Tuesday 27 February 2007

week 1

Defining games is a formidable challenge, if we consider all of the activities and objects, both on and off the computer. Salen and Zimmerman compare several definitions of game. Authors present Jasper Jull’s definition of game. Jasper Jull boils down different definitions into one:

‘A game is a rule-based system with a variable and quantifiable outcome, where
different outcomes are assigned different values, the players exerts effort in order to
influence the outcome , the player feels attached to the outcome , and the consequences
of the activity are optional and negotiable.’ (2006, p.80)

Let us have a look on Wittgenstein’s explanation of game. He states that games mirror family resemblances. How do we recognize that two people we know are related to one another? We can see similar height, eye colour, hair, nose, pattern of speech, mannerisms, etc. Here we just intuitively see the resemblances. Wittgenstein suggests that there is the same pattern of language. It is said in Wikipedia Encyclopaedia – ‘We are all familiar with enough things which are games and enough thing which are not games that we can categorize new activities as either games or not.’ Wittgenstein suggests, that games do not share the same features, but overlap similarities. For example, chess requires skills, no luck and it is competitive, while lottery requires luck but no skills and it is also competitive.
I will try to show how digital games, DOOM II and SAMORAST II apply to Wittgenstein’ theory. Both of them share certain similarities, but also have specific, ‘individualistic’ features. DOOM II is fast –paced shootem-up set in claustrophobic tunnels and hallways ,where player has to shoot down hundreds upon hundreds of monster., whereas SAMORAST II presents a simple point and click interface to control the space gnome and interact with the environment. Basically, the game involves solving puzzles on the screen. Both games require skills to play, however we can say that DOOM II is highly skilled and more competitive in compare witch SAMORAST II, which is easier to play and less competitive.

Bibliography:

1.Salen,K. and Zimmerman, E. (2006) The Game Design Reader, A Rules of Play Anthology, Massachusetts.

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