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Games teach systems

Avatar for Andrea Resmini Andrea Resmini
November 10, 2020

Games teach systems

Seminar on using games for teaching systemic design approaches, detailing the formal-dramatic-spatial framework of analysis

Avatar for Andrea Resmini

Andrea Resmini

November 10, 2020
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  1. (monolith, Middle-earth: Shadow of mordor. From resmini, a. (forthcoming 2021)

    the organization and exploration of space as narrative)
  2. (space/narrative information architecture in middle-earth: shadow of mordor - resmini,

    a. (forthcoming 2021) the organization and exploration of space as narrative)
  3. to play means to directly experience the interplay of information

    flows, human agency and desires, and environmental constraints
  4. A game is a free activity standing quite consciously outside

    ‘ordinary’ life as being ‘not serious’ (huizinga, J. (1949) homo ludens. routledge)
  5. no profit can be gained by it and it possesses

    its own proper boundaries of time and space according to fixed rules (huizinga, J. (1949) homo ludens. routledge)
  6. a game is an activity among two or more independent

    decision-makers seeking to achieve their objectives in some limiting context (abt, c. c. (1987) serious games. University press of america. p. 6)
  7. games are free, make believe activities, governed by rules, circumscribed

    in space and time, whose course is uncertain and unproductive (caillois, R. (1958) Les jeux et les homines. gallimard)
  8. agency, conflict, win or lose situations (Adapted from Fullerton, T.

    (2008) Game Design Workshop. Morgan Kaufmann)
  9. “a game is a closed formal system that engages players

    in structured conflict and resolves its uncertainties in unequal outcomes” (Adapted from Fullerton, T. (2008) Game Design Workshop. Morgan Kaufmann)
  10. games are defined by four main characteristics representation, interaction, conflict,

    and safety (Crawford, C. (1984) The Art of Computer Game Design. McGraw Hill)
  11. a game is a closed formal system subjectively representing a

    subset of reality (Crawford, C. (1984) The Art of Computer Game Design. McGraw Hill) representation
  12. a game allows players to explore in full the webwork

    of causes and effects of the parts of reality it represents and embodies (Crawford, C. (1984) The Art of Computer Game Design. McGraw Hill) interaction
  13. is intrinsic to any game and is the product of

    players interacting in the pursuit of a goal (Crawford, C. (1984) The Art of Computer Game Design. McGraw Hill) conflict
  14. a game is an artifice to experience conflict and danger

    while excluding their physical realizations (Crawford, C. (1984) The Art of Computer Game Design. McGraw Hill) safety
  15. representation interaction conflict safety dramatic elements formal elements (The original

    relational model connecting fullerton’s and crawford’s model in a system)
  16. “every election is a game” (Abt, C. C. (1987) Serious

    Games. University of America Press)
  17. structured conflict implies both the existence of rules (structures for

    interactions) and of a narrative (representation and who did what)
  18. (J. Thomas, Shalebridge, the Inner Cradle, in Thief: Deadly Shadows

    - Adapted from K. Gillen, Journey Into the Cradle, PCGamer March 2005)
  19. (Ang Lee, Life of Pi, 2013. Source: All Hollywood FX

    Removed. https://www.youtube.com/watch?v=7rk0279i7vM)
  20. games are “systems in which players engage in an artificial

    conflict, defined by rules, that results in a quantifiable outcome” (salen, k.and zimmerman, e. (2003) rules of play. the mit press)