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January 24, 2023 at 12:31 pm #7796
Dr. C
KeymasterRupees: 1,000 RupeesRank: Magic SwordThis week, you read Chapter 4 (“The Experience Rises Out of a Game”) of Schell’s The Art of Game Design.
Discuss, analyze, and reflect on this chapter in this discussion forum.
You must post at least once by 11:59 pm on Friday, January 27th… and you must respond to at least three of your classmates’ posts by 11:59 pm on Monday, January 30th.
As was the case last week, this is NOT a prescriptive post. The point is to have a conversation and to learn more about game design together. (You did this wonderfully last week — so, keep it up!)
To that end, here are some things you might discuss in your post:
– Quotes that you found to be especially insightful, along with explanations of why you selected these quotes.
– Questions that the readings raised for you — about your own experiences playing games, or about the way you previously thought about game design.
– Any “AHA!” moments you might have experienced, if the readings prompted you to suddenly see or understand something in a different light.
– Connections to your experience playing a game as part of last week’s quest.
– Questions you might have for your classmates (“Did anyone else think ___ about the part where Schell says ___…?”)
– Anything else, really, that’s notable, interesting, and discussion-worthy.Have fun!
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January 24, 2023 at 9:52 pm #7801
Megan
ParticipantRupees: 965 RupeesRank: Magic Sword“A game is an interactive structure of endogenous meaning that requires players to struggle toward a goal”- Greg Costikyan (Schell, 41). This quote stuck out to me because I find it hilariously relatable and realistic. A game isn’t really interesting without some level of struggle, or challenge. Does anybody else relate to this as well? Especially in a multi-player game in which you all share the same goal without necessarily competing against each other, but perhaps just competing against the game. Another quote is “A game is a problem-solving activity” (Schell, 46). This made me think of something interesting – the fact that we often turn to a game which includes some level of challenge and potential stress, in order to cope with or take a break from the other stressors in our life that we don’t want to deal with at that point in time. For me, this is an AHA-moment, because I have come to the realization that while playing a game is entertainment, it is almost like turning off real life problems and turning on an imaginary problem, that is obviously a lot more fun to deal with, Lol. Does anyone else see it this way too? Do you prefer a game that is extremely challenging, moderately challenging, or not so challenging and more relaxing?
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January 25, 2023 at 9:24 am #7802
Erin
ParticipantRupees: 1,235 RupeesRank: Magic SwordHi Megan,
This is a great point, I usually do not play that many games but when I do I like to use that as an escape from my problems. I see it as a way to do something that might be high stakes but there is no real repercussion to the outcome. If you lose a game it might be sad at first but there is not going to be the stress that comes with a deadline for a class or a job. Playing games allows people to escape into a different world and the challenges they face in this world might help them with the challenges they face in the real world.
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January 30, 2023 at 11:24 pm #8021
Aaliyah Witherspoon
ParticipantRupees: 315 RupeesRank: White SwordHi, this is a really great point! I personally like to play Candy Crush and it is also an escape for me! Although while in the moment I might become sad or upset that I didn’t win, it does not make a difference in the overall part of my life. It helps me to destress, but it does not have the same priority as other things in my life.
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January 26, 2023 at 8:24 pm #7828
Joeun
ParticipantRupees: 1,090 RupeesRank: Magic SwordMegan! I like the point you make about the endogenous meaning of a game. This part of the writing also stuck out to me. In a way Schell is implying that a game is made by the intrinsic problem it creates within you. In a way, it makes the process of game design be the act of forming an imaginary but “concrete” problem for the players.
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January 27, 2023 at 11:25 pm #7909
Ethan
ParticipantRupees: 885 RupeesRank: White SwordHi Megan! I like the point you brought up about how there is a requirement for players to struggle towards a goal. I don’t think I’ve ever enjoyed a game that did not involve some sort of challenge or thought. The games that push us to go beyond what we are normally doing are the games that give players the passion to continue. In my previous experiences, if I find games too easy, it would always die down in a short period of time for me. However, there are some games, although easy, that have a repetitive aspect like Flappy Bird, that make the game enjoyable as you can continue to beat your high scores. Finally, I also found it funny when I had the realization that games bring imaginary problems into our lives. I prefer a game that is more challenging but it really depends on the mood.
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January 30, 2023 at 11:28 pm #8024
Aaliyah Witherspoon
ParticipantRupees: 315 RupeesRank: White SwordHi, I totally agree! People are oftentimes looking for something that challenges and tests them; it is what makes them want to come back to it and beat it! Games that are too easy in a sense become childish because there is nothing to look forward to. Rather, it is a boring process of passing simple levels.
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January 29, 2023 at 10:53 pm #7947
Kangwei
ParticipantRupees: 370 RupeesRank: White SwordHi Megan! I really like your last question “Do you prefer a game that is extremely challenging, moderately challenging, or not so challenging and more relaxing?” Personally speaking,I prefer to play some not more relaxing games in my leisure time. I think the main purpose of playing games is for fun. Challenging games often come with a lot of frustration and repeated failures, which can detract from the overall experience. Even though beating a challenging game may bring a sense of accomplishment, it might not align with the main reason why most people play games, which is to have fun.
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January 30, 2023 at 4:17 pm #7957
Alexis
ParticipantRupees: 735 RupeesRank: White SwordHi Megan! I completely agree with you that the aspect of problem-solving/struggling is an extremely important part of games and is what makes them fun! I am a super competitive person by nature, therefore I always love a challenge that makes you stop, think, and strategize in order to reach your goal in the game as that is what keeps players interested and engaged. I think that when game writing, it is important for the writers to be conscious of the level of difficulty/challenge in a game as players love a challenge, however if a game is to difficult/confusing it will frustrate players and thus be unsuccessful.
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January 30, 2023 at 9:44 pm #7991
Ahisha
ParticipantRupees: 410 RupeesRank: Wooden SwordHi Megan,
I really like the quote that you picked and I agree that although it is funny it really summarizes the purpose of a game. If a game is too easy to win then it is not fun to play. For example if you play a kid’s game then it is not fun as an adult because it is too easy which makes it not interesting enough to play anymore. Therefore a game must be hard enough to keep the player interested. -
January 30, 2023 at 10:09 pm #7995
Destiny
ParticipantRupees: 475 RupeesRank: White SwordHello, I also made a similar connection to the endogenous value of games in real life. I believe that some of these lenses can be applied to real situations. When we face problems, we often use video games which feel like a separate world as a way to escape.
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January 30, 2023 at 11:58 pm #8045
Izabella
ParticipantRupees: 400 RupeesRank: White SwordHi Megan! I thought your response was very interesting and that same quote stuck out to me as well. Games are so interesting when there is a struggle towards a particular goal, such as a rank they want to be or a boss they want to beat. I think it can make people bond over a game if they share the same goal and I think that is very interesting. I also like how you pointed out the problem-solving quote I thought it was interesting as well because we don’t realize just how much games make us think sometimes. I think your response was very well thought out and I think you did a great job.
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January 31, 2023 at 9:51 pm #8065
Robert
ParticipantRupees: 300 RupeesRank: White SwordChapter four of “The Art of Game Design: A Book of Lenses” by Jesse Schell focuses on the crucial aspect of player motivation in game design. The chapter argues that understanding player motivation is key to designing games that are engaging and enjoyable. Schell breaks down player motivation into three main categories: extrinsic, intrinsic, and social.
Extrinsic motivation comes from external rewards, such as points, bonuses, and prizes. Intrinsic motivation comes from the enjoyment of the activity itself, such as the satisfaction of solving a puzzle or the excitement of a fast-paced action game. Social motivation involves the desire to connect with others and to compete or collaborate with them.
The chapter also delves into the various factors that influence player motivation, including difficulty, challenge, feedback, and social dynamics. For example, the right level of difficulty can increase player motivation by providing a sense of accomplishment, while too much difficulty can lead to frustration and boredom. Feedback is also crucial in maintaining player motivation, as it provides information on progress and helps players understand their strengths and weaknesses.
In conclusion, Schell emphasizes the importance of considering player motivation in every aspect of game design, from mechanics to aesthetics. Understanding what motivates players and incorporating those factors into the game design can lead to a more engaging and satisfying player experience.
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January 25, 2023 at 9:42 am #7803
Erin
ParticipantRupees: 1,235 RupeesRank: Magic SwordDuring this chapter, it was very interesting to see all the different definitions to such a simple word. It sometimes is hard to define a word that everyone is a little too familiar with. It is funny to see all the different definitions and debate between what the word actually means. I really like how when Schell discusses this he ends up saying “…maybe we’re approaching this the wrong way. Instead of approaching the gameplay experience from the outside in, that is, focusing on how games relate to people…we should look from the other direction: How do people relate to games?” (Schell 44). I really like this way of putting it because so many people are defining a word but looking at the same view, if you change the view on defining the word, there is going to be a very different definition. People are THE audience in games and it raises the question who is going to play this game. If a game is not relatable to who the audience is then it will not be successful. Even if the game is not relatable to the person at all, as long as it creates interest then it will be successful. With this all being said, the definition of a game is still very hard to come up with.
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January 25, 2023 at 6:04 pm #7805
Megan
ParticipantRupees: 965 RupeesRank: Magic SwordHi Erin! I totally agree with you that it is difficult to define a word that everybody is familiar with. I think the quote about how we as people relate to games is very insightful. A game almost has to like “speak to us” per se in order to draw our attention. The concept of the audience playing a role in whether or not the game is successful is very true. Whoever is playing the game must have an initial interest in it to some extent. The definition of a game is difficult to come up with, as I actually think that we all may interpret a game differently depending on what we like to play! Very interesting
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January 26, 2023 at 12:41 pm #7821
Ani
ParticipantRupees: 715 RupeesRank: White SwordI agree! I really enjoyed the way Schell defined such a simple concept; in a way that questioned some of the things we were already thinking! And in the end, we were able to formulate a proper definition of what a game entails. I like how you mentioned the importance of viewing games from the player’s perspective. I feel like this makes it easier to understand our view on a game vs how games relate to people. Great analysis!
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January 26, 2023 at 8:32 pm #7830
Joeun
ParticipantRupees: 1,090 RupeesRank: Magic SwordI like your take on Schell’s words. He does mention that we should look at the aspect of a game from the audience’s POV, but what if you, as a game designer wants your game to be perceived in a way that it only appeals to certain audience. The lack of definition in game design allows, so that if the game designer prefers that the game should stick to their rigid design, it has the ability to do so. In that case, where is the line drawn from the audience’s advice and experience of the game vs. the game designer’s wishes for their game to be perceived in a certain way.
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January 30, 2023 at 3:42 pm #7954
Scott
ParticipantRupees: 600 RupeesRank: White SwordI agree how it was interesting to see so many definitions for what appears to be a simple word. I think it’s weird considering that there are words like “game” and “fun” and “play” that are so widely used by people, and yet it’s so difficult for us to truly define these words. It really all just comes down to who is defining the words, or in this case, who is playing the game. Thinking about how people relate to games, this can help us get a more clear understanding of the definition of a “game”.
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January 30, 2023 at 4:21 pm #7958
Alexis
ParticipantRupees: 735 RupeesRank: White SwordHi Erin! I completely agree with you that it is super confusing to have one word with so many meaning, but it is also really fascinating! I think you made a great point in that when game writing, writers need to look at the perspective of people when deciding what aspects of games will succeed and what will not. Since games are generally appealing to most people, it is important to make a game so that it appeals to all and not just a specific type of person, therefore game writers should collect data on popular games and the aspects of those games to determine what people like and do not like.
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January 30, 2023 at 9:49 pm #7992
Ahisha
ParticipantRupees: 410 RupeesRank: Wooden SwordHi Erin,
I agree that the theme of this chapter seemed to be about definitions, and specifically the definition of a game. Schell tries to explain that the definition is vague and cannot be defined as is seen in the dictionary. Many things can be a game and even work can be a game if it feels that way for the “player.”-
January 30, 2023 at 11:32 pm #8026
Aaliyah Witherspoon
ParticipantRupees: 315 RupeesRank: White SwordHi, I agree. Lots of things can be seen as a game. I think the competitive nature within us can be brought out in many different aspects of our lives. Anything where there is pressure or a very strong desire to do well can be perceived as a game, as it entails reaching a certain destination.
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January 25, 2023 at 6:25 pm #7808
Jasmine
ParticipantRupees: 320 RupeesRank: White SwordIn this chapter, a quote that stood out to me was,”Games are an exercise of voluntary control systems, in which there is a contest between powers, confined by rules in order to produce a disequilibria outcome” (Schell, 41). This quote was insightful in that users chose what games they like to play which is a voluntary exercise, many options to play to receive surprises and rewards. This quote encouraged me to reflect on the different games I’ve played, what the contest were between powers within game, and the rules of the game that steer toward the outcome.
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January 26, 2023 at 9:17 am #7818
Erin
ParticipantRupees: 1,235 RupeesRank: Magic SwordHi Jasmine,
That quote shows that once the player chooses on their own to play that game, it is up to the game to keep them entertained and in it. By what you said about the different surprises and rewards are very important to playing games sometimes and that is all that needs to grasp the players attention. Without this attention, there might be no use playing this game and then what is the point. When people play games, they play to win a lot of the time and they become very focused on what is going to get them to that point and some of the time it might be sticking around to see the different surprises that come up.
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January 26, 2023 at 12:47 pm #7822
Ani
ParticipantRupees: 715 RupeesRank: White SwordI agree! I picked out the same quote because I thought it gave insight into ideas we don’t initially consider. If we were “forced” to immerse ourselves in a race, for example, we wouldn’t consider that a game because it wasn’t an “exercise of voluntary control systems.” However, if we wanted voluntarily took part in a race because we asked ourselves “I wonder if I could beat my friend in this race,” in Schell’s terms, that would be considered a game! It’s interesting to see how this definition applies to various experiences we have had.
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January 27, 2023 at 8:34 pm #7881
Megan
ParticipantRupees: 965 RupeesRank: Magic SwordHello Jasmine! I like the quote you picked and see how it is insightful. I totally agree with you – a big part of why we enjoy games is because (hopefully) we are choosing to play it, it is voluntary. If we don’t like one game, we can always switch to another, or if one gets too boring and redundant, we try another. Because there is so much variation as well, and even in many popular games, the designer is always making updates or ‘sequels’ to the game, we remained interested.
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January 30, 2023 at 4:25 pm #7959
Alexis
ParticipantRupees: 735 RupeesRank: White SwordHi Jasmine! I really like the quote you picked as it points out an aspect of gaming that most people overlook, which is that people voluntarily choose their games and cultivate their own unique gaming experience. This means that while people can voluntarily choose to play the same game as others, they will not have the same experience as others as the player is in control of their own experience and perspectives of the game ,therefore it will be unique to them as a player.
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January 30, 2023 at 10:00 pm #7993
Ahisha
ParticipantRupees: 410 RupeesRank: Wooden SwordHi Jasmine,
I agree with you that the players or the users of the game choose to play it, which is what makes it a game. Something like work, although it involves problem solving is not seen as a game because it feel like a chore to do since it needs to be done, but if it is seen as something you want to do then it can feel like a game as well.
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January 25, 2023 at 9:31 pm #7812
Christopher
ParticipantRupees: 865 RupeesRank: White SwordOne quote from Chapter 4 that I really liked was, “As with many fields of design, game designers follow their gut instincts and feelings about what makes a good or a bad game and sometimes have difficulty articulating what exactly it is about a certain design that is good or bad—they just know it when they see it, so they are able to design great things.” This was something I could relate to as someone who writes a lot. Even when I learn of more technical terms, the core of writing is something that is instinctual, something that can’t be explicitly stated. Games must be the same way because you cannot capture that entire experience with a formula. However, there are things that you can implement to create a more complete game experience. The part about surprises was useful, and specifically, these questions make me consider game development in a different way: “Do your rules give players ways to surprise each other? Do your rules give players ways to surprise themselves?” These are definitely important things to think about, and good ways to get in the player’s state, to learn what the player is thinking, to “listen,” because, after all, “our brains are hardwired to enjoy surprises.” I also had a sort of Aha moment when I learned endogenous used. I thought it made a lot of sense that games give things in the game meaning, and outside of the game, these things can be as worthless as a piece of paper. It made me realize the power of games and how they relate to our minds.
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January 25, 2023 at 10:18 pm #7813
Megan
ParticipantRupees: 965 RupeesRank: Magic SwordHello Christopher! I like that you were able to connect the quote with a personal experience of yours. I know what you mean and I think you are spot on, there are certain things that are kind of innate within us that we can’t put into words. I also like the quote you picked about the player and surprises. We see this idea of challenge and interest brought up throughout the text, and I believe that plays a significant role in the game experience. I also agree with you on the power of games and how crazy it is the way they relate to our minds!
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January 31, 2023 at 10:07 pm #8066
Robert
ParticipantRupees: 300 RupeesRank: White SwordHey Christopher, I really like that quote that you used it really emphasizes that game design is like an art form. There are countless ways in which an artist can articulate their abilities and trusting their gut is one. So when it comes to games it is exactly like art in that way. A game designer must recognize that sometimes just using your feelings gives the player a better chance to interpret the experience.
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January 31, 2023 at 12:02 am #8047
Izabella
ParticipantRupees: 400 RupeesRank: White SwordHi Christopher! I like that you picked it and I also thought it was very interesting. I think it is so cool that sometimes game designers have to reason that something is good for no reason at all, but just because it feels good. Sometimes it is hard to find a specific reason as to why something is good and I think game designers find that problem as well. I also had an AHA moment when I saw the endogenous term being used for game design because I had never thought about how we add meaning to these games and I thought it was fascinating. I think your response is great and I agree with a lot of your points and I like the quotes you used!
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January 25, 2023 at 11:58 pm #7814
Joeun
ParticipantRupees: 1,090 RupeesRank: Magic SwordIn Schell’s text, his analysis of what a game is, helped to put definitions to the ambiguous process of game design. I found it interesting and most helpful that he explained his reasoning behind every point of his definition, both in terms of academia and the world of design. I was able to learn the new term of “endogenous” and how a term for game design was derived from biology, which is intriguing as that connection is rare to see. From this chapter the most valuable takeaway is the list of ten general guideline of game design. Despite its ambiguity, the general guidelines aid in helping to understand what a game should include.
My favorite part of this passage is the story of the factory worker. After reading about it today morning I tried applying the concept of making activities you don’t like doing into a “game”. That is how I got to finish my resume and began reading chapter 5. Along with the game design aspect, Schell highlights the psychological influences game design may possess as mentioned in his first chapter.
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January 26, 2023 at 8:55 am #7816
Erin
ParticipantRupees: 1,235 RupeesRank: Magic SwordHi Joeun,
I really like that you brought up the making everything you do not like doing into a game. For me, every week I plan out my days and what I am going to do each day. It is the most satisfying feeling crossing it off my list and that is a fun game for me. After writing this response I will be checking it off my list and seeing what else I can do only an hour before class. Great post!
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January 26, 2023 at 8:27 pm #7829
Joeun
ParticipantRupees: 1,090 RupeesRank: Magic SwordErin! That is exactly how I went about my schedule. It was like my to do lists were these objectives within the cliche “game of life”. If you don’t mind, what is your Meyer Briggs? I am assuming it ends with a J.
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January 29, 2023 at 12:43 pm #7942
Erin
ParticipantRupees: 1,235 RupeesRank: Magic SwordHi Joeun!
That is actually very funny that you say my Meyer Briggs ends in a J because I am an ENFJ, is it really that obvious?! LOL!
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January 27, 2023 at 7:09 pm #7860
Christopher
ParticipantRupees: 865 RupeesRank: White SwordHi Joeun,
I also really liked the story about the factory worker and how he found motivation to do his work. I think it just goes to show that it is all mental, and games can be much more than just things we do in our free time and are bored. It is really cool that you were able to take inspiration from the text and apply it to your life in such a productive way! -
January 27, 2023 at 8:11 pm #7868
Megan
ParticipantRupees: 965 RupeesRank: Magic SwordHi Joeun! I totally agree that his reasoning and detailed explanations help to support his ideas very well. I also am inspired by the part about the factory worker and I think it’s a great way to make boring tasks more fun and interesting!
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January 30, 2023 at 3:45 pm #7955
Scott
ParticipantRupees: 600 RupeesRank: White SwordI also liked the story about how the factory worker changed his view on the work that he was doing. As someone who works a mundane job, I think that being able to see things in more of a “gamers” perspective can help in making things a bit more interesting for me. Reading this passage, the example helped me see this, and I’m excited to try this way of thinking at my job.
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January 30, 2023 at 8:30 pm #7975
Destiny
ParticipantRupees: 475 RupeesRank: White SwordHello, great post I loved that the author mentioned how important it is to treat activities like a game you like to play. I apply this type of thinking when I need to learn new material and it really helps retain information.
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January 26, 2023 at 12:39 pm #7820
Ani
ParticipantRupees: 715 RupeesRank: White SwordIn Chapter 4 of Schells, The Art of Game Design, we learned about how to formulate a more specific, less ambiguous definition of a game. On pages 39 and 40, Schell defines play as a “manipulation that indulges curiosity” (Schell 40). I thought this was interesting because we humans get the satisfaction of “playing” with something that challenges our curiosity. This was an AHA moment for me because I realized how something so simple like the action of playing, actually became a pretty difficult task to define. I liked how Schell took this a step further and made the note that not everything that makes us curious is something that we “play” with. So, as stated later on page 41, “Games are an exercise of voluntary control systems, in which there is a contest between powers, confined by rules in order to produce a disequilibrium outcome” (Schell 41). This made me think about the games I have played before. Like candy crush or a simple game of tic-tac-toe; both of which is a game because it was voluntarily played. I would say that was my favorite part about this chapter. Being able to see the various lenses or definitions of what a game is, and reading about some aspects of a game that I wouldn’t have otherwise considered. In the next chapter, I am excited to read more about elements from the games we love!
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January 31, 2023 at 12:05 am #8050
Izabella
ParticipantRupees: 400 RupeesRank: White SwordHi Ani! I agree with you that the action of playing was super difficult to define. I also had an AHA moment there because I didn’t realize how difficult it was to define such a simple term, or what I had believed to be simple. I also like the quote you used about curiosity because I think humans, and animals in general, are very curious in nature and I think games use this to help engage us as humans are naturally curious creatures. Games can be very engaging when they manipulate our curiosity and make us think. I am also excited to learn more about the elements of games because it is interesting to dive deep into the behind-the-scenes of the games that bring us good experiences. I thought your response was very good!
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January 31, 2023 at 10:29 pm #8067
Robert
ParticipantRupees: 300 RupeesRank: White SwordI really like what you had written here. There was a class that I had taken where we had to define the definition of a game. Which was very hard but in all reality it was simple. There are plenty of games that range in skill and luck however, they all have one thing in common. That thing is every player has to willingly play the game. So at the end of the day, it is up to the player to complete that definition. Awesome work!
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January 26, 2023 at 1:02 pm #7823
Kangwei
ParticipantRupees: 370 RupeesRank: White SwordAfter reading chapter four, this passage made me have a new understanding of the meaning and importance of the valuable content in the game. Schell wrote: “Monopoly money only has meaning in the context of the game of Monopoly. It is the game itself that gave it that meaning. When we play the game, the money is very important to us. Outside the game, it is completely unimportant. These ideas and terms are very useful to us, because they are often an excellent measure of how compelling a game really is.” This passage is mainly to explain a biological term “endogenous” which is used to describe the in-game valuable content. This term originally means something has an internal cause or origin. The reason why this biological term can be used to describe the in-game content is because it has exactly the same property of the in-game content.That is, the value in the game is also only valid within the game, and outside the game, those valuable items become worthless. Beside this, the valuable content in the game are also key factors in determining how motivated players are to play the game. I think that when designing a game, the game can be made to have multiple valuable points. For example, rankings, scores, and almost everything all games have – in-game money. In this way, players’ enthusiasm for the game may be higher. Because they can pursue multiple goals in the same game. These are my understanding and summary of Schell’s “Endogenous Value” point. Additionally, I think Schell’s point of view”Outside the game, it is completely unimportant” needs to be corrected or updated. I used to play a game called “Counter Strike: Global Offensive”. In this game, players can acquire weapon skins when they level up. These weapon skins can be seen as the currency within the game. This is because they can be sold on the game platform and exchanged for in-game currency to buy better-looking game skins. So they are valuable and can drive players’ enthusiasm for the game. But these skins can also be sold on third-party platforms to other players, and the sellers of the skins on those platforms can get real money, such as US dollars, euros. So I think that in that game, items with value within the game are not “completely unimportant” outside the game.
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January 26, 2023 at 6:31 pm #7827
Destiny
ParticipantRupees: 475 RupeesRank: White SwordThe beginning of chapter 4 discusses how we as game designers cannot touch experiences, but we can control the game and how we shape it. To ensure users get a grand experience Schell introduces five lenses in this chapter that must be present. The three lenses surprise, fun and curiosity did not surprise me I think these are all imperative to the user’s gameplay experience. Lens #7 the lens on endogenous value was when I experienced my A-HA moment. This lens made me remember all the times I played a game and clung to monetary value that the game offered. Every time I am addicted to a game, I become immersed in the world of the game and all of its rules and items it has to offer. Schell states, “Games can create their own internal value”(11). This is very essential and keeps the player hooked and ready to come back and play more.
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January 26, 2023 at 11:13 pm #7832
Joeun
ParticipantRupees: 1,090 RupeesRank: Magic SwordDestiny! I enjoy your analysis of the lenses. I also was very captured by Schell’s description of the various lenses but most interested in the endogenous lens. I do believe all lenses are important to an extent, such as surprise, fun, and curiosity, but the endogenous value exists in games that are addictive. I also find that in some games where intrinsic value may not be that important, like Minecraft, it can be formed when played with other people: the want to win in competition.
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January 27, 2023 at 10:26 pm #7899
Christopher
ParticipantRupees: 865 RupeesRank: White SwordHi Destiny,
I also had an A-ha moment with the endogenous lens. I realized that that is what makes games so powerful. Games create a drive within us, something that may even (though not necessarily for the better) supersede the needs of real life. We become so attached to the world that is defined by the rules of the game, and the game is able to directly touch our emotions, whether it is our competitiveness, our sentimentality, or our ambition. As a result, we will keep coming back to the game in search of fulfilling that emotion. -
January 27, 2023 at 11:12 pm #7906
Ethan
ParticipantRupees: 885 RupeesRank: White SwordHi Destiny! The lenses introduced in this chapter really added onto my perspective on how many aspects that need consideration when designing a game. There are so many questions to consider and makes me amazed now that I look at all the games that cover these lenses. I also loved the quote you included about how games create its own internal value. During the reading I realized that games really do have their own value that is insignificant in the real world. To me, it shows just how well made a game is if it has that effect because it can make players indulged into an insignificant value.
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January 30, 2023 at 1:12 pm #7952
Rachel
ParticipantRupees: 385 RupeesRank: White SwordHi Destiny, I relate to your point about the endogenous value – its almost as if these games are a world of their own. Endogenous value, regarding internal value in games, make the player feel as if they are “living” inside the world. Players are able to get hold of riches and valuables within the game that aren’t accessible outside the game, and the feeling of power and wealth lures players to constantly come back. It’s a common game design factor, where games have linear scaling of item strength and rarity, so that players are consistently able to feel katharsis when returning.
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January 30, 2023 at 7:47 pm #7970
Kangwei
ParticipantRupees: 370 RupeesRank: White SwordHi Destiny!
I completely agree with your analysis of all the lenses! The lenses discussed by Schell in Chapter 4 are all crucial for creating a memorable and enjoyable gameplay experience. I especially liked the endogenous value part, where Schell states that the game has its own internal value system that keeps players engaged and invested in the world. I think that’s why many players become addicted to games and continue to play, despite the lack of external rewards.-
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Kangwei.
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January 27, 2023 at 5:10 am #7834
Izabella
ParticipantRupees: 400 RupeesRank: White SwordChapter four was very interesting to read because it is fascinating to think about how many different experiences one game can produce. While one person may have a fantastic time, another may find the experience boring or annoying. Furthermore, did anyone else think it was super interesting to hear whether or not we should have definitions for vocabulary regarding games? I think since there are no set definitions for specific game vocabulary, it is important that those who discuss them are clear with what they define as a “game” or any other word. One quote stated, “Terms like “experience”, “play”, and “game” are defined differently by different people, and considering that the ideas these terms represent do not have clear definitions even after thousands of years…”(Schell 35). This quote resonates with me because it felt like an “aha” moment because I started looking at definitions of many words and how we don’t always have a clear-cut definition. Everyone may view words like morals or beliefs or faith differently as well so I thought that was super interesting. I also loved the section, pages 37 to 38, where examples are given of quotes of people attempting to give the word “play” a definition. I thought the many different wording and specifications were super interesting and how one of them can be short and quick to the point while others are more in-depth. Another quote that resonated with me was “The more obligated you are to do something, the more it feels like work. The less obligated you are to do something, the more it feels like play,” (Schell 39). I think this quote is very applicable to our daily lives as many of our obligated activities feel like work, while hobbies we do when we are free to choose are the ones that always make us happy. That is where the saying “time flies when you are having fun” comes from because when you feel free and not obligated, time feels like it flies by, but when you are doing something under obligation or as work it may feel sluggish or much less appealing. The game I played last week that I discussed in the forum was called Valorant, which was a first-person shooter, and this can be connected to the word endogenous that was discussed in the chapter. People assign meanings to things as we play the game, such as the example given with Monopoly. Valroant is nothing but mere pixels and fake guns and rounds to play, yet we assign meaning to these wins, losses, ranks, gun skins, and designs. The mere pixels themselves don’t actually matter and mean nothing, but when we feel that they are important when we play is when the term endogenous is correct. Overall, I think the chapter was fascinating and I loved reading about the many different possibilities for definitions and their breakdowns.
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January 27, 2023 at 8:29 pm #7879
Jasmine
ParticipantRupees: 320 RupeesRank: White SwordHi Izabella,
Great post! I agree that it is interesting that the vocabulary for games has different meaning than what a regular person would assume. The quote you chose,“The more obligated you are to do something, the more it feels like work. The less obligated you are to do something, the more it feels like play,” (Schell 39). I agree that the less obligation and more fun does pass by seemingly quicker than doing something with more obligation.
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January 27, 2023 at 9:51 am #7841
Scott
ParticipantRupees: 600 RupeesRank: White SwordChapter 4 was really helpful in understanding just what a “game” actually is, and how it is that we “play” these games. There were many different definitions of what “play” could mean, all with different ways of going about them. For example, “play is the aimless expenditure of exuberant energy” and “play is whatever is done spontaneously and for its own sake” – are both good examples of what the word “play” could actually mean, but they leave some key parts of the experience of “play” out. My favorite definition of “play” used was that “play is manipulation that indulges curiosity” (Schell, 40). This is best explained in the example of Rico, who has been working an assembly job for five years. He tries not to think of it as work, but as play, in the sense that instead of just working to earn money to survive, Rico tries to beat his “high score” every time he goes into work. This successfully changes what he is doing from “work”, to “play”, because he was manipulating his job in a way that indulged his curiosity. Having come up with definitions for “play”, chapter four did the same for “game”. Multiple different definitions were given, leaving us with ten qualities that all games seem to share: games are entered willfully, they have goals, conflicts, rules, can be won/lost, are interactive, have challenge, create their own internal value, engage players, and involve closed/formal systems (Shcell, 44). My personal favorite definition given of games is that “Games are an exercise of voluntary control systems, in which there is a contest between powers, confined by rules in order to produce a disequilibrium outcome” (Schell, 41) – two (or more) parties are competing against each other, confined by the games’ rule set, to either win or lose.
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January 27, 2023 at 5:12 pm #7847
Ahisha
ParticipantRupees: 410 RupeesRank: Wooden SwordA quote that stood out to me from chapter 4 was, “We are doing it because we have to, not because “we feel like it.” The more obligated you are to do something, the more it feels like work,” (Schell 39). Schell explains in this chapter how there is a thin line between work and play, and how both of these things involve problem solving. He says we as a species inherently like to problem solve, which is done in games and in work so the difference between these two, as expressed in the quote, is that work is something we feel obligated to do, and it is something that has to be done, whereas play or games are a type of problem solving that we want to do on our own. If someone genuinely enjoys and looks forward to the problem solving that they do at work, then it will feel more like play for them, since they will be trying to figure out the answer to the problem because they are curious about it, rather than doing it because they feel obligated to. I could relate to this because often times when I am doing schoolwork that does not interest me at all it feels like work, although when the topic interests me and I genuinely want to know more about it I am more inclined to do well and enjoy it. I did not know that something like that could be categorized as play, although after reading this chapter I can see that it can be. Last week I played animal crossing and I could relate this chapter to that as well because after a while when I started to get bored of playing the game, the tasks seemed mundane and like work rather than play.
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January 27, 2023 at 7:14 pm #7861
Christopher
ParticipantRupees: 865 RupeesRank: White SwordHi Ahisha!
I think you make an excellent point about the grey line between work and games, and how games can turn into work and vice versa. The example you used from your own game is something I can relate to, as I have also felt obligated to play a game but have gotten little enjoyment out of it. I find that doing work you enjoy can seem like play, and when there is work that I like, I get started on it right away. If I felt obligated to do it, I would probably procastinate on it. -
January 29, 2023 at 11:21 pm #7949
Kangwei
ParticipantRupees: 370 RupeesRank: White SwordHi Ahisha!
I completely agree with your relationship between work and games. I also believe that when a game becomes a form of work, it will eventually become dull. For example, taking my own experience. During the Christmas holiday, my friend once asked me to boost his League of Legends account for him, meaning to help him reach a higher rank. During those days, I almost played the game all day and had to ensure every game was a victory. It was really exhausting, and I haven’t played League of Legends since then for a while. -
January 30, 2023 at 1:17 pm #7953
Rachel
ParticipantRupees: 385 RupeesRank: White SwordHi Ahisha!
I relate to your comparison between work and games. I feel that this class in a sense is an extension to that – the professor makes it so that we don’t think of this class as “work”, but as a game. The weekly assignments are given to us in the form of quests, and from these quests we gain exp for our grades and rupees for benefits within the class. It gives us motivation to want to come back, to want to do it, and if we do not do it, we have penalties. It makes me personally feel more engaged within the class and happy to participate. -
January 30, 2023 at 3:51 pm #7956
Scott
ParticipantRupees: 600 RupeesRank: White Sword“the more obligated we are to do something, the more it feels like work” perfectly describes the relationship between play and work. We obviously go to work because we are obligated to do so, to make a living for ourselves, and our families. If we were not obligated to do so, it would be more like a leisure activity. I also feel like this is how the professor wants us to view this class – not as work, but by including “gaming-aspects”, think of the class as “play”.
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January 30, 2023 at 10:39 pm #8009
Destiny
ParticipantRupees: 475 RupeesRank: White SwordHey great post,I think you mentioned a great quote, there is a thin line between work and play and after reading Schells chapters I realize that even beyond a game we have the power to apply these lense to our life to make it more enjoyable instead of trying to escape.
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Destiny.
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January 27, 2023 at 5:22 pm #7848
Rachel
ParticipantRupees: 385 RupeesRank: White SwordA quote that stuck out to me in Chapter 4 is when Schell states, “…game designers follow their gut instincts and feelings about what makes a good or a bad game and sometimes have difficulty articulating what exactly it is about a certain design that is good or bad- they know it when they see it… It is not a matter of knowing the vocabulary of game design – it is a matter of knowing the ideas of game design – what we call them matters little” (Schell 35). This quote in a sense gives leniency and drives game designers away from the fences and limitations of game design. He gives game designers the assurance that it is okay to not be able to label your production with a singular word or phrase – that it is okay for it to not fit in to custom vocabulary. Throughout the rest of the chapter, he defines various terms and definitions for words such as “fun”, “games”, “play”, and “toy”. However, that the definition that we came up with for these words are different from the standard conventional definitions that we use – instead they are definitions to invoke our thinking as game designers and to inspire us with ideas.
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January 27, 2023 at 8:34 pm #7882
Jasmine
ParticipantRupees: 320 RupeesRank: White SwordHi Rachel,
I enjoyed reading your post. I agree that your chosen quote is valid in providing that individuality assurance. Understanding that game design is unique from other designs are different in what words mean to one another. Simply put gamers have the platform to be as creative as they want to be.
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January 27, 2023 at 7:44 pm #7864
Aaliyah Witherspoon
ParticipantRupees: 315 RupeesRank: White Sword“Our brains are hardwired to enjoy surprises. In an experiment where participants received sprays of sugar water or plain water into their mouths, the participants who received random sprays considered the experience much more pleasurable…brain scans revealed that even during unpleasant surprises, the pleasure centers of the brain are triggered” (Schell 37).
I found this lens to be very interesting. Surprises do play a huge role in games. You don’t know what to expect and for me that’s one of the reasons why I personally keep playing a game. So factoring in this lens of surprises really does help take a game design to the next level. I like how Schell also provided this study to also help give us more insight into how surprises are important. He said that even during unpleasant surprises, brain scans show the pleasure centers being triggered. I find that so weird. Our brains really do like surprises, whether the rest of our bodies like it or not. And it’s making me think that this is probably on of the most essential lenses so far in my opinion because I’m one to stop playing a game when I feel like it’s the same thing over and over again, but an element of suprise is definitely something that makes me keep playing.
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January 29, 2023 at 11:25 pm #7950
Kangwei
ParticipantRupees: 370 RupeesRank: White SwordHi Aaliyah!
Yes, games are full of uncertainty. That’s one of the reasons why we enjoy playing them. Just like you, I also enjoy the surprise that comes from encountering unseen situations while playing a game. At the same time, I think these unpredictable surprises can also train our ability to adapt to random events.
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January 27, 2023 at 7:53 pm #7865
Aaliyah Witherspoon
ParticipantRupees: 315 RupeesRank: White Sword“Our brains are hardwired to enjoy surprises. In an experiment where participants received sprays of sugar water or plain water into their mouths, the participants who received random sprays considered the experience much more pleasurable…brain scans revealed that even during unpleasant surprises, the pleasure centers of the brain are triggered.”
I find this particular lens to be very interesting because it’s something that I’ve realized played a huge role in my gameplaying. I am someone that gets bored easily if a game feels like I’m doing the same thing over and over again. But when a game is full of surprises, twists, and turns, it definitely keeps my interest and makes me keep going. And it’s because of what Schell said about our brains being hardwired to enjoy surprises, and the studies that he used as examples really helped me to see how much it made sense. In my opinion, this has to be one of the most essential lenses.
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January 27, 2023 at 8:21 pm #7874
Jasmine
ParticipantRupees: 320 RupeesRank: White SwordHi Aayliah,
Nice post, I agree that a repetitive gaming experience is a quick way to become easily bored. Having the anticipation of what’s to come next keeps players engaged. I think that’s why I enjoy playing candy crush until this day, the wondering of what the next challenge will be keeps me engaged.
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January 29, 2023 at 11:10 pm #7948
Shamar
ParticipantRupees: 280 RupeesRank: White SwordHi Aaliyah,
I also found this quote very interesting because it highlights our boredom with playing a game with repetitive action, story, and scenes. That is until we play a game full of surprises that makes us “hardwire” and interested in being engaged with the surprises in a game. That is why I enjoy rpg games because there are always some surprises when it comes to story, the status of the character, or an outcome of an event. -
January 30, 2023 at 11:46 pm #8038
Pragya
ParticipantRupees: 195 RupeesRank: Magic SwordAll this talk of surprises and challenges being important just makes me think of Cookie Clicker, which is infamous for being a game where you just click to make a number on the screen go up, and buy upgrades to make it go up faster. So a passing commentary on it is often “haha, people are satisfied by anything!” But when I actually went to go look at the game, there’s clearly a lot of work put into it to make it interesting somehow. All the upgrades have funny names and descriptions, there are different strategies on how to make the number go up…even faster!!! and there are updates all the time to add things. So even the most basic, inherently repetitive game had some elements of surprise in it.
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January 27, 2023 at 8:50 pm #7884
Ethan
ParticipantRupees: 885 RupeesRank: White SwordIn chapter 4, my eyes were opened to the variety of definitions applied to the terms of game design. A quote that I enjoy that sums up what this chapter encompasses is “It is not a matter of knowing the vocabulary of game design — it is a matter of knowing the ideas of game design —- what we call them matters little.” I selected this because throughout the chapter, as Schell introduces us to different definitions of words like “toy”, “fun”, and “play”, each definition was correct in their own ways but there was always an aspect of that term that was left unaccounted for. For example, the definition “A game is a closed, formal system, that engages players in structured conflict, and resolves in an unequal outcome” describes the case for many games that have two players in which they compete against each other to reach a common goal. The word game is so broad that it creates the necessity for definitions to be broad as well. In this chapter, my eyes were opened to the many ways people perceive these terms. When I hear the word “game”, the first thing that comes to mind would be computer games for me, leaving out other games such as board games, physical games, and much more. For each definition in this chapter, I would connect them back to the game I played last week, Pokemon GO. Some definitions wouldn’t fit the game like the definition provided earlier, but as the definitions became broader, it began to encapsulate Pokemon GO along with many other games I thought of. Finally, I really enjoyed the lenses provided in the chapter as it lets people who want to be designers to really understand the aspects one must consider when designing a game. Through these lenses, one will be able to create a game that satisfies its audience and provides a complete fun experience. Which lens intrigued you guys the most from this chapter and do you think one is more important than the others?
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January 30, 2023 at 6:18 pm #7968
Kangwei
ParticipantRupees: 370 RupeesRank: White SwordHi Ethan:
For me, the Len #9: The Lens of the Elemental Tetrad is the most important one. It introduces four basic elements of game design, which are “Story”, “Mechanics”, “Techonology” and “Aesthetics”. This four elements allow us to analyze the whether our game have a complete composition. -
January 30, 2023 at 7:12 pm #7969
Rachel
ParticipantRupees: 385 RupeesRank: White SwordHi Ethan! I relate deeply into how you mention that “as the definitions became broader, it began to encapsulate Pokemon GO…” It really emphasizes how Schell believes and explains to us that these definitions aren’t strict boundaries but are more of loose justifications of games. By combining the broad definitions and the lenses that Schell provides us with, we are able to fit games into the justification of “games”. In response to your question, I found the endogenous lens the most interesting. For your game of choice, Pokemon GO, I feel like the rarer the pokemon, the higher in value it is within the game – which makes players constantly return for more.
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January 27, 2023 at 9:20 pm #7888
Alexis
ParticipantRupees: 735 RupeesRank: White SwordOne quote that stuck out to me in this reading of chapter 4 is, “A game is a problem-solving activity, approached with a playful attitude” (Schell 47). I feel as though this quote really encompasses everything that a game provides to its users, meaning that every game presents a problem-solving aspect to a user that they must analyze and go about it in their own strategic way in order to succeed/level up/etc. A game is meant to be fun while also being challenging, therefore the point of a game is to enter with a playful/positive attitude. This allows users to get the most out of a game because you can’t enjoy the game without having both aspects of challenge and enjoyment or the game will not be successful and users will be less inclined to play.
Something else I enjoyed from this reading was the author’s use of definitions and how they can be fluid in that one word can mean multiple things. In terms of this course I found it very interesting to see all the various definitions of the word ‘play’. This allowed me to take into consideration that everyone has a different perspective in terms of playing a game and a different views/expectations of each game they play in comparison to others.-
January 30, 2023 at 11:37 pm #8029
Christiana
ParticipantRupees: 425 RupeesRank: White SwordHi Alexis!
You mentioned how a game is meant to be challenging, or it is not any fun at all, which made me wonder: Why is that? Why does there need to be chalenges and problems in order for us to obtain some enjoyment out of games? To answer my own question, I think the satisfaction of overcoming obstacles gives people a rush of dopamine. It makes them feel proud of themselves. But then of there are too many challenges, people become unhappy and frustrated, and sometimes even give up. So what, then, is the appropriate amount of difficulty a game should have?
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January 30, 2023 at 11:42 pm #8035
Pragya
ParticipantRupees: 195 RupeesRank: Magic SwordHi Christiana, not to give you a really boring answer, but I think that’s part of why so many different types of games are able to become popular – different people want different levels of challenge from games, so there’s a market for all of them. And maybe even the same person at different points in their life. Maybe even in a day, if you’re playing a complicated board game with friends vs playing a level of Candy Crush when you’re bored, etc.
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January 27, 2023 at 9:24 pm #7889
Pragya
ParticipantRupees: 195 RupeesRank: Magic SwordOn page 41, Schell mentions that the concept of “a contest of powers” is hard to apply to single player games. This statement made me wonder whether the competition in single player games could actually be described somehow, since on first consideration competing against something or someone does seem to be an essential part of games. In video games like the mentioned Tetris we would have a more obvious answer because you can just be trying to beat the computer. This is often called the AI, but as a CS student over here I would say that that only makes sense as a label if it’s learning from your input. Then there’s the concept of trying to beat or achieve a personal record, like the example for the guy working at the factory. In a game like solitaire you could kind of say you’re playing against the deck (disclaimer: I still straight up don’t know what you do in solitaire). Finally, games which are trying to make another experience into a game tend to make completion the goal, for example a story based game/visual novel where you have to unlock several endings to get the full story. As mentioned in the reading it’s hard to encompass every type of game, so if you guys can think of any other type of single player name that could help define this.
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January 27, 2023 at 11:15 pm #7908
Ethan
ParticipantRupees: 885 RupeesRank: White SwordHi Pragya! I loved how you thought outside of the box and countered what Schell stated in the chapter. With what you said, you could say that the definition including the contest of powers would encompass games very well. Overall, I agree with your statement. I also thought the same thing as the opposing power could be yourself. Whether it be your previous high score, your own personal goal in the single player game like a speedrun, or just completing the goal. In order to truly figure out if it is a “contest of powers” we must define what these powers are.
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January 30, 2023 at 10:20 pm #8001
Destiny
ParticipantRupees: 475 RupeesRank: White SwordHello, Interesting viewpoint, I agree with your post. What is considered single player and what does it mean to win. I think ultimately it all depends on what the user is playing the game for, it probably depends on what the user is getting out of the game.
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January 27, 2023 at 10:09 pm #7897
Ziyang
ParticipantRupees: 45 RupeesRank: White SwordThis chapter mainly discusses how to define a game. Just like people keep asking themselves the meaning of their lives, the process of considering “how to define a game” is a good thinking practice. Everytime people finished playing a new game, they might add something to their own definition of game. It is important for creative project. There might be a model or a style, or so called “definition” you might follow with, but it is too restricted to just follow them. Even though we are not going to follow this definition, but it is helpful to try to make it complete. It can help to examine why the game is fun, or what it is not fun. “The whole point of defining these terms is to gain new insights—it is the insights that are the fruits of our labors, not the definitions.” (Schell 48) Just like solving a math problem, the point is never to get the result, but to practice the process of calculating.
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January 30, 2023 at 11:30 pm #8025
Christiana
ParticipantRupees: 425 RupeesRank: White SwordHi Ziyang!
I like what you said about building on the definition of a game. In the hopes of defining it, one must always try to expand on it. I especially liked your analogy to life. New experiences shape our view on life and this can be said for games as well. The more time someone spends on trying to define games, the closer they may get to understanding it and being able to design one better. When you think about it, it is really hard to define games, especially taking in account all the different ones: from board games to video games to mobile games. But I think what they al most definitely have in common is that you re supposed to get some enjoyment out of them.
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January 27, 2023 at 11:10 pm #7904
Shamar
ParticipantRupees: 280 RupeesRank: White SwordIn chapter 4, Schell defines what “a game truly is,” which is very important because we often have different ways of expressing what a game is. We also have other ways of interpreting what a game is considered “fun,” whether which parts of the game were “fun” or which part of the game should be improved to be “fun.” In this case, he compares games to toys as ways we both utilize to play; they both evoke a feeling of excitement and create pleasurable surprises, which he connects “surprises” to his other lenses, such as curiosity and endogenous value. He also defines “play,” when he says, “play involves something else—play involves willful action, usually a willful action of touching or changing something—manipulating something, you might say” (Schell, pg. 40). I thought this quote was important because it ties to the feeling of curiosity in which we tend to play the game to see what the game entails, what the story is about, what are the rules of the game, the goals, and why is the game popular. Good design also evokes curiosity among players, whereas lousy design might not draw any attention. I also agree that problem-solving is what tends to be popular in games, such games like Clue, Ace Attorney, and other mystery games that we’re curious about what these clues and puzzles will offer once we solve them.
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January 30, 2023 at 11:23 pm #8019
Christiana
ParticipantRupees: 425 RupeesRank: White SwordHi Shamar!
I like what you said about what is considered “fun” is objective. Not every person will be satisfied with a game no matter how much one tries. However, that being said, it is still in our best interest to try to make the best game possible to satisfy most people’s interests. Feedback is good when there is constructive criticism involved but if just based on one’s preference or opinions, then there will always be some “new” problem to solve.
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January 27, 2023 at 11:34 pm #7914
Christiana
ParticipantRupees: 425 RupeesRank: White Sword“. . . endogenous is an excellent term that Costikyan brought from the world of biology to game design, and it means “caused by factors inside the organism or system,” or “internally generated.” So what is “endogenous meaning?” Costikyan is making the very important point that things that have value inside the game have value only inside the game (Schell 42).
I found this passage interesting because it puts a name to something I have never been able to describe before. However, I have always thought that this “endogenous factor” is what makes games so captivating to the audience. The author creates an example as to how a game of roulette is not fun if really money is used, but I do not think that is entirely true. Games like Monopoly, where one is buying and selling land, and even Animal Crossing, where one simply does daily activities of life, feature aspects that only have meaning within the game. However, in real life people find no fun, or are even stressed, by real estate and maintaining a household. However, the fact that Monopoly money, for example, is not entirely real takes out that unpleasant fact and makes an everyday occurrence into something enjoyable.
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January 30, 2023 at 10:12 pm #7997
Destiny
ParticipantRupees: 475 RupeesRank: White SwordWell said, I agree Endogenous value is something I never had a name for until reading this chapter. This is what makes games so addicting. We place so much value on certain aspects that provide us relief and then from there we become hooked.
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January 30, 2023 at 11:38 pm #8031
Pragya
ParticipantRupees: 195 RupeesRank: Magic SwordI think you’re right about how games that involve technically mundane activities can becoming interesting just because they are removed from the actual stress of reality. But there’s also more distance from reality when you think about it, because when in life are you going to buy two railroads and open ten hotels??? I mean, if you do, congratulations. But not only is it not real money, but it’s also not real things most people do with money either, just what they wish they could do.
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