The Magic Circle and The Primary Schemas Assigned readings: Chapters 9 and 10 (Rules of Play Book) Dr. Héctor Muñoz-Avila Boundaries of a Game • When a game begins and ends? – Games create their own time and space • You are “glued” into the playing experience; time “flies” • Is it always clear when a non-digital game begins and ends? – and for digital games? • Magic circle: frame of game; separates (connects) “reality” of game and “real life” – Games create their own time and space • (Not to be confused with RTS games where times is an explicit concept in the game) Boundaries • Boundaries of play versus non-digital game – Where does one ends and the other begins? Games have formal rules that define their boundaries But these boundaries can be loose • Same question but now for digital media. Nintendo warriors Why “Magic” • Chess can be seen as a: – Decoration in a living room – In contrast to gaming experience • Pieces arrangement • In a game, objects and behaviors are well defined • Within the magic circle, rules have authority – We learn this since childhood Open and Closed Systems • Games as open and closed systems – Dimensions of system: • Formal • Experiential • Cultural – Games as: • rules • play: example of both open and closed? • culture Lusory Attitude • Captures what the magic circle represents for the player – Long monopoly game, WOW raid • Willingness to accept unnecessary obstacles: – In “real world” it is an irrational thing to do – In games we are willing to accept these obstacles • Examples? • Parody • Lusory attitude implies not just accepting the rules – Playing the game is an end by itself A Conceptual Framework for Analyzing Games • How about by genre (RPG, RTS,…)? – Do you see any problems with this? • Instead we are going to use schemas – Schemas act as reduced descriptions of aspects of an object or event •Embedded (missioncampaing) •Knowledge (archerrange unit) • Primary Schemas: •Variables (information – fog of war) – Rules (formal) •Abstract (small skirmish vs. large – Play (experiential) battle. Video 4:17) – Culture (context) Rules: Formal Schemas • Rules are a key characteristic of games • Rules are formal schemas – They constitute the inner organization of games • Discussion: Chess – Differences between two games of Chess – Commonalities? •Material •Motivation •Outcome •… Play: Experiential Schema • We consider the relation rules-system – Delivers a particular experience of Play • What kinds of experiences? •Social •Narrative •Pride •… • In play experiences are made explicit Cultural: Contextual Schema • Shared systems of value and meaning • Effects of culture in games – Example? Social pyramid • How games affect culture – Example? Guidelines for Test on Monday • Covers all of Unit 1 (Preface and Chapters 1 to 10) plus all topics covered in class • Closed book, no notes and no calculator! • Questions will ascertain your understanding of the concepts covered (in class or book) so far • Most concepts have a straightforward interpretation which I expect you to know • For some situations our interpretations might be different (mine versus yours) – As long as you can sustained those interpretations in your write-up and demonstrate that you know the concepts, you are ok – Be as clear as possible; demonstrate your knowledge of the concepts
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