Part2 Part3 Part4 Part5 ** very funny **
"Art is something designed to evoke emotion through fantasy. The artist presents his audience with a set of sensory experiences that stimulated commonly shared fantasies, and so generation emotions." "Most art sllows very little participation."
"Enter the computer. Conceived long ago, born in war, reared as the servant of business, this now adolescent technology has exploded out of the computer room and invaded shopping centers, pizza parlors, and homes. Popular characterizations of the computer alternate between the old image of the computer as omniscient, cold blooded, giant calculator, and the new image of the computer as purveyor of video thrills and 25 cent fixes. Originally developed as a number cruncher, the computer assumed a new personality when it was given graphics and sound capabilities. These capabilities gave the computer a powerful asset: it could now communicate with the human, not just in the cold and distant language of digits, but in the emotionally immediate and compelling language of images and sounds."
"With a game, the artist creates not the experience itself but the conditions and rules under which the audience will create its own individualized experience. The demand on the artist is greater, for s/he must plan the experience indirectly, taking into account the probable and possible actions and reactions of the audience. The return is far greater, for participation increases attention and heightens the intensity of the experience. When we passively observe someone else's artistic presentation, we derive some emotional benefit, but when we actively participate in a game, we invest a portion of our own ego into the fantasy world of the game."
BOARD GAMES CARD GAMES ATHLETIC GAMES CHILDREN'S GAMES COMPUTER GAMES REPRESENTATION INTERACTION CONFLICT SAFETYRepresentation: First, a game is a closed formal system that subjectively represents a subset of reality. Let us examine each term of this statement carefully.
Fantasy/Exploration Proving Oneself Social Lubrication Exercise Need for Acknowledgement Summary MOTIVATION VERSUS SELECTION Game Play Sensory Gratification INDIVIDUAL TASTES
SKILL-AND-ACTION GAMES Combat Games Maze Games Sports Games Paddle Games Race Games Miscellaneous Games STRATEGY GAMES Adventures D&D Games Wargames Games of Chance Educational and Children’s Games Interpersonal Games CONCLUSIONS
GAME TECHNOLOGIES COMPUTERS DESIGN PRECEPTS FOR COMPUTER GAMES Precept #1: GO WITH THE GRAIN Precept #2: DON’T TRANSPLANT Precept #3: DESIGN AROUND THE I/O Precept #4: KEEP IT CLEAN Precept #5: STORE LESS AND PROCESS MORE Precept #6: MAINTAIN UNITY OF DESIGN EFFORT CONCLUSION
CHOOSE A GOAL AND A TOPIC RESEARCH AND PREPARATION DESIGN PHASE I/O Structure Game Structure Program Structure Evaluation of the Design PRE-PROGRAMMING PHASE PROGRAMMING PHASE PLAYTESTING PHASE POST-MORTEM
BALANCING SOLITAIRE GAMES Vast Resources Artificial Smarts Conclusions on Artificial Smarts Limited Information Summary RELATIONSHIPS BETWEEN OPPONENTS Symmetric Relationships Asymmetric Games Triangularity Actors and Indirect Relationships SMOOTH LEARNING CURVES THE ILLUSION OF WINNABILITY SUMMARY
FAD OR FIXTURE? THE TECHNOLOGICAL EXTRAPOLATION ASSESSMENT: TECHNOLOGICAL REVOLUTION THE NATURE OF CHANGE The Mass Market The Flowering of Heterogeneity CONCLUSIONS
BEGINNINGS EARLY WORK: JANUARY-APRIL, 1982 THE LONG HAUL: MAY-DECEMBER 1982