Play: Designing Play

Katie Salen | Eric Zimmerman | Rules of Play | Game Design Fundamentals

How do the rules play out?

“Ultimately, game design is play design. The rules of a game are relevant because they facilitate the experience of players. Within this primary schema, we expand out understanding of games considerably, delving into topics like pleasure, narrative, and social interaction, in the movement from the primary schema of RULES and PLAY, we loosen our tight focus on rules as a formal system to examine the ways that rules become a meaningful experience for the players of a game.” ( page. 299)

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Study: Core Concepts PT.1

Salen & Zimmerman: Rules of Play                                        Unit 1: Core Concepts 

Chapter 3: Meaningful Play

Johann Huizinga – Homo Ludens

Huizingas vision of play offers a perfect point of departure for the development of meaningful play.

“It [play] is a significant function – that is to say, there is some sense to it. In play there is something “at play” which transcends the immediate needs of life and imparts meaning to the action. All play means something.”

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Expanding on the Phaser Game

Aesthetics| Games as a Play of Experience

For the Aesthetics assignment, I made an exploration game from the perspective of the moon, as if it was a sentient being with free movement within the solar system. I wanted to incorporate sound into the game, which I didn’t manage to do.

I think I had trouble understanding Aesthetics by itself, mostly because aesthetics to me is to do with presentation/ style/ mood. My feedback was that there wasn’t enough, that it wasn’t weird/exciting enough and that it fell into three categories of Aesthetics:

  • Sensation: Player experiences something completely unfamiliar.
  • Fantasy: Imaginary World.
  • Discovery: Urge to explore game world.

Because I had so much trouble understanding aesthetics, I thought I would study Salen & Zimmerman’s Rules of Play : Game Design Fundamentals; focusing on Unit 3: Play. I want to create a game design document (GDD) for this game and see if I can create a game that would create player experience of sensation, fantasy and discovery in a more polished context.




FEer Game!

I don’t think this idea is about or for Flat Earthers in particular, but its based off of the argument.

Using strips of card:

  • Four single pieces
  • Four conjoined pieces

Arranged in a half circle.

Each player takes a turn by moving one end of one piece of card. The turn end once that end has moved. The aim is to be the first player with 6 pieces in a line. 

  • The cards may overlap once if needed. If there is already an over lap there can’t be a second.
  • The elbow of the conjoined cards can be moved and both pieces will change to move with it.


Playing with Perspective

The most common argument I found that came from flat earthers was against perspective. The FEers most commonly rely on their senses, especially sight. If you have a good enough camera you can still see the hull of a boat sailing off into the horizon, you can’t see the curvature of the earth from an aeroplane so what proof do we have, right?

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