344
in war games, 443–445
Spacewar!, 62, 548
spatial factors, 578–579
Spector, Warren, 2–3, 9, 57, 363, 390, 451
Spin the Bottle
forbidden play, 480
metacommunication, 371, 449, 452
spoil-sport hacking, 280–281
spoil-sports, 275, 285
sports, professional, 276–277
sportsmanship
lack of, 269, 271
in Tic-Tac-Toe, 129
Spybotics: The Nightfall Incident, 385, 386
Spy vs. Spy, 394, 395
Squire, Kurt, 390, 416
SSX, 508
stability, 224–225
stakes, 482–483
standard players, 268–270, 285
Stand Up, 470
Starcraft, 209, 548
State of Emergency, 507
Stay Alive, 90
Stewart, Susan, 373
stories, games as, 379
See also narrative(s)
story events, 402–403, 419
Stratego, 205
strategy
bluffing as, 164
and chance, 185–186
degenerate, 241, 246, 271–274, 285
in game theory, 235–237, 245
and information, 207–208
mixed, 242, 246
of modifications, 559–565, 569
and probability, 242
real time, 273–274
and rules, 121, 137
in simulation design, 445–448
in Tic-Tac-Toe, 121, 235–236
in Warcraft III, 222
Street Fighter II, 507
structure
and interpretation, 44–47
levels, 261, 386–387, 391
4
Index 5
5
mission-based, 385, 386–387
for narrative play, 382–385
and semiotics, 45–46
of simulations, 445–448
and theme, 294
stylized behavior, 331, 334
sub-games, 296
Sudnow, David, 11, 58, 66, 68, 313, 319,
326, 329, 399, 604
Suits, Bernard, 76, 97, 98, 116, 119, 283, 331
Sumo Wrestling, 574
Super Breakout, 377, 378, 380, 399
Super Mario, 43, 403, 524
Super Mario Brothers, 523
Super Mario 64, 209, 354–355, 390
Super Mario World, 453
surprise, 165–166
See also emergence
Survivor (TV show), 250, 464–465
Suspicion, 581–584
Sutton-Smith, Brian, 1, 78, 93, 94, 101, 183,
301, 306, 315, 327, 335, 339, 356, 372,
464–465, 479, 486, 488, 512, 516, 517,
518–519, 532, 574
synergy, 159–160
systems
complexity range, 155–156, 170 (see also complexity)
definitions, 50, 55
elements of, 50–52, 55, 160
emergent, 170 (see also emergence)
framing, 52–53, 55
games as, 51–55, 80, 83, 86
and magic circle, 97, 99
history of, 53
narrative, 404–411
object interactions, 160–161
open vs. closed, 53–55, 96–97, 99, 105
and community, 471
player-as producer, 539–544
periodicity, 155, 170
of signal processing, 204
simulations as, 440
See also cybernetic systems; game systems
< Day Day Up >
< Day Day Up >
Index
6 Index
6 Index
Index 1
T
taboo behavior, 478–481
Tag
conflict form, 250
core mechanic, 317
and design, 41
and semiotics, 44
as social play, 462
touching, 579
Taylor, Chris, 549–550
technology, 451–452
Tekken, 396, 441
Telephone, 196–197, 392
telephones, 573
Tembeck, Shoshana, 21, 264, 456, 486, 533
Tempest
and culture, 507
patch, 562
space in, 394, 395
temporary worlds, 96–97
Tennis
pleasure, 340, 351
and retelling, 413
and rules, 127
verbal, 317–318
tension, 379–380
territorial conflict, 432, 457
testing
Caribbean Star, 599–601
Ironclad, 296
Lord of the Rings Board Game, 24–26
Sneak, 497–501
Tetris
and cultural context, 86
endpoint, 259
experiential play, 86
formal rules, 86–87
information in, 210
metacommunication, 452
pleasure, 330, 341
protective frame, 95
rules, 143–144, 145–146
as simulation, 425
theme, 294
theme park rides, 68
thermostat, 214–217
Thief, 89, 145, 447
Thompson, J. Mark, 204
3-to-15, 128–129, 137
Thunderstorm, 181–182, 381–382, 400
Index
2 Index
Index
Tic-Tac-Toe
complexity, 152–153
on computer, 142, 146–148
conflict, 432
decision tree, 233, 234
emergence, 164
meaning system, 366
pleasure, 343
rules, 120, 137
constituative, 128–129, 146–147
implicit, 129, 148, 474
operational, 147
semiotics, 43
as simulation, 424
as social play, 462–463
sportsmanship, 271
strategy, 121, 235–236
time limits, 271
unwritten rules, 129
Tiddlywinks, 340
time
and competition, 259–261
and complexity, 155
as core mechanic, 320–321
and decision trees, 234, 245
experience over, 351
and pleasure, 338
reinforcement schedule, 345–348, 361
retro, resource for, 602
and rules, 104
and sportsmanship, 271
transformation of, 338
time limits, 129, 474, 600
Tomb Raider
characters and players, 454
and culture, 507
gender, 524, 534
space, 394, 395
transformative play, 305
Tony Hawk Pro Skater 3, 413, 428
tools, for players, 540, 548–550
Torvals, Linus, 545
Tosca, Susana, 8
Toys, 529–531
transformative play
concept, 305–306
and culture, 507, 513, 526–529, 534, 552
in Pac-Man, 272
and pleasure, 340–341
Settlers of Catan example, 387–388
social play, 475, 489
in Suspicion, 583
Transporting the Core Mechanic (exercise), 19
trash-talking, 481, 483
2
Index 3
trivia games, 316
Trivial Pursuit, 433–434
trust, 473, 581
Twenty Questions, 195
Twister, 330
Tylor, Edward, 508
typography, 42, 602
Tzaig, Uri, 563–564
< Day Day Up >
< Day Day Up >
Index 3
4 Index
4 Index
Index
U
Ulam, Stanislaw, 161
Ultima, 81
Ultima Online, 344, 538–539, 558
Um Jammer Lammy, 387
uncertainty
and decision types, 174–175
as game trait, 76, 174
guesswork, 194–195
and information, 193–197, 201, 205, 208
manipulating, 185–186
and meaningful play, 174
micro and macro, 189, 194
in narrative, 388–389, 418
and pleasure, 337
randomness, 175–176, 183–184
vs. risk, 174–175
See also chance; probability
Underwood, Mick, 46
unexpected events. See emergence
Universal Square, 563–564
Unlocker, 347–349
UNO, 86
Unreal, 89
unsportsmanlike players, 269, 271, 481
utilitarian participation, 59
utility, 237–238, 240, 245
< Day Day Up >
< Day Day Up >
Index 1
2 Index
2 Index
Index
V
values
expression of, 516–517
and open source software, 544–546
transformation of, 528
Vampire, 429–430, 529
Vampire: The Masquerade
core mechanic, 389–390
as cultural rhetoric, 521–522
and LARPs, 578
meta-narratives, 580
variable reinforcement, 346–348
Verbal Tennis, 317–318
vertigo, 307, 336
Virtua Fighter 4
characters, 453
cutscenes, 410
as cybernetic system, 218
meaning system, 365–366
procedural characters, 436–437
visual scanning, 316
vocabulary
of games, 2–3, 68
of pleasure, 334–336
voice-overs, 408
Volcano, 546–547
Volleyball, 390
voluntary activity, 76
Von Neumann, John, 161, 231, 232,
237–238, 241
Vygotsky, L. S., 330–331
< Day Day Up >
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Index 1
2 Index
2 Index
Index
W
War, 340
Warcraft II, 159, 251
Warcraft III
cutscenes, 411
feedback loop, 222, 225
information manipulation, 88
war games, 427–428, 442–445
Warhammer, 482
Watch LCD games, 144–145
Weaver, Warren, 192, 195–196, 198, 200
websites
the A.I. Game, 576, 586
clearing house, 603
DiGRA, 602
Gamasutra, 8
on game design, 8–9, 603
Game Girl Advance, 567
history of video games, 602
on information theory, 200
International Game Developers Ass’n, 603
mods and patches, 567
SiSSYFIGHT 2000, 565–566
Weiner, Norbert, 214
whirling, 307, 336
Wilson, Robert Anton, 277
winning
alternative designs, 261, 265
and game definition, 74
metagames, 482–483
New Games Movement, 529
Wipeout, 219–220
Wipeout XL, 404
Wolf, Mark J. P., 392–394
Wolfe, Burton H., 533
women. See gender
wordplay, 306
workarounds, 280
workplace, 581–584
worlds
fictive, 401–403, 419
and simulation, 422–423
temporary, 96–97
Wreckless: The Yakuza Missions, replays,
413–414
Wrestling, 574
Wright, Will, 539
< Day Day Up >
Index 1
2 Index
< Day Day Up >
2 Index
Index
Y
You Don’t Know Jack, 434
< Day Day Up >
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Index 1
2 Index
2 Index
Index
Z
Zarcana, 546, 547
Zaxxon, 394
Zelda: Link's Awakening, 435–436, 447
Zendo, 295, 547
zero-sum games, 239–242, 246, 255
Zimmerman, Eric, 9, 167
Zork, 44–45, 89, 394
< Day Day Up >
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Index 1
2 Index
2 Index
List of Figures 1
Chapter 6: Interactivity
Figure 1
Chapter 8: Defining Digital Games
Stay Alive
Chapter 10: The Primary Schemas
Primary Schemas
Chapter 12: Rules on Three Levels
The punch line
Chutes and Ladders
Chapter 13: The Rules of Digital Games
Game and Watch Gallery Donkey Kong, Classic mode
Game and Watch Gallery Donkey Kong, Modern mode
Chapter 14: Games as Emergent Systems
The Game of Life: The Glider
Some triplet histories in the Game of Life
Chapter 15: Games as Systems of Uncertainty
The game continues until only one player remains. This player wins.
Chapter 17: Games as Systems of Information
Enchanted Forest
Drome Racing Challenge
Chapter 18: Games as Cybernetic Systems
Negative feedback air conditioning system
Positive feedback air conditioning system
Negative feedback heating system
Positive feedback heating system
Hot and cold negative feedback system
Hot and cold positive feedback system
Wipeout
Super Monkey Ball
Powerstone
List of Figures
2 List of Figures
Chapter 19: Games as Game Theory Systems
Cake division payoff grid
Chapter 20: Games as Systems of Conflict
Joust
Gauntlet
Loop
Commissioned Game 2 — Ironclad
Robot movement
Robot range
Robot combat The two black robots attack a white target, destroying it.
Defensive terrain Again, the white target is under attack. This time, the target has a terrain bonus of 3. The
black player must roll twice, once for each attacking robot. The target only takes damage on a roll of 4, 5, or
6.
Winning position White has an unbroken string running form one side of the board to the opposite side.
Rule of Negation No stones can be placed on intersections shown marked with an X.
Moving a Stone
Chapter 22: Defining Play
Examples taken from Man, Play, and Games
Chapter 23: Games as the Play of Experience
Breakout
Alleyway
Chapter 24: Games as the Play of Pleasure
Neopets
Chapter 26: Games as Narrative Play
Sims Hot Date
Zork: Text-only space
Asteroids: One screen with wraparound
Tempest: Limited 3D space
Tomb Raider: Full 3D space
Double Dragon: Scrolling with separate background layers
Spy vs. Spy: Two spaces on one screen
Defender: "Mapped" space
closed castle
open castle
Blue Labyrinth (expanded view)
Inside the Black Castle
Drome Racing animation
2 List of Figures
List of Figures 3
Chapter 27: Games as the Play of Simulation
Your book
Your opponent's book
geographically accurate river
hexagonally stylized river
Chapter 28: Games as Social Play
Social play roles
Figure 1: The "Real Rules" of Foursquare
Chapter 30: Games as Cultural Rhetoric
The Landlord'sGame
Lara Croft
Smurfette
Princess Toadstool
Lara Croft
Samus Aran: Metroid
MS.Pac-Man
Vanessa: Virtua Fighter 4
SISSYFIGHT 2000
Chun Li: Street Fighter
Nina: Tekken 3
Ling: Tekken 2
Ivy: Soul Calibur 2
Toys: sample playing cards
Toys: gameboard
Chapter 31: Games as Open Culture
Excerpts from The Metamora Family: User ID: dnknt98
As darkness arose, and spirits wandered Magoria spoke of the evil deeds that she was ready to carry out.
Magoria approched her family and spoke: "This All Hallows Eve, the moon wiil be full and the time has come
to complete The Passage of the Dead."
Charlie, unsure of what was being spoken, asked, "What is this evil you speak of Magoria?"
Charlie, unsure of what was being spoken, asked, "What is this evil you speak of Magoria?" "I know, I know
we are going to summon the demon of Guton," Wenticia screamed.
Charlie, unsure of what was being spoken, asked, "What is this evil you speak of Magoria?" "Yes that is
correct, we shall begin to sacrifice the youth and in return be granted Eternal life." Magoria turned and placed
a hand on the grave of Elanora, saying, "This is our family's destiny; we will prevail."
Excerpts from Gingerbread: User ID: GoodHumor 1
Like most fleeing edibles, George and Ginny are tormented by the possibility of becoming someone's next
meal. Ginny, longing for some normalcy in her life, is hoping to meet new friends and finally settle down in a
neighborhood where she and her husband can relax. George, on the other hand, is consumed with the danger
of winding up as part of somebody's holiday buffet. It is with some trepidation that Ginny announces,
"George, I have decided to throw a house warming party to get to know our new neighbors."
George is not too keen on this idea until he realizes this would be a golden opportunity to scope out potential
enemies, you know, those that might find his curly que hairdo just a little too appetizing. Actually, he worries
more for Ginny. She tends to be too trusting. Her kind nature has unfortunately gotten the couple in more than
a few mixes…er…fixes.The upside to this is that all this "escaping" has kept the two in prime physical
List of Figures 3
4 List of Figures
condition.
…George insists that he and Ginny sleep in the guest room on the first floor. This way he will be ready for
anything that might pop up…a burglary, a fire, a gingernapping…whatever. He worries about Ginny because
he loves her so. George has a bad feeling about this Newbie character and plans to keep one frosted eye on
him.
…A roaring fire seems to calm George, taking him back to his roots. He wishes that just once, he and Ginny
could exist in a world free of gingerbread groupies.
With Ginny asleep upstairs, George consumes cup after cup of Expresso in an effort to stay awake as long as
possible…just in case.
He is aware that Joy Holiday is lurking outside the window, in cahoots with Bob, of course. George already
informed Joy that he and Ginny have no desire to be storefront props for her stupid Bakery. These humans!!!
But George is playing it cool. He does not want Joy to know he is on to her. He's not worried, though. She'll
get hers too.
With escalating paranoia, George aims his new telescope in the direction of the Newbie home. And just as he
suspected, Bob is having some sort of kitchen table meeting with one of Simville's senior citizens, Joy
Holiday.
"OK," sighs George, "That makes Joy suspect #4. Geez, you can't trust anyone these days."
George notices Bob Newbie spending way too much time at the house with Ginny. And just the other day, he
noticed Bob hand Ginny a slip of paper. What was THAT all about? And, to make matters worse, George is
not imagining that Frankie still wants to claim the gingerbread home as his own, preferably not including its
present inhabitants. George decides surveillance cameras, alarms, and telescopes alone won't due. Extra
precautions are needed. He heads over to the shed out back…
Zendo
Dungeon Seige editor
Scourge Done Slick, 1998 | Quake Done Quick
Father Frags Best, 1999 | Phil Rice aka Overman
Devil's Covenant, 1998 | Clan Phantasm
Anachronox, 2001 | Jake Hughes, Director
Chapter 32: Games as Cultural Resistance
SOD
Sailor Moon Wad
Frag Queens
Blacklash
< Day Day Up >
< Day Day Up >
4 List of Figures
List of Tables
Chapter 15: Games as Systems of Uncertainty
Table 1
Table 2
Table 3
Chapter 30: Games as Cultural Rhetoric
Brian-Sutton Smith's Seven Rhetorics of Play
< Day Day Up >
< Day Day Up >
List of Tables 1
2 List of Tables
2 List of Tables
List of Sidebars 1
Chapter 2: The Design Process
Computers in the Classroom
Reiner Knizia
Chapter 5: Systems
The History of Systems
Commissioned Game 1 — Richard Garfield
Richard Garfield
Chapter 11: Defining Rules
Rules and Strategy
Chapter 12: Rules on Three Levels
How to Play:
Rules in the Design Process
Chapter 20: Games as Systems of Conflict
Terminological Aside: Two Forms of Cooperation
Case Study: Beating Loop
LOOP
Commissioned Game 2 — Ironclad
Frank Lantz
Chapter 22: Defining Play
Terminological Aside: "Play" and "Games" in French
Delimitation of our project
Chapter 24: Games as the Play of Pleasure
Footnote to a Footnote
Disclaimer: The Limits of Flow
A Hypothetical Case Study A: Game Called Unlocker
Unlocker
Terminological Aside: Behavior Theory and Cybernetics
Case Study: The L Game : An Exception to Every Rule
The L Game
List of Sidebars
2 List of Sidebars
Chapter 26: Games as Narrative Play
Case Study: A Loopy Core Mechanic
LOOP
Case Study: Drome Racing as Narrative System
Drome Racing Challenge
Drome Racing Challenge
Hardcore Gamers and Cutscenes
Chapter 27: Games as the Play of Simulation
What About Those Quotation Marks?
Chapter 28: Games as Social Play
Clarifying "Community"
Commissioned Game 3 — Sneak
Kira Snyder
Chapter 32: Games as Cultural Resistance
from sissyfightnews.com
Commissioned Game 4 — Caribbean Star
James Ernest
2 List of Sidebars