games

  • actions, rules, goals, objects
  • used to achieve goal
  • defining feature as goal?
  • simulation?
  • players as operators and agents
  • players must consent to consistently agreed upon rules - this is negotiation of a shared entity, a shared space, a shared goal
  • second-order design - designers don’t create the final experience directly but craft systems and mechanics that allow players to generate their own experiences - eg consider the game types possible in GTA, or LARPing
  • scaffolding an experience
  • my actions cause meaningful impact, agency and control
  • bending or disrupting a game
  • curiosity
  • space of possibility
  • the illusion of agency, funnelling down a path
  • game state, state machines
  • be open to what a game state can be
  • constraints on a game, phrased this way rather than rules as rules seem authoritarian/dominating/impose hierarchy but constraints just imply clear boundaries
  • is pinball a game?
  • direct action
  • learning the wrong things * mini motorway and segregation * staying alive in turbulent times - but as the dictator
  • factor.io multiplayer, nice
  • ‘win by doing nothing’ is this a win?
  • dance/martial arts/improv, physical games.
  • interface feedback - visceral feedback - can feel visceral if you are embodying the avatar well enough - e-sex and VR, distance orgasm
  • ‘4D’ visualisations, cinema extra sensory experiences
  • the eye contact between human and goose - release you from ‘existential dullness’ just by opportunity of becoming a goose
  • toys and materiality of play