Thursday 8 March 2007

week 5

In this journal I want to talk about pleasure of rewards in the computer games. As stated by Hallford & Hallford in games and in life, we all have preferences of outcome. We will engage in choice making so long as we believe one choice provides more benefit to us than another (2001, p.157). In computer games , ‘the player goes to a predetermined place or person in order to receive a reward for their efforts.’(2001, p.181) Hallford et al present 4 different types of rewards (2001, 157-160):
Reward of Glory: ‘Glory rewards are all the things you are going to give to player that have absolutely no impact on the gameplay itself but will be things thy end up taking away from experience’’ (2001, p.158). It can include, for example winning the game by getting all the way to the end.
Reward of Sustenance: This kind of reward is given to players to keep all these things they have gained in the game so far. It can include, for example robot that remove curses or diseases.
Reward of Access: This reward allows a player to access new locations or resources that were previously inaccessible. The typical examples of this kind of rewards are: keys, passwords.
Reward of Facility: Reward of facility enable a players to do things they could not do before or enhance abilities they already posses. Rewards of facility can be new weapons or magic items.
Let us have a look how ‘Age of Empires’ apply to pleasure of rewards. ‘Age of Empires’ is an epic real-time strategy game in which players are challenged to build tribes into great civilizations. In this game players can choose from one of several ways to win the game. Reward of Glory can be: world domination by conquering enemy civilizations, explanation of the known world and economic victory through the accumulation of wealth. What about Reward of Sustenance? These reward include sources of gold, wood, iron and food. These all things make it possible for the player to keep playing. Thanks this reward the player can produce ,build and maintain units, like buildings, builders and soldiers. Reward of Access is here entering new territories, which previously were blocked by enemy nations. Lastly, we have Reward of Facilities, which is conected witch technology. It includes :economic upgrades ( increasing the rate of gathering resources), military upgrades( better armed and armoured units) and infrastructure upgrades ( for example: stronger fortification).

Bibliography:

1. Hallford, N. and Hallford, J. (2001) SWORDS, CIRCUITRY: A Designer’s Guide to Computer Role-Playing Games , United States of America: Prima Publishing.

Saturday 3 March 2007

week 4

According to Salen and Zimmerman in:

www.gamesconference.org/digra2003/2003/index.php?Abstracts/Salen%2C+et+al. - 72k –

the classical notion of a game implies that there is clear border between the game and the world outside the game – it presents Huizinga’s concept of the ‘ magic circle’. The magic circle of a game is delineation in time and space of the game’s existence. For example , the football match takes place only within the borders of the playfield , for a duration that lasts between the starting whilst and the final second of play. Salen and Zimmerman in ‘Rules of play’ suggests that ‘To play a game means entering into a magic circle , or perhaps creating one as a game begins’(www.gamestudies.org/0401/jarvinen ). The authors claim the ‘magic’ of circle is because of the ‘new reality’ it creates. Magic circle represents something very specific and ‘holding power’ of games.
The second concept, I want to explain in this journal is – lusory attitude. Suits claims that the lusory attitude is the attitude taken by the game players towards the playing of the game. He defines it as’ the acceptance of constitutive rules just so the activity made possible by such an acceptance can occur’. The players must choose to follow the rules of the game to perform the activity that the following of these rules creates. What is more the activity of game playing must be chosen voluntarily. (www.chass.utoronto.ca/pcu/noesis/issue_vi/noesis_vi_3.html - 28k)
Let us have a look how players of ‘ Mario 64’ adopt a lusory attitude and how they enter into the magic circle. Players enter into magic circle, because ‘Mario 64’ is outside ordinary world witch specific boundaries of rules. The ‘Mario’s’ world (game’s special frame) is very simple and consistent and if something exists in this world players can use it. Mario’s reality is also predictable. Players are given simple set of control and through this control they are expressive and interact through simple movement and small jumping moves. It is easy for players to plan for action. because new elements are introduced slowly. Lusory attitude requires a certain attitude. The ‘Mario 64’ requires from players to adopt arbitrary rules like understanding the world, making a plan, accumulating goals and then acting on it. In my opinion all these rules have need of players’ attitude and accepting these conditions (rules) make game play possible. The other elements of lusory attitude is that ‘Mario 63’ has no material benefit and the game is voluntary ( players are willing to play, not because they are forced.)