In our last weeks lecture with Eddie Duggan we looked at how
we could define video games in different terms. We were also given a section ofa book called
Videogames by James Newman. In this particular blog post I will be looking at chapter 2: “What is a videogame? Rules, puzzles and
simulations” In this chapter he describes the main categories of games as: paidea,
ludus, agon, alea, ilinx and mimicry.
Paidea - Gaming just for pleasure
Ludus – Is a game constrained by rules and has an outcome
(winning or losing)
Agon – Competitive game play
Alea – Randomness/change involved in-game
Ilinx – Movement
Mimicry – Simulation, role-play etc.
I will go more into depth with paidea and ludus now to show
you an example. Paidea is a term given to a game when the main objective of the
game is not clear, if there is any at all. The whole idea of the game is that
the player is free from rules and can do whatever they please. The game will
not have a solid framework in which the player would have to follow and. This
flexibility of the game having no goals or rules leaves the whole game limited
to the limitations of the imagination of the player. I personally find that
these games are one of my favourite genres, as being a game designer,
creativity is a must and being given the ability to go mad with some software
is just my idea of a game. I mentioned earlier in one of my blog posts about
Greg Costikyans views on games. In this article Costikyan mentions that Will
Wright, the SimCity designer, talks
about his product not being a game, but an “industrial toy.” This feeling is
also shared by James Newman as he mentions SimCity
as an example of a paidea game. Another example game which is described by this
word is a game called The Powder Game.
It was a game that was released many years ago on the Dan-Ball website and has
since been deleted. It is a game that has no rules at all; it has no goals and
no objectives. The player is given a menu with a choice of many materials such
as gun powder, magma, stone and many others. There is a blank canvas in which
they can construct anything they so desire. This game also has a physics
mechanic inside as some objects obey the laws of gravity and some do not. There
is only one limitation to this game and that is that there can only be a
certain amount of pixels placed in the game, but I would imagine this is so the
game runs as smooth as possible. This
game however does dip its toes into other definitions that James Newman talks
about. Mimicry is when there is a factor of simulation involved, and seeing as
this game mimics that of the materials of ‘real life’ this can also be
considered. The fact that many games can be adapted with very simple changes to
fit many different definitions is a sign of a good game, an adaptive game.
Ludus is a term given to a game which has rules and goals
weaved into the framework of the game. This player has to follow these rules in
order to eventually be rewarded with an outcome; this could be either winning
or losing. One of the first examples of a rule constrained game would be the
original game of Tron. A character
controls a light bicycle that draws a path that remains until the end of the
round, the first person to crash into either yours or the enemy’s path or even
the wall loses. It is a very simple
concept for a game but it contains rules that must be stuck too or else the
player will not receive the desired outcome (to win). Even though the rules are
minimal, this game is a ludus game due to the constraints placed upon the
player as the game begins. No touching walls, no touching any paths including
your own, you can only use arrow keys for movement and first to die losing a
round. This game is however even more adaptive than the last mentioned. The
fact the game relies on player movement puts this game under the ilinx category
as well as the agon category due to the fact that it’s a two player game and
whenever a game has a second player, there is a competitive edge. This is
because as humans, we have a tendency to change anything into a competition and
to be the best out of the best. This is often the case, and the smallest things
can often become competitions. But anyway I’m going off track here…
These exceptional topical description words will now be incorporated
into my analysis of future topics and games. The fact that one game can consist
of many different types of definitions leads me to want to use these useful
descriptive words to construct a more structured and selective piece of writing
and analysis.
Tom Sharman
If any of you guys (especially Ed) would like to try this
Powder Game then here is a link:
The Powder Game is an interesting example of an application providing diversion in the form paidea. It's like a souped-up version of The Falling Sand Game: http://chir.ag/stuff/sand/.
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