Game Theory and Play Analysis
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According to the theorist Roger Caillois, what is the primary distinction between 'play' and 'game'?

  • Play is always competitive, while games are cooperative.
  • Play involves physical activity, while games are predominantly mental.
  • Play lacks defined structure or goals, while games have rules and set objectives. (correct)
  • Play is primarily for children, while games are for adults.
  • Which characteristic distinguishes professional sports from 'play,' according to the content?

  • Professional sports are driven by profit and obligation, unlike the freedom of play. (correct)
  • Professional sports require more physical exertion.
  • Professional sports are structured by rules and regulations.
  • Professional sports involve teamwork and strategy.
  • How do board game to video game 'ports' relate to the concepts of 'play' and 'game'?

  • They demonstrate how games can be adapted across different mediums while maintaining their core structure. (correct)
  • They represent a shift from structured games to unstructured play.
  • They illustrate the diminishing quality of modern games compared to traditional play.
  • They combine the defined rules of games with the freedom of play.
  • Which of the following best describes the essence of 'school yard' games like 'Duck, Duck, Goose' and 'Hide and Seek' in the context of play and game?

    <p>They are rudimentary forms of games, blending elements of play with simple rules and objectives. (C)</p> Signup and view all the answers

    Considering the examples provided, what is a common feature that classifies card games, table-top games and video games as 'games' rather than 'play'?

    <p>They each have defined rules, goals, and consequences for participants. (D)</p> Signup and view all the answers

    How do definitions of games influence the games we create and play?

    <p>Definitions can limit or expand our perceptions of what a game can be, impacting innovation and conventions. (B)</p> Signup and view all the answers

    Why was Gone Home (2013) a significant title in the 'game/not a game' debate?

    <p>It sparked debate because some considered it a 'walking simulator' with limited player interaction, despite critical acclaim. (A)</p> Signup and view all the answers

    What is a 'walking simulator,' and why is the term sometimes used pejoratively?

    <p>A game requiring little player interaction or having few mechanics, implying a lack of engaging gameplay. (D)</p> Signup and view all the answers

    According to the content, what is a fundamental element of 'play'?

    <p>An enjoyable activity or one that has an element of fun, and is voluntary (D)</p> Signup and view all the answers

    How did George Herbert Mead theorize that play contributes to a child's development?

    <p>Play facilitates the 'genesis of the self' through make-believe and role-playing. (A)</p> Signup and view all the answers

    What was Johan Huizinga's main argument regarding play in his landmark book?

    <p>Play is intrinsic to many species and an essential element to the formation of culture. (A)</p> Signup and view all the answers

    Which of the following is an example of how play can develop intellectual capacity?

    <p>Through activities that require language, imagination, and empathy. (C)</p> Signup and view all the answers

    How does play instill basic social cues?

    <p>Through reading faces, recognizing when someone is hurt, and learning to take turns. (C)</p> Signup and view all the answers

    Which of the following best exemplifies 'pure play' within a video game environment?

    <p>Repeatedly throwing Kratos' axe in God of War simply for the enjoyment of the action, without progressing the story. (B)</p> Signup and view all the answers

    Which game mechanic exemplifies the principle of being related to game goals AND providing pure play?

    <p>Using Luigi’s Poltergust 3000 to control a shining light and vacuum objects. (B)</p> Signup and view all the answers

    A game developer adds destructible elements to the environment. What design principle aligns with players choosing to interact with these elements simply to cause destruction?

    <p>Pure Play (A)</p> Signup and view all the answers

    A game designer wants to incorporate 'deliberate jank' into their game. Which existing game would be a good example for them to study?

    <p>Octodad (B)</p> Signup and view all the answers

    In the context of game design, how does 'pure play' exploration differ from typical exploration driven by game objectives?

    <p>Pure play exploration is driven by curiosity and immersion, independent of specific quest goals or rewards. (B)</p> Signup and view all the answers

    In the context of game design, what is the primary appeal of including non-essential interactive objects?

    <p>They enhance the player's sense of freedom and fun. (A)</p> Signup and view all the answers

    Which one of the following actions would be the best example of 'pure play' within the category of Human/Animal Interaction in a video game?

    <p>Petting a cat in Assassin's Creed: Origins simply because you enjoy the interaction. (B)</p> Signup and view all the answers

    A game features a robust in-game photography system, allowing players to take and share pictures. When does this feature qualify as 'pure play'?

    <p>When players take photos in various locations simply for their own amusement and creative expression. (B)</p> Signup and view all the answers

    A game features a character who can meow, scratch furniture, and play with toys, similar to Stray. What design principle does this exemplify?

    <p>Non-essential Interactive Objects (B)</p> Signup and view all the answers

    Which of the following describes an element of 'involuntary movement' in a video game?

    <p>The character sliding on ice due to the game's physics. (B)</p> Signup and view all the answers

    How can the inclusion of a seemingly mundane object like a flushable toilet contribute positively to a game's overall experience?

    <p>It can break the fourth wall and add humor. (A)</p> Signup and view all the answers

    Which activity falls under the category of 'object manipulation' within the context of game design?

    <p>A character skipping stones across water. (D)</p> Signup and view all the answers

    A game designer is creating loading screens. Inspired by Fallout 4, what could they include to enhance player engagement during loading?

    <p>Rotatable and zoomable game models. (C)</p> Signup and view all the answers

    According to Jesper Juul's game model, what are the defining characteristics of a game?

    <p>Level of player effort and attachment (B)</p> Signup and view all the answers

    How does the game Gone Home fit into Jesper Juul's game model?

    <p>It has a clear element of player attachment to the outcome as the player attempts to uncover the mystery of a missing sister. (B)</p> Signup and view all the answers

    Applying Jesper Juul's game model, which element is most debatable as a 'fixed rule' in Gone Home?

    <p>The implied objectives (B)</p> Signup and view all the answers

    What is the primary purpose of 'pure play' elements in game design?

    <p>To build the world, create immersion, add non-essential mechanics, and offer breaks from the intensity of the main goals (D)</p> Signup and view all the answers

    What does effective game design achieve by mixing 'game' and 'pure play'?

    <p>Interaction that is enjoyable on its own while also serving the game's objectives. (B)</p> Signup and view all the answers

    Which of the following best describes the primary function of mini-games within a larger video game?

    <p>To offer a focused, shorter gameplay segment that can serve as a distraction, enrich the game world, or both. (D)</p> Signup and view all the answers

    A game designer incorporates a climbing mechanic in their open-world game, allowing players to scale any building. How would this be categorized under 'pure play' if the players often climb without a specific objective?

    <p>Voluntary Movement (A)</p> Signup and view all the answers

    How can real-world games influence video game design, as evidenced by examples in the provided text?

    <p>They can inspire entire stand-alone video games, be integrated as mini-games, or influence mechanics, such as 'the floor is lava'. (D)</p> Signup and view all the answers

    In the context of game design, if a player consistently uses a grappling hook to move around the game world even when faster travel options are available, what category of 'pure play' does this exemplify?

    <p>Voluntary Movement (D)</p> Signup and view all the answers

    A game developer wants to add engaging mini-games to their open-world adventure. Which approach would best leverage the definition and examples of mini-games provided?

    <p>Incorporate mini-games that deepen the game's lore, provide a break from the primary gameplay loop and add enjoyment. (C)</p> Signup and view all the answers

    Flashcards

    Definition of a Game

    A game is an activity with rules, objectives, and player interaction, often involving fun.

    Importance of Definitions in Gaming

    Definitions shape the style, innovation, and expectations in game design and play.

    Walking Simulators

    Games requiring little interaction or mechanics, often criticized for lack of traditional gameplay.

    Gone Home Case Study

    A story exploration game that sparked debate on what constitutes a game; praised by critics but criticized by gamers.

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    What is Play?

    Play is an enjoyable activity, typically voluntary, with no strict goals beyond having fun.

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    Significance of Play

    Play develops language, imagination, empathy, and social cues in individuals, especially children.

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    George Herbert Mead on Play

    A social psychologist who theorized that play is crucial in developing self-identity and social understanding in children.

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    Johan Huizinga's Contribution

    Huizinga introduced the idea that play is essential for culture and is intrinsic to many species, not just humans.

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    Play

    An enjoyable activity entered into voluntarily without a defined structure or end goal.

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    Game

    A structured activity with defined rules, goals, and participants' effort.

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    Difference between Play and Game

    Play is unstructured and for enjoyment; game is structured with rules and goals.

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    Examples of Games

    Includes sports, board games, video games, and card games, each with defined rules.

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    Roger Caillois

    Theorist who distinguished between play and game on a spectrum.

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    Mini-Game

    A smaller game embedded within a main video game for fun or world-building.

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    Pure Play

    Play without rules, goals, or defined endpoints, just for enjoyment.

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    Movement: Voluntary

    Actions in games done for enjoyment, even when not required.

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    Game Adaptations

    Real-world games transformed into video games or embedded within them.

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    Internal Card Games

    Games within video games, often for entertainment or lore.

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    Breakable Environments

    Elements in games that are destructible for fun, enhancing player interaction.

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    Projectiles in Play

    Games that allow players to throw or catch objects purely for enjoyment.

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    Exploration in Games

    Self-directed exploration that satisfies curiosity, often unrelated to game goals.

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    Creativity in Gaming

    Elements that let players express creativity without game objectives (like building).

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    Human/Animal Interaction

    Engaging in play with NPCs or animals without game objectives or rules.

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    Juul’s Classic Game Model

    A framework defining a game based on player effort and attachment.

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    Player Effort in Games

    The active participation a player must engage in to progress or explore within a game.

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    Variable and Quantifiable Outcomes

    Outcomes in games that depend on playstyle and can be measured based on player actions.

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    Fixed Rules in Gaming

    Consistent guidelines in a game that players must follow, sometimes implied rather than explicit.

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    Involuntary Movement

    Movement that occurs without conscious effort, often influenced by the environment.

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    Types of Involuntary Movement

    Includes actions like swinging, bouncing, and falling through portals in games.

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    Object Manipulation

    Interacting with objects in a game for fun and gameplay purposes.

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    Fun with Mechanics

    Game mechanics can be both goal-oriented and purely enjoyable.

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    Non-essential Interactive Objects

    Objects in games that provide enjoyment beyond main objectives, like flushing toilets in Wolfenstein.

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    Game Design Purpose

    The best mechanics in games combine goal achievements with enjoyment, making them fun always.

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    Interactivity in Games

    Activities like rotating game models or interacting with the environment add layers of fun in gaming.

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    Study Notes

    What is a Game? What is Play? Why Should You Care?

    • Examination of game design, creativity, immersion, minigames, and walking simulators.
    • Definitions influence game style and conventions (for better or worse).
    • Limiting definitions can stifle innovation, while expanding definitions can broaden the scope.
    • This applies to other art forms, such as music.
    • Defining "game" impacts innovation and expectations.

    Gone Home (2013): A Case Study

    • Subtitled "A story exploration video game."
    • Kicks off the whole "game/not a game/walking simulator" debate.
    • Universally praised by major and minor gaming publications.
    • Universally criticized by many gamers for not being a "true video game."

    "Walking Simulators"

    • Pejorative descriptor for games requiring little player interaction or with few mechanics.
    • Popularized in 2013.
    • A narrow-minded approach to video games and game design.

    Play Defined (again)

    • Play is an activity considered enjoyable or "fun."
    • Play can be repetitive.
    • It lacks a defined structure or end goal beyond simple enjoyment.
    • Play must be voluntary. Players can't be forced to have fun.

    George Herbert Mead (1863-1961)

    • Social psychologist.
    • Theorized that children develop self through stages: imitation, play, game, generalized other.
    • Claimed play is essential to the development of self through make-believe and role-playing.

    Johan Huizinga (1872-1945)

    • Published a landmark book in 1938 examining play's importance.
    • Concluded that play is intrinsic to many species (not just humans) and an essential element to culture.
    • Play is free and untethered by material interests or profit.

    Play is Instinctual: Innate

    • Animals engage in crazy behaviors with no apparent purpose other than fun (e.g., otters).
    • Sometimes, animal play mimics real-life actions like hunting. In other cases it's pure, spontaneous fun.

    Roger Caillois (1913-1978)

    • Theorist who categorized play and game on a spectrum.
    • Play involves voluntary, enjoyable activity with no defined structure or end goal.
    • Games are structured activities with defined rules and a set goal.

    Examples of Game: SPORTS

    • Any sport, by definition, includes rules, goals, and consequences.
    • Pro sports are more akin to work because the goal is often profit.

    Examples of Game: SPORTS Video Games

    • Rich history of titles; remember EA's slogan "If it's in the game, it's in the game?"
    • Madden NFL is a highly popular and consistent best-selling title.
    • EA-FIFA used to be big, but there were rights issues that dissolved in 2022.

    Examples of Game: TABLE-TOP GAMES

    • Board games have rules, goals, and consequences.
    • Board game to video game ports exist, but with variable quality.
    • Some examples include famous games like Ticket to Ride and Gloomhaven.

    Examples of Game: CARD GAMES

    • Card games contain rules, goals, and consequences.
    • Microsoft Solitaire is extremely popular.
    • Examples of games in the Deck-Building genre are Hearthstone, Slay The Spire, Marvel Snap, Gwent. Balatro (a newer indie game from 2024) was nominated for game of the year.

    Examples of Game: "SCHOOL YARD" GAMES

    • These are casual games including Hide and Seek, Duck Duck Goose, Red Rover, Rock Paper Scissors, X's and O's, 7 Up, Hot Potato, Dodgeball, and Tag.

    Examples of Game: Party, Bar, and Other

    • Includes games like Bowling, Darts, Billiards, Laser Tag, Capture the Flag, The Floor is Lava, Ping Pong, Tabletop games, Pin the Tail on the Donkey, Spin the bottle, and drinking games.

    The Point? Regarding GAME DESIGN

    • Real-world games are often adapted into video games.
    • The categories and games are not exclusive and often intersect.

    The Mini-Game: A Definition

    • A smaller game within the main video game.
    • Can act as a digression (arcade machines) or world-building.
    • Considered in games like GWENT, Chocobo Racing in FF7, shooting gallery in RE4, GTA V, Bioshock, and many others.

    Stray (2022): Case Study

    • Cat-as-player can interact with the environment and other characters (independently from game objectives)

    Consider BREAKABLE ENVIRONMENTS

    • The act of breaking objects is a form of pure play; it's not always about game goals. Common examples include Zelda, Dark Souls, Hollow Knight, and others.

    Consider PROJECTILES

    • Throwing projectiles (e.g., Kratos' axe, Cappy, Mario's items) provides pure play elements beyond the immediate game purpose.

    CATEGORY 3: EXPLORATION

    • Exploring is a pure enjoyment of the environment and is not usually related to side quests or game goals. Often involves avoiding fast travel for added immersion.

    CATEGORY 4: CREATIVITY

    • Examples include playing in a sandbox, with cardboard boxes, in the bathtub, in snow or with play-doh. Other examples that involve constructing a home, growing a garden, building forts or structures, using musical instruments, taking photos, or even taking selfies in various locations.

    CATEGORY 5: Human/Animal INTERACTION

    • Games based on interacting with animals and/or NPCs that are unrelated to game goals, like playing with pets/animals, playing with a baby, LARP, or any type of role play, without rules. Consider games that allow tormenting NPCs for pure fun.

    Heck, consider House House's Untitled Goose Game (2019)

    • Features a character meant purely to annoy other NPCs without gameplay goals.

    Category 5: Human/Animal INTERACTION (continued)

    • Examples include the ability to torment NPCs out of entertainment value; examples include Dragon Shout and even petting animals in Assassin's Creed.

    The Last of Us 2

    • Exploring the game world and pure play concepts are integrated, from space helmets to make-up and other features that enhance exploration.

    Jesper Juul

    • Professor at the University of Copenhagen.
    • Developed the "Classic Game Model" to define games.
    • Emphasizes the role of player effort and attachment in defining a game.

    Juul's Model

    • Explains how games and non-game elements can overlap in design and experience.

    Conclusion One: Is Gone Home a Game?

    • Yes, Gone Home is considered a game because it requires player effort, players need to actively participate and engage with the environment. There is also an outcome to discover and achieve.

    Conclusion Two: Why Pure Play?

    • Pure play categories focus on world-building, immersing the player in the game world; It's about activities that go beyond the immediate game objectives.

    Epilogue: What Does The Developer Say?

    • Developer perspective on the nature of Gone Home as a game, especially given it's a narrative-focused rather than traditional mechanics-based experience.

    Additional Notes

    • All games or activities could have elements of both game and pure play, not necessarily exclusive.

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    Description

    Explore the intriguing distinctions between 'play' and 'game' as theorized by Roger Caillois. This quiz delves into the characteristics that separate professional sports from casual play, as well as the impact of definitions on game creation and the significance of titles like Gone Home. Test your understanding of various gameplay concepts and their implications for development.

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