Lesson 3: Progression vs. Emergence Flashcards
Define progressive play, it’s replay value, and give 2 examples.
Progressive play is follows the rules/intentions of the developer, and is a linear path with little variation or choice. More simply, separate challenges presented serially. These games typically have less replay value, because puzzle solutions are the same the second time through. An example of a strictly progressive game is Zork or HGttG, where the player must use specific words without typos to solve a linear puzzle path.
Define emergent play (juul, then define by what it affords…)
Emergent play affords freedom by allowing the player to define their own goals within the game. Emergence, by Juul, is a number of simple rules combine to form interesting variation. Sandbox games have a lot of emergent play.
What is the easiest way to determine if a game is progressive or emergent (juul).
The easiest way to know if a game is progressive or emergent is to look at the hint guides available for it. An emergent game is more likely to have a strategy guide because it contains a list of potential tactics and approaches. A progressive will have a walkthrough.
What are 5 features of sandbox games? 3 examples and their significance?
- Few artificial barriers (e.g. cliffs that funnel player in a direction)2. One seamless world (few loading screens or levels)3. Many achievements/side quests that promote exploration, w/ main quest optional4. Often have day/night cycles5. Numerous NPCsShenmue: Pioneered day/night cycles and weather systems, and coined QTE termElder Scrolls: Skills developed through repetition rather than experience.Minecraft: Emergent (creative) and progressive (survival) play
Explain Juul’s 5 characteristics of rules.
- Rules are clear (above discussion, clear & applicable)2. Rules construct a game state (independent of being played on computer or not)3. Opportunity for choice4. Produce required effort to win (within context of rules, working towards a positive outcome requires effort)5. Gameplay enables overcoming challenges (that are presented by the rules)Rules are both affordances and constraints for obtaining goals
What is the first principle of emergence in games: simple…Rules are a constraint that…
- Simple rules can give rise to complex and emergent play…In an emergent game, rules are a constraint that creates space for creativity. The same can be true for other mediums.
Who was Georges Perec, what did he do, and who were the Oulipo? What did Christian Bok write?
Georges Perec wrote a book without the letter “e” and was a member of the Oulipo, a collective of writers that used constraints to breed creativity. Christian Bok wrote a book with each chapter only using a single vowel.
What is the significance of emergence in Mora?
Mora has very simple rules (2 players flash a number of fingers, and shout out the sum), yet human players create very interesting strategies around these simple rules.
What are the three principles of emergence in games?
- Simple rules can give rise to complex and emergent play…2. Because of their design, some games are more emergent play spaces than game spaces3. Satisfying emergent game experiences may be unanticipated (not designed for).
What is the 2nd principle of emergence in games: some games more…
- Because of their design, some games are more emergent play spaces than game spaces
What are ludic play spaces? Give 2 examples, and why they are.-What did the 2nd example afford? -What is transgressive play, and give an example of it.
Spin the bottle is a safe play space that provides emergent play, as are dollhouses. Dollhouses became fixed spaces set up for play over long period of time, also called ludic spaces. While these spaces provided training for moral instruction (e.g. domestic dudies, tidiness), they afforded significant interpretive play. Specifically, transgressive play gave roles to players they didn’t have, or that weren’t intended by dollmakers. Children moved dolls into unexpected places, perhaps exploring and resolving childhood anxieties.
What is the 3rd principle of emergence in games: satisfying emergent experiences may…These are goals set by players, but that would…Give examples of goals created by players in WoW
- Satisfying emergent game experiences may be unanticipated (not designed for).These are all from goals set by players, but that would not be possible without the affordances of the designers. -Player Goals: Noor the Pacifist and guild dance parties
What is twinking/griefing?Give examples of epic griefs in UltimaGive an example of a cheat in M&M 6
twinking (low lvl char given overpowered equipment) and griefing (intentionally harassing/disrupting players, particularly prevalent in MMOs).-Cheat: Ring of Fire in Might and Magic 6 killed enemies through walls(unintended by developers, but was it wrong?)-Griefs: Killing Garriot’s NPC Lord British, Carpentry grief (boxed in players in bars), Rune grief (misleading portals to death), Horse Poison grief (poisoned horses with apples that took days to acquire).
Speedrunning is both part of and… It can give players gaming WHAT
Speedrunning (completing game as fast as possible) is both a part of and apart from the game experience, and requires deep familiarity with game mechanics, expert route planning, and glitch exploitation. Completing speedruns gives players gaming capital (the influence/renown of gamers within a community, demonstrated by expertise).
What are Juul’s 4 rules of emergence? Describe each.
How emergence manifests during a game (Jesper Juul)Emergence as variation (the variety of possible states that a game’s rules allows)Emergence as patterns (patterns that players cannot immediately deduce from the rules of the game)Emergence as irreducibility (emergence can only be discovered through playing the fucking game)Emergence as novelty (something wholly unexpected happens in the game)