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