Discussion Questions 2
1) Based on the definitions of a game and meaningful play as presented in class, discuss whether the game of Calvinball could be considered a game. Could meaningful play emerge from this game? Why/why not?
So if I've been paying attention to the correct parts of the lecture, a game is defined as
"a voluntary interactive activity, in which one or more players follow rules that constrain their behavior, enacting an artificial conflict that ends in a quantifiable outcome."
and the criteria for classifying something as a game are as follows:
-voluntary
-artificial
-interactive
-players, experiential
-rules
-goals
-conflict
-quantifiable outcome
So in a very methodical fashion, I shall put Calvinball through each critera to determine if it is in actual fact a game.
Voluntary: Check. The players play because they want to. They also agree to obey the rules even though they might not like them.
Artificial: Check. The game is played within its own domain, the "magic circle" of the game.
Interactive: Check. Whatever happens in the game is in one way or other determined by what the player had done or what the other players had done or are doing. The players are in control of what happens in Calvinball.
Players: Check. Calvinball requires players. It is experiential.
Rules: This is a little tricky. There are rules in Calvinball but they are always changing. But I guess rules are still rules so I'll say "yes" to this one.
Goals: Another tricky one. I guess the goal is to win... but I can't find an appropriate winning condition in Calvinball... so I guess it's "no" to this one.
Conflict: Check. There is conflict between the players. The players are all playing to win.
Quantifiable outcome: How do you determine a winner if the score is Q to 12? I say "no".
So in conclusion, Calvinball does not fit the criteria of what makes a game. Hence, Calvinball is not a game.
Furthermore, I can't really find any meaningful play in Calvinball. Yes there is discernability where it is easy to perceive the immediate outcome of an action, however there is no integration as the outcome of the game is so open and unclear. (But then again, to the player it might be meaningful. Seeing how Calvin is so passionate about the game, I'm sure he sees meaning in the game... hmmm)
But Calvinball sure does sound fun though =P
2) Begin developing your initial concept for assignment 1: design a traditional format game, and share your ideas on your blog. You can do this individually for now, and we'll form groups in the workshop next week.
I haven't got any concrete concepts yet so I'll just brainstorm here and vomit out whatever ideas that come to mind.
-There are so many games that you can play with poker cards...
-Maybe a game that involves not only the game pieces (cards, dice, board) but also the environment of the player...
-Maybe a game that has something to do with trust and betrayal. Games that involve human emotions and conflict are always interesting...
-Boardgame? The possiblilties are limitless...
-There are really so many games that can be made and so many ideas to play with... maybe I'll just wait till the group decided wat type of game we want it to be (card, board or something else) so that it'll be easier to narrow down the options.
(More coming soon)
So if I've been paying attention to the correct parts of the lecture, a game is defined as
"a voluntary interactive activity, in which one or more players follow rules that constrain their behavior, enacting an artificial conflict that ends in a quantifiable outcome."
and the criteria for classifying something as a game are as follows:
-voluntary
-artificial
-interactive
-players, experiential
-rules
-goals
-conflict
-quantifiable outcome
So in a very methodical fashion, I shall put Calvinball through each critera to determine if it is in actual fact a game.
Voluntary: Check. The players play because they want to. They also agree to obey the rules even though they might not like them.
Artificial: Check. The game is played within its own domain, the "magic circle" of the game.
Interactive: Check. Whatever happens in the game is in one way or other determined by what the player had done or what the other players had done or are doing. The players are in control of what happens in Calvinball.
Players: Check. Calvinball requires players. It is experiential.
Rules: This is a little tricky. There are rules in Calvinball but they are always changing. But I guess rules are still rules so I'll say "yes" to this one.
Goals: Another tricky one. I guess the goal is to win... but I can't find an appropriate winning condition in Calvinball... so I guess it's "no" to this one.
Conflict: Check. There is conflict between the players. The players are all playing to win.
Quantifiable outcome: How do you determine a winner if the score is Q to 12? I say "no".
So in conclusion, Calvinball does not fit the criteria of what makes a game. Hence, Calvinball is not a game.
Furthermore, I can't really find any meaningful play in Calvinball. Yes there is discernability where it is easy to perceive the immediate outcome of an action, however there is no integration as the outcome of the game is so open and unclear. (But then again, to the player it might be meaningful. Seeing how Calvin is so passionate about the game, I'm sure he sees meaning in the game... hmmm)
But Calvinball sure does sound fun though =P
2) Begin developing your initial concept for assignment 1: design a traditional format game, and share your ideas on your blog. You can do this individually for now, and we'll form groups in the workshop next week.
I haven't got any concrete concepts yet so I'll just brainstorm here and vomit out whatever ideas that come to mind.
-There are so many games that you can play with poker cards...
-Maybe a game that involves not only the game pieces (cards, dice, board) but also the environment of the player...
-Maybe a game that has something to do with trust and betrayal. Games that involve human emotions and conflict are always interesting...
-Boardgame? The possiblilties are limitless...
-There are really so many games that can be made and so many ideas to play with... maybe I'll just wait till the group decided wat type of game we want it to be (card, board or something else) so that it'll be easier to narrow down the options.
(More coming soon)
