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Ludology Bo Kampmann Walther Bo Kampmann Walther Center for Media - - PowerPoint PPT Presentation

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


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Ludology

Bo Kampmann Walther Bo Kampmann Walther Center for Media Studies, SDU Center for Media Studies, SDU 2005 2005

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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

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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

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Website

Ludology’s own site:

Ludology’s own site:

www.gamestudies.org

www.gamestudies.org

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Ludology

The Narratology - Ludology Debate

The Narratology - Ludology Debate

 Games are not ” texts”

Games are not ” texts”

 Games

Games can can entail a kind of fictional 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

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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)

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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

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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)

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A ludological methodology

Gameplay

Gameplay

Game Structure

Game Structure

Game World

Game World

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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

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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

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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

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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)

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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 ...
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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” )

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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)

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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/

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Questions ...

Questions ...