Characteristics of Games by George Skaff Elias, Richard Garfield, K. Robert Gutschera

By George Skaff Elias, Richard Garfield, K. Robert Gutschera

Contributor note: Peter Whitley (Illustrations), Eric Zimmerman (Forward)
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Characteristics of Games bargains a brand new strategy to comprehend video games: by means of concentrating on convinced traits--including variety of gamers, ideas, levels of good fortune and ability wanted, and reward/effort ratio--and utilizing those features as easy issues of comparability and research. those matters are frequently mentioned through video game avid gamers and architects yet seldom written approximately in any formal means. This e-book fills that hole.

By emphasizing those player-centric simple thoughts, the ebook offers a framework for online game research from the point of view of a video game clothier. The e-book exhibits what all genres of games--board video games, card video games, laptop video games, and sports--have to coach one another. Today's online game designers may well locate ideas to layout difficulties after they examine vintage video games that experience advanced over years of enjoying.

Characteristics of Games--written by way of 3 of the main well known video game designers operating today--will function an important reference for video game designers and online game gamers concerned about the interior workings of video games. It contains workouts (which may also function the root for discussions) and examples selected from a wide selection of video games. There are occasional mathematical digressions, yet those could be skipped with out lack of continuity.

Appendixes provide supplementary fabric, together with a quick survey of the 2 major branches of mathematical video game thought and a descriptive directory of every video game spoke of within the textual content.

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And if the game is going to be played in some specific time slot—over lunch, say—the players will want to pick a game that can be played comfortably in that amount of time. Note that the amount of time a game takes to play is not just a property of the game itself, but of the community that plays it—that is, length of play is agential. 1 Chess in the West is often played relatively slowly, with games that last over an hour not being uncommon, but Eastern versions of chess, no less complex in terms of their rules, are generally played at the speed of casual checkers in the West (perhaps because the game go has taken up the “serious” gaming niche in the East that chess occupies in the West).

But by “heuristics” we simply mean the rules of thumb by which players play games (“develop your pieces” in chess or “never draw to an inside straight” in poker). When players discuss among themselves a game they know, it is these heuristics that they talk about. Given our goal of analyzing games from the point of view of thoughtful players, it’s only natural that game heuristics should be a basic characteristic for us. 1 Characteristic: Length of Playtime It is easy for hardcore players (including most game reviewers and game designers) to underestimate the importance of game length and the cost a long playtime imposes on players, especially more casual ones.

Monday morning quarterbacking” and other postgame analysis from spectators also tend to be about heuristics. ” and they already know something about the rules, chances are they are looking, not for even more detailed rules, but for some basic heuristics. So although they may not use the term heuristics, players of games are very much concerned about heuristics, and discuss them all the time. ” Each round, we have a computer pick a random number between a million and a billion. We then each try to guess that digit of pi; whoever comes closest wins.

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