Thursday, November 22, 2012

Game Design a form of "Play"


To me game design, in itself is a form of “play”

Game design; which consist of many different roles to create a game. As making the game is a process of play, using the theory of Callios's Taxonomy to elaborate, why I think game design is a form of “play” it have AgÔn, Mimicry and Ilinx and also both Paida and Ludus have in game design as well.

Game design does has AgÔn because it’s a competitive play that different company are creating different game to compete with each other to see whose game is selling better in the game industry.

As for Mimicry it does contribute to making game design a form of “play” is because the game that a game design company, plan to develop on a game is to create for the audience to believe what they are playing and doing in the game also because the game designer will have to let the playtester to role-play as the audience so to find out what is good and bad about the game so they will be able to twitch the game to make it better for the audience.

Ilinx is because game design which will require people to have hands on the programming, drawing, and designer and to create sounds. To a huge extent when developing a character move maybe the artist will need to find someone in the team to do the particular post for the artist to draw the position/ movement/ action so this does have Ilinx in game design.

There are also paida and ludus, paida which is wild and free-form which shows that the game category are widely spread which is does not have only a form but does have more than one form which leads to having many different themes, category and genres. It is also ludus as is it being constraint by rules that such as copyright which only one company will have a game of their own but maybe only that there will be same theme, category or genres but the story and character all are different and have their unique gameplay in each so there is ludus in game design.

To conclude, game design is a form of “play” because play is to push, oppose and resist the rules as much as possible so for game design the designer will have to push the rules in the correct way as it will not be taking the copyrighted material but to think out of the box to create a game that no company or game designer have created before.

Thursday, November 8, 2012

"A Thousand Year Game"


The game I think deserves the title of “A Thousand Year Game” would be StreetFighter or any other 1vs1 player fighting game.

It deserves the title because it was also once play in a thousand year ago which maybe its not be in digital form but in real life as maybe people in thousand year ago used to fight with one another using real skill and method, as there is always a winner and a loser, the reward of the game will be the bet they set for each other or it will be something that is valuable to the ‘player’ which is the themselves. There is also risk to the past game which is the ‘player’ life. As maybe this is the inspiration of the start of the fighting game being introduced when the year passes.

 I think that until now fighting game is still being played, is because of the excitement it gives to both player, either the losing or the winning player as the losing player will want to turn tides trying to win the match and the winning player want to secure the winning position so this will increase the excitement.

This might also because it have met all the criteria of a game, Player; this game can be played alone or multiplayer. Objective; the game is to outwit the player, for example both player have to understand what they want to do in the next move so they can either defend or attack the player, used special power. So I think that it’s outwitting the person when player StreetFighter. Procedures; Press start button, choose character, fight with opponent and conclude a winner. Rules; the rule is to kill the opponent before he/she kill you or before the time runs out. Resources; the different power each character has, the health, time given and combo bar (where player to get enough combo to do a special attack). Conflict; the opponent the player faced. Boundaries; the controller and the arena of the battlefield. Outcome; one winner and one loser, zero sum game. This is why I think that StreetFighter is the game of “A Thousand Year Game.”

In conclusion, I think that StreetFighter deserves the title “A Thousand Year Game” is because it will still be played in the next thousand year time as maybe the game will not be called StreetFighter but it will still be a 1vs1 fighting game, maybe in the future the game might become to a game in real life but requires the player to control their own fighting own build fighting robot/machine in an arena, it will be as similar as the game of StreetFighter but in the next thousand year time, fighting with their toy of machine/robot to be in the top of that ‘future game’. 

Monday, October 22, 2012

Formal Element of Game



The non-game I choose is “hide and seek.”

Formal element Players:  It’s a game that requires more than 1 player to play the game.

Formal element Objectives: The objectives of the game for the players that need to hide, is to be the last person that the seeker will find. As for the seeker the objective of the game is that he/she has to find all the players that went to hide.

Formal element Procedures: the procedures is to get one seeker out of all the players and the rest will be hiding, after that the game will be begin once the seeker started counting.
                                                          
Formal element Rules: There game objects will varies and only things that are already around the boundary, for example; playing under a HDB block the object for that game will be the pillar around the building but once the boundary or place is change the object will varies. The player can do is to hide inside the boundary but cannot hide outside boundary, for the players that are hiding. As for the seeker he/she can only open their eyes once they finished counting from 20, where the time is for those other player to hide in the boundary. The seeker cannot open the eyes when counting.

Formal element Resources: There is no resource in this “non-game.”

Formal element Conflict: The conflict for those players that are hiding, will occur to them is that they can’t hide out of the boundary. The seeker conflict is that the area of the boundary and the physical object in the area which will make it more difficult for the seeker.

Formal element Boundaries: The boundaries of the game is that the area that are chosen by the players to implement the rules and goal to the area and to the player’s goal. The rules and goal of the game will only happened when in the game space and once the game end everything will be remove.

Formal element Outcome: The game outcome will be certain as the game will only have a winner which will be the seeker as the seeker will have to find all the players that are hiding but only special case that the seeker give up and that will means those players that hide have won.

This game that I choose has short of resources but I think adding more of objects to the game and a better outcome will make the game even better.

So the resources that this game short I think adding a countdown timer to the non-game will be better as this will make the outcome of the game better so if the seeker, have left no more time in the timer then that means those players that hide have win the game, adding more object to the game rather than using the objects from the boundary maybe the object that can add to the game is that every player will have to wear a bell on their leg to make their presence more noticeable so this will increase the risk to both the seeker and those player that hide, if the seeker is running those players that are hiding will know but if they heard and want to change place will also increase the chance of them being found by the seeker.