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Ludology Bo Kampmann Walther Bo Kampmann Walther Center for Media Studies, SDU Center for Media Studies, SDU 2005 2005 Disposition What is ludology? What is ludology? What is a game? What is a game? What is gameplay? What is


  1. Ludology Bo Kampmann Walther Bo Kampmann Walther Center for Media Studies, SDU Center for Media Studies, SDU 2005 2005

  2. Disposition  What is ludology? What is ludology?  What is a game? What is a game?  What is gameplay? What is gameplay?  Game spaces Game spaces  Questions Questions

  3. Ludology  Game Theory (the economic study of Game Theory (the economic study of competitive situations involving rules, competitive situations involving rules, strategies, and players) strategies, and players)  Theories of Play (psychological, pedagogical Theories of Play (psychological, pedagogical etc. studies) etc. studies)  Game Culture (why gaming?; what is the Game Culture (why gaming?; what is the role of games in contemporary culture?) role of games in contemporary culture?)  Ludology: the need for ” own” concepts; Ludology: the need for ” own” concepts; especially when liberated from The especially when liberated from The Humanities Humanities

  4. Website  Ludology’s own site: Ludology’s own site:  www.gamestudies.org www.gamestudies.org

  5. Ludology  The Narratology - Ludology Debate The Narratology - Ludology Debate  Games are not ” texts” Games are not ” texts”  Games Games can entail a kind of fictional can entail a kind of fictional element; but games are, well, games element; but games are, well, games  A narrative structure is a fixed sequence; A narrative structure is a fixed sequence; a game is a framework for a number of a game is a framework for a number of (dominant) sequences (dominant) sequences

  6. Ludology ...  Three different senses of “ narrative:” (from Juul ‘05) Three different senses of “ narrative:” (from Juul ‘05) Story as a structured sequence of events (film, novel) Story as a structured sequence of events (film, novel) – Story as a topographical setting (e.g. a painting, labyrinth, Story as a topographical setting (e.g. a painting, labyrinth, – building) building) Story as the way we see the world (pan-narrativism) Story as the way we see the world (pan-narrativism) –  The “ games-are-stories” position often confuses two levels: The “ games-are-stories” position often confuses two levels:  the content level: events and existents, found in games, stories the content level: events and existents, found in games, stories (and paintings etc) and in the real world: Setting, Characters, (and paintings etc) and in the real world: Setting, Characters, Actions Actions  the structural level: narrative is different from simulation is the structural level: narrative is different from simulation is different from reality (and from dreams, religious truths, mirror different from reality (and from dreams, religious truths, mirror images, etc) images, etc)

  7. Ludology ...  One solution to the ludology vs. One solution to the ludology vs. Narratology debate is to think of Narratology debate is to think of games as QUESTS games as QUESTS  A game with a concrete and attainable goal, which supercedes performance or the accumulation of points. Such goals can be nested (hierarchic), concurrent, or serial, or a combination of the above.  A game where you have to move from A to B

  8. Ludology - the quest scheme  However, you move differently from A However, you move differently from A -> B: -> B:  The unicursal corridor (Half-Life, Halo, The unicursal corridor (Half-Life, Halo, Riven) Riven)  The nested quest (semi-open landscape; The nested quest (semi-open landscape; Knight of the Old Republic) Knight of the Old Republic)  Open landscape (Morrowind, Ever Quest) Open landscape (Morrowind, Ever Quest)

  9. A ludological methodology  Gameplay Gameplay  Game Structure Game Structure  Game World Game World

  10. What is a game?  A game consists of A game consists of  Rules Rules  Strategies (or tactics) Strategies (or tactics)  And interaction patterns And interaction patterns

  11.  Rules are commands Rules are commands  Strategies are plans for game Strategies are plans for game executions executions  Interaction patterns define the actual Interaction patterns define the actual path through the game and specifies path through the game and specifies the topography of human-computer (or the topography of human-computer (or player vs. rule) relations player vs. rule) relations

  12. Rules  Limit and restrict player actions. Limit and restrict player actions.  They are unambiguous, explicit, and finite They are unambiguous, explicit, and finite  All players of a game must share them All players of a game must share them  Rules are fixed, i.e. unchangeable Rules are fixed, i.e. unchangeable  They are binding, i.e. non-negotiable They are binding, i.e. non-negotiable  They can be repeated; i.e. they are They can be repeated; i.e. they are portable and indepedent of technology portable and indepedent of technology platform or fictional representation platform or fictional representation

  13.  Games can be viewed as state Games can be viewed as state machines: machines:  Input events: rule system (the inputs that Input events: rule system (the inputs that the machine accepts) the machine accepts)  State transition function: interaction State transition function: interaction system (determines what will happen in system (determines what will happen in response to a given action at a given response to a given action at a given time) time)

  14. Gameplay  Interesting choices Interesting choices  A state of flow between boredom and A state of flow between boredom and anxiety anxiety  The entire collection of I-O’s The entire collection of I-O’s  The range of interaction potentials The range of interaction potentials throughout the game throughout the game ----- or ... ----- or ...

  15. Gameplay ...  A combination of A combination of  Structure (gaming) Structure (gaming)  Exploration (playing) Exploration (playing)  The correllation of The correllation of  Topological space (levels: acting Topological space (levels: acting ” playfully” ) ” playfully” )  Geometrical space (progression: acting in Geometrical space (progression: acting in accordance with a ” strategy” ) accordance with a ” strategy” )

  16. Game Spaces  Narrative space Narrative space  Back-stories: you search for the plot Back-stories: you search for the plot (adventure games, hybrid games) (adventure games, hybrid games)  Phenomenological space Phenomenological space  Being-ness in the game is what matters Being-ness in the game is what matters (shooters, match- and racing) (shooters, match- and racing)  Semiotic space Semiotic space  Search for signs, clues, and signification Search for signs, clues, and signification (puzzle, strategy, adventure) (puzzle, strategy, adventure)

  17. References  Jesper Juul: Half-Real (dissertation from Jesper Juul: Half-Real (dissertation from ITU, will be published by MIT Press later) ITU, will be published by MIT Press later)  Bo Kampmann Walther and Carsten Jessen Bo Kampmann Walther and Carsten Jessen (eds.): Spillets verden, DPU’s Forlag 2005 (eds.): Spillets verden, DPU’s Forlag 2005  Bo Kampmann Walther: Konvergens og nye Bo Kampmann Walther: Konvergens og nye medier, Systime Academic, november 2005 medier, Systime Academic, november 2005  www.gamestudies.org www.gamestudies.org  www.jesperjuul.dk www.jesperjuul.dk  www.sdu.dk/hum/bkw/ www.sdu.dk/hum/bkw/

  18.  Questions ... Questions ...

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