outline chapter 4
chapter 4, designing the game.
specs, ingame, work
specs: physics on each level is appropriate to the level, so classical physics on level 2, but time dilations, black holes and other cheats work on level 3. levels 4 and ! and !n are entirely quantum, where everything manifested is created by the players,
specs: necessary space – thousands of square miles in each ring, millions of players in each of a dozen cities of hinterlands, densities ranging from 30-50/mi for ring 1 to 50,000/mi for ring 6. in lowlands cities can have 12,000 – 200,000 per city.
specs: level 2 midway a primer in fundamentalist, conservative, classical, capitalist thinking – the mechanistic world, where everything can be known and described, an unchanging god, one right answer to any given problem, the usual rules society is supposed to operate by. the other zones teach control of mass, speed, momentum, angular forces, newtonian physics.
specs: list of 7 possible games and rides (roller coaster, arcade (target shooting, ring toss, jelly bean count), tilt-a-whirl, bumper cars, hall of mirrors, tunnel of love, )
specs: “[The core functionality typically provided by a game engine includes a rendering engine (“renderer”) for 2D or 3D graphics, a physics engine or collision detection (and collision response), sound, scripting, animation, artificial intelligence, networking, streaming, memory management, threading, localization support, and a scene graph. scene graph has nodes for entities/objects including layers, child nodes branch off from each node, leaf nodes are rendered (visible)]”
specs: “Just like there are visual themes, the gameplay should also be broken into differentiated phases, when possible. Perhaps this part focuses on jump platforming, perhaps that part focuses on lock/key or torch/switch puzzles, perhaps this other area is pure combat. It’s entirely unnecessary (and often unwise) to cram every type of gameplay imaginable into every game, but what range is possible and worthwhile within the engine created should be explored in focused turns, rather than spread evenly into a murky gray from start to finish.”
specs: “As time advances, new technologies are developed; these technologies are the primary way in which the game changes and grows. At the start, players choose from advances such as pottery, the wheel, and the alphabet to, near the end of the game, nuclear fission and spaceflight. Players can gain a large advantage if their civilization is the first to learn a particular technology (the secrets of flight, for example) and put it to use in a military or other context. Most advances give access to new units, city improvements or derivative technologies: for example, the chariot unit becomes available after the wheel is developed, and the granary building becomes available to build after pottery is developed. The whole system of advancements from beginning to end is called the technology tree, or simply the Tech tree; this concept has been adopted in many other strategy games. Since only one tech may be “researched” at any given time, the order in which technologies are chosen makes a considerable difference in the outcome of the game and generally reflects the player’s preferred style of gameplay.” civilization video game.”
specs: list of animations – “sprint, stealth, resolute, stoneform, surefoot, acrobat, regrowth” “Sprint – Increases move speed for (3 + (.15 * enemy level)) seconds. Activated when they are first hit. To counter this ability, place units set to “Most HP” at the entry points so that the enemy sprints right away and not near the end of your defenses. Also selecting subclasses with slow effects and setting their target priority to “Fastest” helps stop sprinters in their tracks!
Stealth – Permanently invisible and undetectable by normal units. There are two ways to counter stealthers. First, make sure you’ve selected the talent that grants the Perception ability to your champion, and make sure you have enough energy to Teleport your champion around the map to pop the stealthers out. Your second option is to use your AoE ability (Hotkey 2) to pop enemies out of stealth. Once a stealth unit has been hit once, they are no longer undetectable.
Resolute – Immune to all damage for (1 + (.15 * enemy level)) seconds. Activated when they are first hit. To counter this ability, place units set to “Most HP” at the entry points so that the enemy sprints right away and not near the end of your defenses. Also, be careful not to place all of your units in one area when facing these enemies so that they aren’t immune as they pass through the main body of your defenses.
Resilient – Permanently takes (15 + (1.5 * enemy level))% less damage. The best way to counter this ability is to slow these enemies down.
Stoneform – Permanently immune to all puncture (arrows continue through) and sunder (removes armor) effects. The best thing to do against these enemies is to select subclasses that don’t grant sunder or puncture effects.
Sure Foot – Permanently immune to all slowing effects. To counter these enemies, you may need to teleport your champion to them or select subclasses that grant effects other than slowing.
Acrobat – All attacks have a (25 + enemy level)% chance to miss. These enemies can be a pain, especially if you get an unlucky string of numbers. To counter these guys, be ready to use your AoE ability (Hotkey 2) or teleport your champion to them.
Regrowth – Regains (5 + (2 * enemy level))% of their max health every second. To counter these enemies, you’ll need to deal a lot of damage at one time. Build your units in a centralized area and avoid spreading them out to give time for these enemies to regain their health.”
“specs: SPACEBAR – Start Wave
1 – Use Champion Ability 1
2 – Use Champion Ability 2
3 – Use Champion Ability 3
4 – Use Champion Ability 4
Q – Build Guard Tower
W – Build Ranger
E – Build Warrior
R – Build WIzard
A – Build Ward Spire
S – Build Scouting Post
D – Build Battle Standard
F – Build Power Totem
X – Build Trading Outpost
C – Build Barracks
ESC – Cancel current action (build, teleport, AoE spell, etc.) “
specs: “Prior to Steam, Valve had problems releasing updates for their online games, such as Counter-Strike, wherein a patch would result in the disconnection of the larger part of the online user base for several days. They decided to make a platform which would update games automatically, and implement better anti-piracy and anti-cheat measures. Valve originally approached several companies – including Microsoft, Yahoo!, and RealNetworks – to build a client with these features, but all turned them down. Although digital distribution was still no match to retail in terms of sales volume, profit margins for Valve and developers were far bigger on Steam than at retail.”
specs: “the most common sources of funding, outside of individual investors, are either appealing to venture capital funds, or recourse to completion bond financing. the latter is a novel financial instrument that sees an insurance company guaranteeing, or ‘bonding’ interim milestone payments, with a publisher stepping in to pay the bond, plus interest and fees, when the development of a game is complete. p41 the other thing that people really liked was that we had characters who’d walk around doing their own thing – a system that we called virtual theater. on average, online gamers stay with a game for 10 to 12 months, which means that about 10 percent churn out of a game in any given month. developers continually update their games, and add upper level depth in order to reduce churn. new massively multiplayer online games have about 20 minutes to attract a new user into a game. in that 20 minutes, a new user should be able to do many thing. they should be able to create a character. they should be able to take that character on a mission, and not be killed. indeed, they should win the mission – and be told how great they are, and given awards and honors, etc. they should then be sent on an additional mission. currently there is lots of item selling and trading, but it is not sanctioned by the companies publishing the products. this is a legal limitation, not a technical limitation. if publishers acknowledge that these items have real-world value then they also have real-world liability if any of the items are lost or stolen in the game, and the publisher does not replace them. for this to change, the legal atmosphere would need to change first. p182 the main problem so far is that 99.9 percent of online games are medieval fantasy role-playing. p183 the main difficulty with controlling player action comes with too many people gathering in one place at one time. when this happens, it stresses a couple of things: the graphics-generating capability of many home computers, and the processing power of the single server that is hosting the large group. in order to overcome this issue, many games are designed to spread people out among the many servers by starting people at different locations, and having many different paths to complete a mission. in city of heroes, we also have the ability to create multiple copies of the same exact area when too many people want to be in a certain place at one time.”
snake: hand-waving mages, just delivery mechanics, same as warrior swinging a sword. casting spells not magical if everybody can do it. real magicians spend years training, reading, studying. not out there with warriors battling the monster or sitting around tending to their wounds while advising them on ethics.
specs: “classical physics is generally divided into several different areas. These areas include mechanics (looking at motion, objects and the forces that act on them), dynamics, hydrodynamics, statics, optics, thermodynamics (studying energy and heat) and acoustics, as well as the studies of the phenomena surrounding magnetism and electricity. The laws of conservation of mass, conservation of energy and conservation of momentum are also very important to classical physics. space and time; straight-line kinematics; motion in a plane; forces and equilibrium; experimental basis of Newton’s laws; particle dynamics; universal gravitation; collisions and conservation laws; work and potential energy; vibrational motion; conservative forces; inertial forces and non-inertial frames; central force motions; rigid bodies and rotational dynamics. euler’s laws newton’s laws of motion (can we illustrate all three in one experiment?) linear motion, vectors. relative velocity. friction. harmonic motion (spring, pendumum). rotational / angular motion. centrifugal / centripetal force. roller coaster – The conversion of potential energy to kinetic energy is what drives the roller coaster, and all of the kinetic energy you need for the ride is present once the coaster descends the first hill. carousel – circular motion, linear motion. bumper cars – the law of action-reaction, the drivers feel a change in their motion and become aware of their inertia. The type of collision, velocity of the cars, and mass of the individual drivers all come into play in bumper car collisions. free fall – In the first part of the ride, force is applied to the car to lift it to the top of the free-fall tower. After a brief period in which the riders are suspended in the air, the car suddenly drops and begins to accelerate toward the ground under the influence of the earth’s gravity. pendulum – Feelings of weightlessness are not due to a decrease in forces of gravitation; people do not feel forces of gravity. What you feel is the force of a seat (or other external object) pushing on your body with a force to counteract gravity’s downward pull. The motion of an object in a circle requires that there be a force directed toward the center of the circle (sometimes called a “centripetal force”). This means that at the bottom of the circular swing, there must be an upward force (since the circle’s center is upward). Gravitational forces are always directed downward upon a rider’s body; thus, gravitational forces cannot meet this centripetal force requirement. The seat must supply the centripetal force, pushing upwards on the rider with a force greater than gravity’s downward pull. riverboat simulator, projectile simulator, hit the target, racetrack, uniform circular motion, gravitation, orbital mechanics, standing waves, beat patterns.”
specs: “By nature, “massively multiplayer” games are always online, and most require some sort of continuous revenue (such as monthly subscriptions and advertisements) for maintenance and development. Some games, such as Guild Wars, have disposed of the ‘monthly fee’ model entirely, and recover costs directly through sales of the software and associated expansion packs. Still others adopt a micropayment model where the core content is free, but players are given the option to purchase additional content, such as equipment, aesthetic items, or pets. Games that make use of this model often have originated in Korea, such as Flyff and MapleStory. This business model is alternately called “pay for perks” or “freemium”, and games using it often describe themselves with the term “free-to-play”. In many MMORPGs the number of players in one world is often limited to around a few thousand, but a notable example of the opposite is EVE Online which accommodates several hundred thousand players on the same server, with over 60,000 playing simultaneously (June 2010 at certain times.”
specs: “Some problems faced by MMORPGs: · Geographic Location: Shards present in a particular geo-location will service gamers logging in from that locale only. The maximum gaming speed is decided by the slowest band-width connection. So a person logging in from a different geometric location can reduce the speed of gameplay massively. · On-Demand Gameplay: The pay-as-you-play model that most MMORPG’s run on enables the user to request resources at time of his/her choice. This coupled with a non-on-demand scalable architecture at the back end will cause a huge maintenance overhead. Systems will have to be maintained to support the peak load, resulting in huge quantities of unused computing power. · Maintenance issues: Maintaining huge datacenters spread all over the world is a huge burden in terms of the effort required to support such complicated hardware, lack of skilled manpower, and the difficulties of managing such an operation to service complicated and unpredictable user behavior. How Cloud Computing can help: Cloud vendor takes care of SLA Management Shifting to the cloud will lift the burden of support and maintenance of Datacenters from the shoulders of the game provider. SLA’s provided by the Cloud Vendors (Amazon EC2′s service-level agreement promises 99.5% service uptime.) will enable Game Development companies to focus on actual game development and R&D. Deployment of new DataCenters Shifting onto the cloud will drastically reduce the CAPEX expenditure and the logistics involved in setting up a new DataCenter. This burden now moves onto the cloud vendor. “
specs: “When the objects are positioned a place the player is meant to see them, they are shown on the screen. A modification might add a minimap or similar on the screen showing where all the other objects are at any time, like it’s done for Counter Strike and Warcraft III [17,14]. Another variant of ESP is “glow” . Glow ESP helps a player see enemies better. Either the whole object is changed to a color that is light or “glowing”, or only the sides of the objects are “glowing”. This makes it easer to distinguish friend from foe or spot objects in dark areas. The goal for these cheats is to show something to the player that he shouldn’t be able to see. This can be done be removing objects or making it possible to see objects meant to be hidden behind other objects.In some games certain groups of objects clouds the visibility of other objects – and they are meant to. In Counter Strike smoke grenades release clouds of smoke that are very opaque, making them hard to see through. Cheats remove these clouds This kind of cheat is often known as wall hack . The following group of cheats are also known as wall hack, but this is probably the one most players think of when a wall hack is mentioned, i.e. the ability to see through walls. This method aims at showing objects a player wants to see without modifying objects like walls. A cheater can put some objects that are located behind others in front of those hiding them, making them visible. A solution might be to put all objects of a certain kind in front of any other object. This might – like in Counter Strike  – be a player model, enabling a player to know where other players are located. This wall hack is more efficient than ‘transparent objects’ because the cheater now only sees what is important and not everything else behind the wall. Seeing everything can limit ones ability to navigate on the map. Cheaters often find their targets easy prey because data can bee seen in clear text, either between the client and server or internally in the machine under the cheaters control. An approach to reduce this threat is encrypting important data kept in memory or sent between the client and server or between the game engine and a modification (Mod). Pritchard  suggest another kind of “encryption”, known as security through obscurity. By dynamically changing the command syntax, hackers will have more trouble finding the desired data in memory. Such solutions are not popular in the academic world, but from a practical approach, everything that increase the pain of the attacker at a low cost for the defender has some clear advantages.”
specs: “world diagrams usually start out as a list of locations and objectives. changes of scenery during a game add variety and a sense of progression for the player. since these scenery changes will involve development down the line, the game designers start listing these potential locations very early on. players also like to experience slight changes in gameplay as they advance forward in a game. in game designer terms, these slight changes amount to a set of objectives for the player. for example, the first level could require the player to rescue a hostage, and the next level could ask the player to escort that hostage to a safe location. by determining which locations match certain objectives, the designers can seam the entire game together through a world diagram. level designers use the design document as a guide to create a level diagram for each level in the game. a level diagram is a drawing that shows the areas the player will progress through; it may also describe events that take place in each area. depending on the project, level diagrams can be extremely detailed and thorough, or they can be vague and abstract.”
specs: blah. “Dot Universe, on the other hand, plays on Swedish psychologist Gunnar Johansson’s seminal research on the perception of biological motion in the 1970s. Johansson demonstrated that an array of just thirteen dots, positioned at the body’s cardinal points, is sufficient to create the illusion of a moving human figure. Cleary and Connolly re-created that effect but then jumbled up the results to create what resembles a dynamic, shape-changing constellation that moves with a pleasing, loose-limbed elasticity. A version of this work, Joining the Dots, has already been installed in Tralee, County Kerry. As Connolly notes, it demonstrates “the refusal of the mind to accept abstraction”. Even when an image appears to be formless or random, we’re constantly looking for patterns or shapes that we can interpret and render into meaning.”
4 specs: program: “Each full region (an area of 256×256 meters) in the Second Life “grid” runs on a single dedicated core of a multi-core server. Homestead regions share 3 regions per core and Openspace Regions share 4 regions per core, running proprietary software on Debian Linux. These servers run scripts in the region, as well as providing communication between avatars and objects present in the region. Every item in the Second Life universe is referred to as an asset. This includes the shapes of the 3D objects known as primitives, the digital images referred to as textures that decorate primitives, digitized audio clips, avatar shape and appearance, avatar skin textures, LSL scripts, information written on notecards, and so on. Each asset is referenced with a universally unique identifier or UUID. Assets are stored on Isilon Systems storage clusters, comprising all data that has ever been created by anyone who has been in the SL world. Infrequently used assets are offloaded to S3 bulk storage. As of December 2007, the total storage was estimated to consume 100 terabytes of server capacity. The asset servers function independently of the region simulators, though the region simulators request object data from the asset servers when a new object loads into the simulator. Each server instance runs a physics simulation to manage the collisions and interactions of all objects in that region. Objects can be nonphysical and non moving, or actively physical and movable. Complex shapes may be linked together in groups of up to 255 separate primitives. Additionally, each player’s avatar is treated as a physical object so that it may interact with physical objects in the world. As of 1 April 2008, Second Life simulators use the Havok 4 physics engine for all in-world dynamics. This engine is capable of simulating thousands of physical objects at once. Linden Lab pursues the use of open standards technologies, and uses free and open source software such as Apache, MySQL, Squid and Linux. The plan is to move everything to open standards by standardizing the Second Life protocol. Cory Ondrejka, former CTO of Second Life, has stated that a while after everything has been standardized, both the client and the server will be released as free and open source software. “
ingame: economics and technology in each ring. need faucet-drain economy or will have infinite accumulation of wealth and unbalance in the game. ownership of houses, possessions, jobs, responsibility for things inside the game.
ingame: trade skills – item faucet; item sink; item converter; alternate career path; social glue; or some combination.
ingame: “Each virtual citizen is accounted for in the simulation. They need a place to live, they may work somewhere or have their own business, they consume goods that they pay for with the money they earn. While doing so, they alter their environment, they produce pollution, crime, or just wear down existing utilities. They require services like hospitals, police and education. They have a will of their own, usually moving from one place to another looking for better jobs, better commerce, or avoiding adverse conditions like pollution, crime, or even people from a different social class.”
ingame: gm – general manager? gamemaster, they turn and say in unison.
ingame/npc: what will npcs do? they help with the lessons, working with players to develop skills and the ability to think in quantum. they dispense the zen wisdom and come back to startle the wayward mind of the player. who’s working on npcs? fairy designs and since who is too busy animating everything else, she also animates them (poorly). the ? scripts their functions, writing dialog and flowcharting the player choices based on the interactions.
ingame/npc: argument about how much definition for npcs. completely defined with stats skills and gear, or fill it in as needed later. do we have to flesh them out at all? the more real they are the better for staying in character. photorealistic? southpark. nuff said.
ingame/npc/karma: karma is returned directly and down the line by npcs, who treat the player in a like manner, and adjust the mission difficulty to reflect the karmic score. under these conditions, karmic bonuses, sometimes thru agents from levels ! and !n (altho this is not planned for), can alter the fortunes of the player. karma shows in the avatar, which changes to reflect their karma/health status, as well as their social/political/economic status. quantum skills are invisible.
ingame/karma: do they need a certain number of points to get from level to level? how many kinds of points are there – karma, skill levels, experiences, connections to others, lessons learned, others? or not? how much depends on the quantum kernel? why do you move on? levelling, experience points, skills, remorting, grinding.
determining the various health and karma points. or not. let the kernel do it? could the kernel do it?
ingame: “Some characters operate primarily as traders, buying, selling and transporting goods to earn profits. Others operate primarily as producers, purchasing components or raw materials and transforming them, sometimes on massive scales, into useful items such as weapons, ships, ammunition, or various technologies wanted by players. Some less combat-oriented players operate as miners or salvagers, collecting and sometimes processing ore used in manufacturing and collecting salvage to make into ship rigs, respectively. Finally, some characters operate as mercenaries or pirates, earning money or being paid primarily to be battle-ready and either attack or defend from attack-profitable enterprises such as mining, salvaging or transportation of goods. Eve Online periodically has arisen for discussion within the wider gaming community as players of the game find various ingenious methods of scamming, deceiving, or attacking each other. One infamous example was a corporate infiltration and heist where one corporation infiltrated a target corporation over the course of nearly a year. They then performed a virtual assassination on the target’s CEO and proceeded to steal corporate property to which they had gained access. The target corporation lost billions of ISK worth of property (amounting to about $16,500 USD) and a great deal of prestige; the CEO’s expensive ship and cybernetic implants were destroyed in the attack. Such dangers are an inherent part of Eve Online’s virtual economy and thus are purposely not dealt with by the developers. Players are expected to make financial decisions based (among other factors) on the possibility of other players’ fiduciary malfeasance, much as in real-life economics. The most common acts of piracy in Eve are ganking, gate camping, and small gang warfare. Every pirate corporation in Eve Online has its own preferred activities, strategies, and tactics. Some utilize cheap but high damage ships to “suicide gank” and kill people in high-security space (where they should theoretically be safe) quickly before CONCORD law enforcement units arrive to destroy them (thus “suiciding”), in the knowledge that certain ships they destroy will be carrying valuable commodities or expensive gear capable of recovering the cost of the pirate vessels lost in the gank. Others choose to set up gate camping fleets consisting of varied ship types and roles capable of rapidly disabling and destroying any unwitting passersby, thereby locking down star systems and killing or robbing whoever tries to pass through. Other pirates choose to roam in very fast and versatile skirmish ships, such as interceptors, recons, or heavy assault ships, killing anyone they encounter in lightning attacks. On gaining the upper hand in a fight many pirates will ask the victim for an ISK ransom, in exchange for sparing their ship or escape pod. Unlike many other MMOs, Eve Online permits griefing. The legitimate limits of grief-play are the source of ongoing debates amongst Eve players with the discussion focusing on playstyles that aim at extracting a negative out-of-game emotional response from the target. The prevalence of such behavior in Eve has often led players of other games, as well as some players of Eve itself, to label Eve Online as a game for sociopaths. The Interstellar Services Department (ISD) is a group of volunteers who share their free time in order to assist in a variety of tasks that all go towards supporting and enriching the players experiences in the world of EVE. They answer questions from players, help hunt down and resolve problems, provide news and fiction as well as acting as good-will ambassadors throughout the community. It includes ECAID (Equipment Certification and Anomaly Investigations Division), STAR (Support, Training and Resources), IC (Interstellar Correspondents), M (Mercury), and YARR (Yulai Archives & Records Repository Team).”
“our abstract existential system has no tolerance for the gory details of death; in fact, abstract thoughts of death generate an aversion to bodily fluids, including blood. Indeed, previous experiments have supported this idea: after being reminded of their mortality, people are more squeamish about physical trauma. In the current study this aversion to blood was not strong enough to trump the cultural expectation that we should help those in need—but it carefully meted out generosity to those truly in the most need. People who have come close to perishing, on the other hand, see things differently. For them, blood is not something aversive at all—it is the stuff of life.”
“ingame: some publicly known cheats
cheating by collusion
cheating by abusing procedure or policy
cheating related with virtual assets
cheating by compromising passwords
cheating by denying service from peer players
cheating due to lack of secrecy
cheating due to lack of authentication
cheating related with internal misuse
cheating by social engineering
cheating by modifying game software or data
cheating by exploiting bug or design flaw”
“ingame: categories for online cheating:
1. Reflex Augmentation: Exploiting a computer program to replace human reaction to produce superior results
2. Authoritative Clients: Exploiting compromised clients to send modified commands to the other honest clients who will blindly accept them
3. Information Exposure: Exploiting access or visibility to hidden information by compromising client software
4. Compromised Servers : Modifying server configurations to get unfair advantages
5. Bugs and Design Loopholes: Exploiting bugs or design flaws in game software
6. Environmental Weaknesses: Exploiting particular hardware or operating conditions”
ingame: “Achievers – Also known as “Diamonds,” these are players who prefer to gain “points,” levels, equipment and other concrete measurements of succeeding in a game. They will go to great lengths to achieve rewards that confer them little or no gameplay benefit simply for the prestige of having it. One of the appeals of online gaming to the Achiever is that he or she has the opportunity to show off their skill and hold elite status to others. They value (or despise) the competition from other Achievers, and look to the Socializers to give them praise. As they achieve more, they are no longer easy targets of the Killers and may enjoy their new position on the food chain. These gamers also tend to like seeing their user names at the top of scoreboards and ladder systems. Many games cater to these players by offering special titles and a special exclusive mounts to those that place in the top of the competitive Arena ladder.
Explorers – Explorers, dubbed “Spades” for their tendency to dig around, are players who prefer discovering areas, creating maps and learning about hidden places. They often feel restricted when a game expects them to move on within a certain time, as that does not allow them to look around at their own pace. The Explorer will often enrich themselves in any back story or lore they can find about the people and places in-game. Whereas an Achiever may forget about previous games as soon as they’ve conquered them, the Explorer will retain rich memories about what they experienced about their adventures.
Socializers – There are a multitude of gamers who choose to play games for the social aspect, rather than the actual game itself. These players are known as Socializers or “Hearts.” They gain the most enjoyment from a game by interacting with other players, and on some occasions, computer-controlled characters with personality. The game is merely a tool they use to meet others in-game or outside of it.
Killers – “Clubs” is a very accurate moniker for what the Killer likes to do. They thrive on competition with other players, and prefer fighting them to scripted computer-controlled opponents. These gamers love to sow destruction, so games that are high in carnage, action, and destructible environments are definitely a plus. Many of these gamers also enjoy the opportunity to depart from the norm of being “the good guy” who comes to save the day. Instead, they will play on the side of evil or conquest. On the flip side, Killers also represent the archetype which is most interested in affecting their environment, so sandbox games in which they can take a direct hand in building (or destroying) a virtual society will appeal to them as well. For others, it’s more about power and the ability to hurt others. One such example is “ganking” or “owning”, a process where the Killer takes their strong character to a place where inexperienced or weaker characters reside, and proceeds to kill them repeatedly. Market control appeals strongly to Killers, many of whom have a natural talent for reading markets (likely an extension of their common aptitude for sizing up strengths and weaknesses, vital to their play style). Social Killers tend to be guild, clan, or community leaders—or trolls.
in many older MMORPGs the fastest way to progress was simply by killing the same monsters over and over again, and as this is still common in thegenre, all MMORPG players know the process as “grinding“, or “camping” (sitting at a monster’s spawn point in order to attack it as soon as it respawns).”
ingame/npc: “Hiding a big Secret. Having a big secret that is scarcely referred to and hidden be an NPC, when shared only with the player, or found out by him gives Depth to the NPC. Hiding Emotions. An NPC that is trying to cover a strong emotion by another, when found out by the player can gain immense depth. (e.g. hiding fear with Sarcasm, Love with unnecessary toughness, etc.) NPC Emotions affect gameplay. Making the NPC’s emotions affect gameplay and vice versa helps deepen the character of the NPC. Give the Group Deep Attributes. Traits such as an Aesthetic culture, having ancient Wisdom, Carrying Mysterious knowledge of Nature and Creation, Being Noble, etc. add a lot of depth to a culture. Two NPC’s Think the same way. When two or more NPC’s think the same way and complement each others thoughts and dialogs, a sense of prior history is created between them. This creates chemistry between the NPC’s. Two NPC’s have an ongoing Argument. If two or more NPC’s have an ongoing argument about past events or current tastes, it also adds to their history and gives a sense of chemistry. This also creates a feeling of affection between the NPC’s, because it shows they haven’t left each other despite their argument and disagreement. Character Arcs don’t come easily to an NPC. The NPC will need to struggle a lot along a rocky path, going through emotional, physical and mental delusions, distress, enlightening and change in order to “Travel his Character Arc”. This must be shared with the player, therefore if an NPC does not appear regularly to the player, giving it an arc will look stupid! One Arc is more than enough. There is very little space and time in a game to give any single NPC more that one character arc (e.g. Timid-> Brave, Material -> Spiritual, etc.). More than this might confuse the player to as who the NPC is and why he is changing so often. Discarding Masks is a good Arc. Some NPC’s might be using masks to hide their true nature or feelings from the player. If the NPC can travel his/her arc behind this mask, then drop it when he has grown, the player will be impressed by that character’s change. Too much Uniqueness can cause engagement rupture!. If a character diamond, along with its quirks is so unique that the player cannot identify with it (e.g. a mother character that is evil and jealous and burps all the time!) the player will loose interest in him/her. Let the player invest into an NPC. An NPC that the player has invested a lot in, creates a rooting interest. E.g. if the player has been giving an NPC lots of attention and gifts to get him on his side, the player will have a strong emotional bond towards that NPC. Make the Player Responsible for an NPC. Characters that the player is responsible for (protecting them, killing them, guiding them, etc.) immediately have more rooting interest than others, especially if they are sympathetic to the player. Flip Rooting Techniques to get “Hating Techniques”. If a Rooting technique is reversed (e.g. instead of an NPC showing braver, showing fear and running from battle) the players emotions can be manipulated to hate that character (note that this is different from a player’s indifference towards an NPC). This allows us to tune the player’s emotions towards NPC’s quite early in the game. NPC reads Player’s mind! Every NPC’s dialog can be tuned, so her or she “knows” about past events that the player caused. This will allow the NPC to know the history of the player. When this history is referred to by any NPC, it makes that NPC seem to have a common past with the player. This makes the NPC immensely interesting to the player. The NPC has things in common with the Player. If the Player finds out that the NPC has had a past that resembles the current path that the player is taking in the game-world, especially if they both had similar problems, the player will have chemistry with that player. Complementary Skills. If among a group of NPC’s and/or players, skills available to each member, complement those available to other players, a necessary dependency and bond is created between them. Members of a Group Saying good things behind each other’s backs, even if they don’t to their Faces. Teasing or apparent antagonism between group members, when combined with good words that members say behind each other’s backs, creates an atmosphere of trust between members, and makes the player feel a strong bond in the group. Player is forced to do Evil. Forcing the player to do Evil (e.g. in order to prevent even greater evil, or in order to be able to do good subsequently) puts him/her in an emotionally complex situation. Doing Evil can be hurting good people, helping bad people, betraying a friend or group, joining up with evil forces, destroying something that belongs to the good, creating something that can cause potential evil, etc. Ambivalence towards a previous friend. Finding out that a friend was actually following their own agenda in helping the player creates ambivalence and a complex emotion. Ambivalence towards a previous Enemy. Finding out that someone who was an enemy, had to do what they did to the player creates emotional complexity, because whereas the player hated that enemy before, now he/she is forced to consider their position. The same thing might happen if the player finds out that his enemy has had a painful past, or is dying a terrible death, is helpless, or can actually cause great good at some points in the story. The Player finding out that he/she has been tricked or used. If the player finds out that he has been tricked or used by evil forces to do evil, or by good forces to do good, he will have an emotionally complex feeling towards those forces. The same holds true, if he thought he was doing the “right” thing all along, and suddenly found out it had terrible results, or vice versa. In a Weird way, even if some NPC tricks the player into doing good the player will feel an emotional complexity. Good and Evil are not White and Black. A Clash of interests between two factions in the game world could be used to put the player on the side of one faction (maybe because they are more pretty, cuter, more helpless or weaker.) causing the player to realize later on that helping that faction wasn’t necessarily helping the good, but rather just serving one cause and harming another equally valid one will create mixed feelings in them. The Story makes Spiritual Forces Palpable. Spirituality and spiritual forces made visual and active, be it in the game world or the player and NPC’s add to the plot’s depth. Create Guides and Helps to show the Player what the intended Character Arc is. The game world and NPC’s should provide the player with hints towards what he should change in himself. E.g. killing innocent people should be punished in gameplay if the Character arc is changing from a selfish person to a protective guardian. NPC’s in various places refer to each other. If NPC’s in different parts of the world seem to know each other, or at least have heard of each other the playe rwill feel like living in a cohesive world.”
ingame: slang “Coop: Also spelled Co-op, means a mode of multiplayer where everyone is on the same side, battling the AI. Gank: Where several players (normally of a higher level) team up and attack an anemy without warning. In most cases the player being ganked has little or no chance of survival. God Game: A game where the player is a deity, and controls the game world. There is usually no game over, but the game can become so disorganized that it is rendered unplayable. God Mode: A popular cheat that gives the character unlimited health. Other things may be optional, but infinite health is what makes the cheat known as “God Mode.” Gold: A game that is in its final form. Going Gold is the act of mass producing a game so that it may be released. Lag: A drop in framerate that occurs when the technology is pushed to its limits. On consoles, this is a rare occurance offline because most games on that console are designed to fit the console’s specs, but online games often receive lag, especially if the player is using dial-up. Lagger: A gamer who engages in lagging. Lagging: The act of deliberately inducing lag into an online game as a method of cheating. Lagging is popular because it is difficult to prove that the lag is deliberate or honest. leaderboard: An online display of players, listed in order of most successful at that game to the least successful, often going from top down. Life: A number of times a character (usually the main one) can die without a game over occuring. When a character dies, its number of lives is reduced by one, and when it reaches zero, the next death results in a game over. Lives are especially prevelent in platformers. RPG: Stands for “Role-Playing Game,” a genre of games that features statistical attributes and skills, leveling up (usually via experience points), and HP. Sandbox: Describes a game where the player may explore the game world freely, doing virtually any activity available to them. Often do not have a main story line. This style of gameplay was popularized by Grand Theft Auto III. Team multiplayer: A multiplayer mode where multiple players are put onto two or more teams, and fight the opposing team(s). This is not to be confused with coop, where every player is on the same team and is fighting against AI controlled bots. In Team mode, the enemies are also players.”
ingame: “Unlike most role-playing game systems, Nobilis does not use random elements in determining success in characters’ actions. Instead, Nobilis uses a resource management system; players may spend Miracle Points to succeed at certain actions, but otherwise they rarely fail at what they set out to do. Instead of the action centering on whether or not the characters succeed, the emphasis is instead on the consequences of those actions. Since combat between Nobilis uses up Miracle Points very quickly and a Nobilis can easily defeat even great numbers of humans, social roleplaying is encouraged over combat. Though the characters may seem to have limitless power, in reality they must take into consideration both the outcome of every act and what other Powers or Imperators they may offend in the process. In the first two editions, each character has 4 attributes: Aspect, which governs their ability to perform superhuman physical and mental acts; Domain, which covers their power over their estate; Realm, which determines how much power they have in their Chancel; and Spirit, which describes how much magical power the Nobilis has. Spirit creates the Auctoritas, a shield that protects them from the Miracles of other Powers. A character’s Spirit also determines how many Anchors they may have. Each attribute has a number of Miracle Points associated with it. The character creation system also makes Nobilis notable by giving players an unusual amount of control over the setting. In addition to creating their own characters – a process which already allows for considerable customization – the players create their Imperator and Chancel. Players receive a number of points to invest in their Chancel equal to the total amount they spent on their characters’ Realm; they may use these to buy special attributes for their Chancel such as special technology or magical inhabitants. They do not receive any points for their Imperator, so they must take a corresponding drawback for every special attribute they wish their Imperator to have. Each Nobilis also has an Affiliation, which is a moral code they follow in order to regain Miracle Points, as well as character flaws called Limits and Restrictions. Much like their Affiliation, these allow the character to regain Miracle Points when they become an inconvenience. By the future time period of Norton, magic is referred to as the Fifth Fundamental Force, with its own primary particle, the Magicon (similar to a graviton). A few other series have used the technology/magic combined motif, notably Apprentice Adept, another series by Piers Anthony, and Four Lords of the Diamond by Jack Chalker.”
ingame: “Following a small prelude, there are four “chapters” in the original game, with each chapter consisting of a general storyline (the first chapter, for example, deals with a mysterious plague in the city of Neverwinter), and within each chapter, there are many quests, subquests, and mini-storylines. Depending on specific quests completed, and specific items kept, some storylines are continued throughout the entire game (such as Henchman or Aribeth’s tales). Completing many of the side quests will give the player’s character more experience (and special items), making him/her level up faster and continue to make the game easier as the player progresses. For example, completing all quests in the first and second chapters will place the player in Chapter 3 with a 13th level character, instead of a 10th.”
work: together in one location, boy and girl and fairy are design team. set out all the levels with remedial levels separate, then realize can use antarctica for levels 1 and 2 as a separate layer. start design document (design, graphical features). girl does background look of each level with photoshopped images of antarctica etc. boy insists on pirates, draws up level diagrams (areas w/obstacles and skills), names rings. fairy tracks assets in world diagram (locations, objects), suggests tarot card-based characters, pulls up examples. wants fantasy creature npcs. who suggests aliens? boy sketches out cut scenes, quests. girl photoshops rider deck character sketches, lists preliminary npc functions with boy and fairy. they discuss list of animations. fairy works on flowchart of possible actions for entire game. todo list. snake is there only for discussions, not work.
work: the boy creates the physical overlay. he researches climate, vegetation, geology; he determines the seasons, the rainfall, the water and wind currents. he decides where to start the desert and where to limit the glaciers, how much geologic rebound to plan for. passes all this to girl for art direction, who had already been proceeding with her own plan. they argue…
work: snake begins animating characters before the kernel is finished, claiming to be an expert. not well done, animation is poor. everything is cheap and handmade looking, southpark etc. but animation is where the quantum movement skills are practiced. the effort it takes to move a character involves the player’s core, which tenses up as she tries to move the character. ragdoll overdone.
work: “The New Aesthetic is an artistic movement. It is sometimes described as physical versus virtual, or the tension between humans and machines. Its major visual emblems include pixelated images, Photoshop glitches, gradients, render ghosts, and, yes, animated GIFs. Data visualization, like an elaborate Venn diagram, can fall under the New Aesthetic umbrella, as can graphic information, like a Google Maps screengrab. Strategically placing marks on a human face, so a machine can’t recognize it as a face, is an act of New Aestheticism. Another popular trend: Photos of people taking photos.”
they’ve forgotten about the remedial levels in their preoccupation with the vision. fairy brings them back.
work: later (after design document assembled) really uneven work from all of them. but what do you expect of a prototype? boy, after talking to snake. doubt we can do this. video games take millions of dollars and a staff of a hundred or more, and it’s just us. we can’t do anything better than a half-assed job, a mashup, why should we bother? i feel like i’d be better off if i just said never mind and got a job. my cousin needs someone to help around the shop. but teaching the essence, we have to do that. i don’t know, maybe i can set up as a mystical essence-teacher and develop some sort of mumbo-jumbo exercise ritual filled with a lot of abstract newage concepts. newage sex maybe. we were specifically told to make the damned game. i know. i just hate doing something that’s going to look like drunk southpark. you just want to be walt disney. i just want to do it all myself. angel said to create a game. go write a book if you want all this extra stuff in it.
work: argument. “But Jaffe did argue vociferously against “games that have been intentionally made from the ground up with the intent and purpose of telling a story or expressing a philosophy or giving a designer’s narrative.” Because no matter how hard we want to fight it, Jaffe said, games just aren’t meant for this kind of storytelling. Jaffe thinks the industry obsession with telling grander stories started in the early ’90s, when CD-ROM and consumer-level 3D technology allowed for cinematic camera angles and voice acting. At that point game makers started to get “seduced by the power and language of film” he argued, thinking that “because they started to look like movies… they should feel like movies.” The game industry should respect the success we’ve had in entertaining the world, he argued, and stop trying to force more from what has historically been the worst medium for expressing complex narrative ideas. In other words, if you think you have something significant to say about philosophy or human nature, stick with the media that have proven they’re suited to imparting that message effectively.”
work: argument. “For the last two generations of consoles (notably since the PS2), we have witnessed a lot of developers strive for the success of genre-leading developers by imitation. These games often follow a very well-established template for a game and tend to mingle aspects of two or more successful games but rarely bring anything new to the table. But this honey-trap has claws – the level of investment is necessarily high (anything less would be creating an inferior and uncompetitive product), and with high investment comes high sunk costs. It has spelt the downfall of many developers who have failed to anticipate the over-saturation of their chosen genre. Single-A title! A relatively new term that I first saw discussed in a GamesTM article to describe medium-investment titles. Costs can be less than a quarter of the production cost of typical triple-A games and instead of being shackled by investors’ risk-aversion to unproven formulae, these games have the opportunity to fill the niche gaps between the triple-A titles. This position encourages innovation and uniqueness. Naturally, lower investment represents lower production values, so the quality-inferior single-A titles must choose their battles carefully. Some qualities are cheaper than others, and some qualities don’t matter to certain audiences.”
work: argument. the idea i’m trying to express on level 2 is that all the things we know about classical mechanics change when we move to another system of physics. and i’m talking about metaphorically. i’m talking about inside a video game, when it’s all a matter of trickery to begin with. just that on level 2 all the tricks of level 1 are exposed and a new system comes into play. so while the roller coaster is a ride where you can change the forces – change the track – on level 2 you can bend forces, dilate time, use black holes to control the ride. workers on level 2 operate the spinning ride where the floor drops out and you have artificial gravity, while the players on level 1 can only move around squashed against the wall and launch themselves into the gravity pit faster or slower, stuff like that.
the vision is done three times. the first time is the dreamiest, the most vague. it’s all very significant but they don’t remember anything specific. vast powers, wrongly used, lots of running around doing things, and lot of white buildings near water, a city on a hill, highways, a station. then the next day in the retelling of it, they gradually come clearer on the message, the quest. no, that’s the third time, when they get it right. the second time it’s all about their powers, the plus. with the quest comes what can go wrong, the preview of the rings, only the point of the rings is shown, the meaning hidden in plain sight. when is this, the third time gong thru the vision? chapter 3 w/kurt, or 4 designing or 6 creating? of 13 w/exkurt on cloud level at final testing.
???they understand why the message is so badly spelled – it’s not big thumbs but the electric field, the same one that interfered with the angel’s photo of them in front of antarctica.
???they use the frequent misspelling of teh gema in the provisional title, and there is an argument about how to say antartiQ, is it pronounced aunt-ar-TEEK, ant-AR-tik-you? it’s ant-r-tiCK – antartiQ
???disillusionment is good “There are some hard truths that we must swallow in order to be free of some of the shared illusions that have infiltrated our subconscious and unconscious minds. In this short essay, I’ll be expressing some of these truths. Once Occupy has fully swallowed these hard truths, they can be spread out to more and more people, and the energy released from the process of dispelling these illusions will be the fuel of rapid change. Each of these illusions are detrimental to the process of Occupy moving forward. None of these illusions will be dispelled by the major media, as these illusions benefit the corporate owners of our media. as the government is working to redefine “terrorists” as anyone who is against the system continuing as it is currently. This redefinition is aimed at getting us so scared of our neighbors that we’ll allow the imprisonment of those whose only crime is standing against a system based on inequality, resource depletion, and elite control. The reason the Plutocracy is threatened is simple. They are having their corruption exposed on all levels. Through internet technology, social media, and heightened forms of lateral communication, the tools for the liberation of the people are in our grasp. The collective community empowerment of the public, armed with knowledge of the Plutocracy and no longer willing to sit back and take the abuse of the Plutocracy are rising up all around the world. This rising up is an amazing opportunity of the people to create a new ground level system that is not dependent on the Plutocracy in order to thrive. To take this step collectively will basically put the Plutocracy out of power. The responsibility of Occupy and other social movements is to begin to build the structures that will hold us up as a community when the system begins failing. If we can take care of our own needs locally, and collectively take responsibility for each other, the people win. In order to avoid this eventuality, the Plutocracy will do everything within their power to suppress and repress this drive for freedom and community interdependence. That’s why it’s very likely that the repression will turn more and more overt in the coming years. When you live in an Empire, ruled by a scared Plutocracy that is willing to kill its own citizens to maintain their power, it is important that it is understood. Once the illusions are removed, and the mourning is done, the work must begin. I’ll be honest, I don’t think fighting the Plutocracy directly is going to help. I think that through our community centered actions in our own communities, we can make those power-hungry bastards irrelevant. Our biggest weakness as a people is our food supply. I urge everyone to plant a few seeds that will bear fruits and vegetables this planting season. Building a city-wide garden is the most revolutionary act in which we can be involved.”
boy girl and fairy design game in detail but run into details. snake animates badly.
the boy and girl and their friend fairy design the game in detail but run into problems with the details. their friend snake animates an early version. the result is klugy.
the girl: they both act as producer, scheduling and logistics, writing, design document (list design and graphical features), world diagram (list of locations and objectives), level diagram (drawing that shows the areas the player will progress through with obstacles and skills). game testers. girl is the lead designer, and designs art assets. , tasks/scripts npcs, designs the characters . she comes from a church background, with her mom as a musical director and the dad as the holy preacher. she lives by herself in an apartment inman park, motorcycles or marta in motorcycle leathers, works in computer graphics in a corporation. art school. makes $45k but is always at work. the girl leans toward fairies and fantasy. she tries to hold in her observations, but is never sure of her conclusions, but her enthusiasm gets the better of her and she blurts things out. she thinks quickly so she is tactless especially under stress. and she often finds out what she thinks on a topic when she hears it come out of her mouth. and she’s got a wicked sharp tongue and isn’t afraid to say what she thinks before she even knows she’s thinking it. so she’s tactless. and a bitch. and she’s pretty sure she’s right about her analysis, so she goes off half-cocked, tries to do everything herself, and irritates a lot of people who don’t see things the way she does. the boy creates the physical overlay. he researches climate, vegetation, geology; boy determined a lot of stuff and passee all this to girl for art direction, who had already been proceeding with her own plan. they argue…When designing the game she’s trying to get the artwork right because that’s what she does. She has little to do with lessons and disciplines, and inserting quantum into the objects and operations, scripts and quests; it’s left to snake and the boy, and the boy is being led by snake and neglects the quantum because he learns to doubt the things the vision taught him. She keeps reminding him, and snake only pretends and makes fun of her behind her back – ‘only tea.’ “ Fighting fuck toys are hyper-sexualized women protagonists who are able to “kick ass” (and kill) with the best of them — and look good doing it. The FFT appears empowered, but her very existence serves the pleasure of the heterosexual male viewer. In short, the FFT takes female agency and appropriates it for the male gaze. In fact, the problem isn’t their sex; the problem is their portrayal as sex objects. Objects aren’t convincing protagonists. Subjects act while objects are acted upon, so reducing a woman action hero to an object, even sporadically, diminishes her ability to believably carry a storyline. The FFT might have an enviable swagger and do cool stunts, but she’s ultimately a bit of a joke. “ “ a lack of self-love coupled with victim thinking would lead to relationship trouble. attract partners who mistreat them and to allow those to mistreat them. They also tend to abdicate their authority and responsibility in their relationships. At soul-level this results in lots of unhealthy, draining connections to others”
the boy: the boy creates the physical overlay. he researches climate, vegetation, geology; he determines the seasons, the rainfall, the water and wind currents. he decides where to start the desert and where to limit the glaciers, how much geologic rebound to plan for. passes all this to girl for art direction, who had already been proceeding with her own plan. they argue…boy, after talking to snake. doubt we can do this. video games take millions of dollars and a staff of a hundred or more, and it’s just us. we can’t do anything better than a half-assed job, a mashup, why should we bother? i feel like i’d be better off if i just said never mind and got a job. my cousin needs someone to help around the shop. but teaching the essence, we have to do that. i don’t know, maybe i can set up as a mystical essence-teacher and develop some sort of mumbo-jumbo exercise ritual filled with a lot of abstract newage concepts. newage sex maybe. we were specifically told to make the damned game. i know. i just hate doing something that’s going to look like drunk southpark. you just want to be walt disney. i just want to do it all myself. they both act as producer, scheduling and logistics, writing, design document (list design and graphical features), world diagram (list of locations and objectives), level diagram (drawing that shows the areas the player will progress through with obstacles and skills). game testers. boy designs the levels and animates the assets. levels and level missions, programs the graphics and assets (?), animates the characters, and writes and programs the cut scenes that enhance describe story, reward for achieving major milestone. boy draws up level diagrams and quests. Heptagram “Disrespectful Dannys: These people will say or do things at the most inappropriate times and in the most inappropriate ways. In essence, they are more subtle, grown up bullies. Maybe this person is a friend who you confided in and uses your secret against you. Maybe it is a family member who puts their busy-body nose into your affairs when it is none of their business. Or maybe, it is a colleague who says demeaning things to you. They make fun of your ideas, especially in front of others . Why they are toxic: These people have no sense of boundaries and don’t respect your feelings or, for that matter, your privacy. These people will cause you to feel frustrated and disrespected.”
kurt: who hangs out in foodcourts up and down the marta line all day while his van is parked in the shade.
snake: is there only for discussions, not work. after talking to snake. doubt we can do this. video games take millions of dollars and a staff of a hundred or more, and it’s just us. we can’t do anything better than a half-assed job, a mashup, why should we bother? go write a book if you want all thise extra stuff in it. snake: “hand-waving mages, just delivery mechanics, same as warrior swinging a sword. casting spells not magical if everybody can do it. real magicians spend years training, reading, studying. not out there with warriors battling the monster or sitting around tending to their wounds while advising them on ethics.” snake begins animating characters before the kernel is finished, claiming to be an expert. not well done, animation is poor. everything is cheap and handmade looking, southpark etc. tries to pass it off. but animation is where the quantum movement skills are practiced. the effort it takes to move a character involves the player’s core, which tenses up as she tries to move the character. ragdoll overdone. “1) They never actually discuss issues head on or provide constructive input, generally avoiding citation of references or credentials. Rather, they merely imply this, that, and the other. Virtually everything about their presentation implies their authority and expert knowledge in the matter without any further justification for credibility.” snake is from real money; his parents live in country club of the south or better, and he’s got an apartment in buckhead and drives a bmw because he’s slumming. ga tech and he works at emory in their computer department, but he’s more of a manager than a programmer. davie meets randall (steve buscemi) / minio. he’s 33. medium: 5’11” thin and bony, with short greasy hair and a pinched face, older than his years, tense and nervous, quick moving and darting. when he’s pope he gets fat and bald with warts and moles, looking like a toad. dresses all in black. he mumbles a lot and rambles, but answers with a question so he has time to think. he’s always ready with a believable story, and seems to tell people everything, but nobody knows much about him or what he’s doing with his time. he is shifty looking and has a good salesman’s patter, and people check their wallets after he passes. he is addicted to coke or meth, and is fidgety and always scratching himself. snake is meticulous, fashionable, polite, outgoing, talks a great game, and is upfront about what he wants out of life. he’s also smart, but nothing like kurt (nobody is as smart as kurt, anywhere). his smart is more wiley, outsmart, smartass, a knowitall smartypants. snake’s head is thinking/feeling/observing from a user’s point of view (48 laws).
fairy: fairy tracks assets in world diagram (locations, objects), suggests tarot card-based characters, pulls up examples. fairy designs npcs, textures, sounds, draws up a flowchart of possible actions for entire game. thinks of herself as fairy godmother. thinks she owns world diagram, flowchart, already sees how it’s supposed to go and trying to make it happen by controlling the lists. since snake isn’t around, she has no opposition; the girl and boy appreciate what she’s doing, she feels she’s the one holding it all together. wonders if she can copyright it for its own good. vs snake: Be yourself. Don’t misrepresent your wishes, boundaries, preferences, priorities, and red lines.
random back in india working in call-center, trying to make sales record for another trip. no f/sf convention in india. closest is new zealand or japan. starts playing videogames. likes adventures, doesn’t like shooters. panchen lama. “To add to the effectiveness of the affirmation, The Setup also includes the simultaneous tapping on one of the acupuncture meridian points. Tuning in is seemingly a very simple process. You merely think about the problem while applying the tapping. That’s it…at least in theory. “The cause of all negative emotions is a disruption in the body’s energy system.” As with energy movement, it is essential to pay attention to the cognitive shifts that can occur with even a single round of the tapping. A cognitive shift has occurred when you reframe the problem. Seeing the problem from a new angle, you will often express a sense of surprise and insight. These movements can offer valuable connections and associations and may open new pathways for healing. Following a cognitive shift, you often feel less guilt and self-blame, more hope, or a simple sense of relief in an area where there has never been relief before. It is important to stop after tapping and see if you notice anything different or if something new came up after you tapped. This is frequently the underlying issue that is the real root of your problem. When a fear thought comes up, simply say thanks for sharing, thank you for protecting me. Do not give it power. Don’t run from it. Whatever comes up, it is very important to acknowledge it, when you hear them you can even write them down. Once you have written the fear though down, you can turn it around to a positive affirmation and tap it in with EFT. You can say even though I have this fear (name the fear) I deeply love and accept myself and I fully appreciate that it is only trying to help me. Then do an affirmation for what you really want, which is typically the positive present tense opposite of the fear, or whatever positive outcome you would desire instead of the fear. Avoid denying the fear. You always want to acknowledge the fear. That is the real beauty of EFT, it always acknowledges the truth and helps you get out of the denial trap that so many of us fall into. EFT helps you understand that your fear thought is there to protect you. That is what fear really is for, to protect us. I certainly have noticed this with many people I have worked with. It all starts with our self-talk. Our self-talk or the way we talk to ourselves becomes important because it becomes the basis of our spoken word. It sets up the mental atmosphere that we operate in. This will attract to us experiences. You see your subconscious is really an electromagnetic transmitter and receiver. It broadcasts emotions in space and whatever we broadcast we tend to receive from our environment. BE VERY CAREFUL WITH YOUR LANGUAGE You see much of your power is in your words. The thoughts you think and the words you say are constantly creating your future. Your beliefs shape your life. The things you say are extension of your thoughts. This is why it is so important to never, ever berate yourself. Always tell yourself you are doing the best you can. Choices must “pull” to be effective. This requirement is often neglected. A Choice that is lifeless is like a dull ad; you just skip over it, don’t attend to it, and it has very little impact on your life. You might think of a choice as a sort of ad made up by you and directed to yourself as a consumer. The person who must be sold is you. You have to buy into and truly want the manifestation you are trying to bring about. Whenever possible seek to carefully add an adjective or adjectives to make the Choice as appealing as possible. The aim is to draw you like a magnet toward the goal they seek. Repeating the Choice during the EFT session should be a source of real pleasure and comfort so that you really want to keep saying the Choice over and over simply because it is so enjoyable to do so. Examples: Let it be easy to … Surprise myself by … Find a creative way to … Find it fun to … Alternatively you can add any of these adjectives to give it more appeal: Comfortable Satisfying Delightful Ingenious Safe Unexpected Third Rule of Choices: Go for the Best Possible Outcome The rule of thumb here is to be inwardly “truthful” in what is asked for. You need to choose what you really want in your innermost self, not what you think you should want – and it should be the very best you can imagine having. The details are less important than the intent when applying this rule. The point here is not to act as though we were all-powerful in another person’s life, but rather word the Choice so as to be as genuinely helpful to them as possible without imposing your values on them. Psychological Reversals The most common reason that psychological reversal does not change is that the affirmation was not said strongly enough or with enough emphasis. Most people will quietly state the affirmation I have frequently seen that it was necessary for the client to nearly shout the statements prior to the reversal shifting. Criteria Related Reversals. These are subconscious mechanisms that may be in place and blocking the client’s ability to successfully resolve their reversal. Deservedness This is the most commonly seen of the criteria-related reversals. Common sense dictates that if a person consciously or unconsciously holds the position that he or she does not deserve o get over a problem, attempts to alleviate the problem will be met with considerable resistance. This reversal is common among trauma survivor, patients, with eating disorders, and those who have violated closely help personal values and morals. Safety If the client experiences the problem as affording some level of safety, it will not easily be resolved. This consideration does not necessarily apply to situations that are truly unsafe or dangerous. This reversal is common among clients with anxiety-related conditions and even clients suffering from chronic pain. Possibility/Doubt Some clients experience deep doubt about their ability to resolve the presenting problem, for whatever reasons. While doubt by itself does not signal a reversal, if it is deep enough it will be consistent with a reversal. Permission In many instances this operates in conjunction with another, such as safety or deservedness. It is as if the energy system is saying, “I won’t allow myself to get over this problem because it isn’t safe to get over it” or “I won’t allow myself to over this problem because I don’t deserve to get over it.” Deprivation Especially in the treatment of addictions, the issue of deprivation may serve to block progress. When this type of reversal is diagnosed, a discussion around this issue is appropriate.”
=p: various boring department store jobs. nearing retirement, health failing.
c3ll3r!: nathan gets a job to make dragoncon money, food court dragoncon hotel area. mom colludes. dad takes paycheck. notices kurt who hangs out in foodcourts up and down the marta line all day while his van is parked in the shade. Second, the individual mobilizes him or herself: priorities shift, inner resources are called on, relations with other persons may be strengthened.
traits: Becomes angry if woman begins showing signs of independence or strength. “the strict father is the moral leader of the family, and is to be obeyed. the family needs a strict father because there is evil in the world from which he has to protect them – and mommy can’t do it. the family needs a strict father because there is competition in the world, and he has to win those competitions to support the family – and mommy can’t do it. you need a strict father because kids are born bad, in the sense that they just do what they want to do, and don’t know right from wrong. they need to be punished strictly and painfully when they do wrong, so they will have an incentive to do right in order to avoid punishment. that is how they build internal discipline, which is needed to do right and not wrong. with that discipline, they can enter the market and become self-reliant and prosperous. as mature, self-disciplined self-reliant adults, they can go off on their own, start their own families, and become strict fathers in their own households, with out any meddling by their own fathers or anyone else. “mapped onto politics, the strict father model explains why conservatism is concerned with authority, with obedience, with discipline, and with punishment it makes sense in a patriarchal family where male strength dominates unquestionably. authority, obedience, discipline, and punishment are all there in the family, organized in a package. “why would someone in the midwest genuinely feel threatened if gays in san francisco are allowed to marry? the explanation is simple: there can be no gays in a strict father family; the gender difference and the role of masculinity are crucial. suppose that kind of family – its values and its politics – defines who you are in everyday life. suppose those values define your personality, not only how you function in your family but with your friends, in your business, in your church. suppose that strict father marriage, with its version of masculinity, is a major narrative you live by. then a threat to its legitimacy is a threat to your very being. marriage isn’t the real issue; the real issue is identity. “there is a second reason as well. for the father to know right from wrong, there must be an absolute right and wrong, and that means that categories must be absolute. if category lines are fuzzy, it could be hard to tell if a rule or a law was broken. absolute categorization requires essences, properties that define absolute categories.”
work: new requirements at work, can’t make quota. “‘in america you grow up with that cowboy ideal, that you should be independant and self-reliant and value your freedom above all else. that’s what the films, and tv, and books, and popular culture tell you america is all about. then you find out that, in reality, society wants you to be exactly the opposite: obedient, fearful, dependant, basically a good little wage slave. my reaction was to get a motorcycle, wear a lot of black leather and chains, and develop an extremely confrontational attitude.’”
abuse: Making your partner ask for money. Using Economic Abuse. He controls finances, the car, and the activities you partake in. Giving your partner an allowance. Using Economic Abuse.
mom: Becomes angry if woman begins showing signs of independence or strength. Making your partner ask for money. “progressives, correspondingly, have a nurturant parent model: two parents, with equal responsibilities, and no gender constraints – or one parent of either gender. their job is to nurture their children and raise them to be nurturers of others. nurturance is empathy, responsibility for oneself and others, and the strength to carry out those responsibilities. this is opposite of indulgence: children are raised to care about others, to take care of themselves and others, and to lead a fulfilling life. discipline is positive; it comes out of the child’s developing sense of care and responsibility. nurturance requires setting limits, and explaining them. it requires mutual respect – a parent’s respect for children, and respect for parents by children must be earned by how the parents behave. restitution is preferred over punishment – if you do something wrong, do something right to make up for it. the job of parents is protection an empowerment of their children, and a dedication to community life, where people care about and take care of each other.”
sis: gets speeding ticket.
armchair authoritarian: ???
because some or many people want something, that desire must be genetic in origin. declaring that this is what Nature Intended. the One True Way and that everyone who goes against it is Denying Their Instincts, making up a just so story about how it evolved, ignoring countervailing evidence or theories, and telling people that because we evolved in a way that you just made up, we are required to act in the way you demand.
Work hard, keep your head down, never try to outthink the boss, and never show an original thought or they’ll use it against you.
problem, move writing up his job description to next chapter. next chapter; not allowed games or videos. it’s a computer not internet i’ll take it away. school computer you can’t ap classes. in my house it’s mine.
“There’s nothing controlling my destiny except the good lord, and he’s already promised to see me thru and make me rich. Anybody who doubts that is listening to the devil whispering in his ear.”
They’re just trying to get revenge, norman observed. Dad did that when he got mad. Punished you with something else…\
greed is good, revenge is sweet. unlimited wealth and power is good. Only the strong and ruthless Survival of the fittest is the American Way. I admire the rich and powerful. look how much they make. every man for himself
tv tonight, he’s fabulously wealthy, a financial wizard and a job creator. a one man army, punishing, cruel, ruthless, and hyper-masculine, struggling to compete in a ruthless, privatized, commodified, deregulated, militarized, ruthless national security state in which only the fittest survive. he’s about to take revenge for all of our social and economic ills caused by the diseased vermin infesting our cities and towns.
abuse: Treating your partner like a servant. Using Male Privilege.
India had an annual comic book convention, but it was a baby only, in its third year, and had been around since the late ’80s.
“I’ll tell you what freedom is. It’s being able to look after myself and my family without having to deal with haters who don’t want me doing anything because it might offend some whining scumbag welfare rat, or endanger some goddamn salamander or something. I don’t care about them. I don’t have any obligation to solve America’s problems. My only responsibility is to feed my family.”
shit happens: n/a
they: “Such critics of the IPCC predictions receive virtually no public attention, unlike the fringe of denialists who are supported by the corporate sector, along with huge propaganda campaigns that have driven Americans off the international spectrum in dismissal of the threats. Business support also translates directly to political power. Denialism is part of the catechism that must be intoned by Republican candidates in the farcical election campaign now in progress, and in Congress they are powerful enough to abort even efforts to inquire into the effects of global warming, let alone do anything serious about it. The basic viewpoint was outlined with admirable frankness in a major state paper of 1948 (PPS 23). The author was one of the architects of the New World Order of the day, the chair of the State Department Policy Planning Staff, the respected statesman and scholar George Kennan, a moderate dove within the planning spectrum. He observed that the central policy goal was to maintain the “position of disparity” that separated our enormous wealth from the poverty of others. To achieve that goal, he advised, “We should cease to talk about vague and… unreal objectives such as human rights, the raising of the living standards, and democratization,” and must “deal in straight power concepts,” not “hampered by idealistic slogans” about “altruism and world-benefaction.” Kennan was referring specifically to Asia, but the observations generalize, with exceptions, for participants in the U.S.-run global system. It was well understood that the “idealistic slogans” were to be displayed prominently when addressing others, including the intellectual classes, who were expected to promulgate them. The plans that Kennan helped formulate and implement took for granted that the U.S. would control the Western Hemisphere, the Far East, the former British empire (including the incomparable energy resources of the Middle East), and as much of Eurasia as possible, crucially its commercial and industrial centers. These were not unrealistic objectives, given the distribution of power. But decline set in at once.”
media: illustrate dominant culture ???
authoritarian culture: need for admiration or adulation and lack of empathy, usually beginning at the group’s early history and present in various contexts.
then you plan it,
[move chapter 4 design]“When the creator of Portal makes a new game, we sit up and take notice. That game: Quantum Conundrum. Kim Swift’s new title features first-person action puzzles and is designed to bend your mind to the breaking point. Quantum Conundrum tasks players with solving problems by changing the very nature of reality itself. You throw your surroundings into different dimensions in order to overcome obstacles. According to Swift, creating such an ambitious title required three things: “Play-testing, play-testing and play-testing.” Game Description:In Quantum Conundrum, players take on the role of a 12-year old nephew to the eccentric Professor Fitz Quadwrangle (Professor Q). Upon entering the Professor’s vast, highly customized mansion, players quickly realize their uncle has gone missing. In order to find him, players will need to use an Inter-dimensional Shift Device, allowing them to manipulate space and objects. While on the journey, becoming adept at switching between dimensions will help them trek from one bizarre room to the next. It might sound easy enough, but it’s a tall order for a 12-year old in a vast, kooky mansion! Once players start shifting between dimensions, they’ll soon discover physics is on their side! The primary game mechanic is the Interdimensional Shift Device (shortened to I.D.S.) – at the press of a button, the player can switch into one of four different dimensions. To do this, they must first locate special batteries and place them into coloured receptacles, which subsequently creates a dimensional rift. The geometry of the normal environment is retained when switching dimensions, but changes are made to the aesthetics, and the physics and properties of objects are altered significantly. One of the dimensional options is the “fluffy dimension”. When swapped to this, the environment takes on a bright white, softened look. This causes objects to become 10 times lighter in weight, allowing the player to interact with them in ways that would not be possible in the default dimension. Other dimensions revealed so far include one that slows down time to a twentieth of its ordinary speed, one where objects become 10 times heavier in weight and one that reverses the direction of gravity.”
|discipline||mind||body||quantum head||subtle body||esp||flying||manifesting|
|lesson||all one way||all knowable||all relative||all possible||all alive||all together||all one|
|midway game||coaster||tiltawhirl||bumper cars||arcade||hall of mirrors||tunnel of love||???|
|classical physics||momentum||angular||?||2nd law||optics||???||???|
|carneytown job||service||game master||miner||builder||accounts||personnel||cop|
|relativity||time dilation||distortion of light||gravity wave||curvature||big bang||black hole||???|
|cloud powers / physics||action at a distance||teleportation||clairvoyance||time travel||manifestation||multiple universes||entanglement|
|ring skill||create||name||nurture||guide||share||preserve||pass on|
|ring religion||animism||goddess||early xian||buddhism||fundamentalist||black pope||god consciousness|
Definition: A virtual or physical representation of having accomplished something. These are often viewed as rewards in and of themselves.
Example: a badge, a level, a reward, points, really anything defined as a reward can be a reward.
2. Appointment Dynamic
Definition: A dynamic in which to succeed, one must return at a predefined time to take some action. Appointment dynamics are often deeply related to interval based reward schedules or avoidance dyanmics.
Example: Cafe World and Farmville where if you return at a set time to do something you get something good, and if you don’t something bad happens.
Definition: The act of inducing player behavior not by giving a reward, but by not instituting a punishment. Produces consistent level of activity, timed around the schedule.
Example: Press a lever every 30 seconds to not get shocked.
4. Behavioral Contrast
Definition: The theory defining how behavior can shift greatly based on changed expectations.
Example: A monkey presses a lever and is given lettuce. The monkey is happy and continues to press the lever. Then it gets a grape one time. The monkey is delighted. The next time it presses the lever it gets lettuce again. Rather than being happy, as it was before, it goes ballistic throwing the lettuce at the experimenter. (In some experiments, a second monkey is placed in the cage, but tied to a rope so it can’t access the lettuce or lever. After the grape reward is removed, the first monkey beats up the second monkey even though it obviously had nothing to do with the removal. The anger is truly irrational.)
5. Behavioral Momentum
Definition: The tendency of players to keep doing what they have been doing.
Example: From Jesse Schell’s awesome Dice talk: “I have spent ten hours playing Farmville. I am a smart person and wouldn’t spend 10 hours on something unless it was useful. Therefore this must be useful, so I can keep doing it.”
6. Blissful Productivity
Definition: The idea that playing in a game makes you happier working hard, than you would be relaxing. Essentially, we’re optimized as human beings by working hard, and doing meaningful and rewarding work.
Example: From Jane McGonical’s Ted Talk wherein she discusses how World of Warcraft players play on average 22 hours / week (a part time job), often after a full days work. They’re willing to work hard, perhaps harder than in real life, because of their blissful productivity in the game world.
7. Cascading Information Theory
Definition: The theory that information should be released in the minimum possible snippets to gain the appropriate level of understanding at each point during a game narrative.
Example: showing basic actions first, unlocking more as you progress through levels. Making building on SCVNGR a simple but staged process to avoid information overload.
8. Chain Schedules
Definition: the practice of linking a reward to a series of contingencies. Players tend to treat these as simply the individual contingencies. Unlocking one step in the contingency is often viewed as an individual reward by the player.
Example: Kill 10 orcs to get into the dragons cave, every 30 minutes the dragon appears.
9. Communal Discovery
Definition: The game dynamic wherein an entire community is rallied to work together to solve a riddle, a problem or a challenge. Immensely viral and very fun.
Example: DARPA balloon challenge, the cottage industries that appear around McDonalds monopoly to find “Boardwalk”
10. Companion Gaming
Definition: Games that can be played across multiple platforms
Example: Games that be played on iphone, facebook, xbox with completely seamless cross platform gameplay.
Definition: The problem that the player must overcome in the three part paradigm of reward schedules.
Example: 10 orcs block your path
Definition: The dynamic in which players are only given a certain amount of time to do something. This will create an activity graph that causes increased initial activity increasing frenetically until time runs out, which is a forced extinction.
Example: Bejeweled Blitz with 30 seconds to get as many points as you can. Bonus rounds. Timed levels
13. Cross Situational Leader-boards
Definition: This occurs when one ranking mechanism is applied across multiple (unequal and isolated) gaming scenarios. Players often perceive that these ranking scenarios are unfair as not all players were presented with an “equal” opportunity to win.
Example: Players are arbitrarily sent into one of three paths. The winner is determined by the top scorer overall (i.e. across the paths). Since the players can only do one path (and can’t pick), they will perceive inequity in the game scenario and get upset.
Definition: a game element that uses a penalty (or altered situation) to induce behavioral shift
Example: losing health points, amazon’s checkout line removing all links to tunnel the buyer to purchase, speeding traps
15. Endless Games
Definition: Games that do not have an explicit end. Most applicable to casual games that can refresh their content or games where a static (but positive) state is a reward of its own.
Example: Farmville (static state is its own victory), SCVNGR (challenges constantly are being built by the community to refresh content)
Definition: The desire to have what others have. In order for this to be effective seeing what other people have (voyeurism) must be employed.
Example: my friend has this item and I want it!
17. Epic Meaning
Definition: players will be highly motivated if they believe they are working to achieve something great, something awe-inspiring, something bigger than themselves.
Example: From Jane McGonical’s Ted Talk where she discusses Warcraft’s ongoing story line and “epic meaning” that involves each individual has motivated players to participate outside the game and create the second largest wiki in the world to help them achieve their individual quests and collectively their epic meanings.
Definition: Extinction is the term used to refer to the action of stopping providing a reward. This tends to create anger in players as they feel betrayed by no longer receiving the reward they have come to expect. It generally induces negative behavioral momentum.
Example: killing 10 orcs no longer gets you a level up
19. Fixed Interval Reward Schedules
Definition: Fixed interval schedules provide a reward after a fixed amount of time, say 30 minutes. This tends to create a low engagement after a reward, and then gradually increasing activity until a reward is given, followed by another lull in engagement.
Example: Farmville, wait 30 minutes, crops have appeared
20. Fixed Ratio Reward Schedule
Definition: A fixed ratio schedule provides rewards after a fixed number of actions. This creates cyclical nadirs of engagement (because the first action will not create any reward so incentive is low) and then bursts of activity as the reward gets closer and closer.
Example: kill 20 ships, get a level up, visit five locations, get a badge
21. Free Lunch
Definition: A dynamic in which a player feels that they are getting something for free due to someone else having done work. It’s critical that work is perceived to have been done (just not by the player in question) to avoid breaching trust in the scenario. The player must feel that they’ve “lucked” into something.
Example: Groupon. By virtue of 100 other people having bought the deal, you get it for cheap. There is no sketchiness b/c you recognize work has been done (100 people are spending money) but you yourself didn’t have to do it.
22. Fun Once, Fun Always
Definition: The concept that an action in enjoyable to repeat all the time. Generally this has to do with simple actions. There is often also a limitation to the total level of enjoyment of the action.
Example: the theory behind the check-in everywhere and the check-in and the default challenges on SCVNGR.
23. Interval Reward Schedules
Definition: Interval based reward schedules provide a reward after a certain amount of time. There are two flavors: variable and fixed.
Example: wait N minutes, collect rent
Definition: A game dynamic in which the winner is determined solely by chance. This creates a high level of anticipation. The fairness is often suspect, however winners will generally continue to play indefinitely while losers will quickly abandon the game, despite the random nature of the distinction between the two.
Example: many forms of gambling, scratch tickets.
Definition: The concept of feeling a positive sustained connection to an entity leading to a feeling of partial ownership. Often reinforced with a visual representation.
Example: fealty in WOW, achieving status at physical places (mayorship, being on the wall of favorite customers)
26. Meta Game
Definition: a game which exists layered within another game. These generally are discovered rather than explained (lest they cause confusion) and tend to appeal to ~2% of the total gameplaying audience. They are dangerous as they can induce confusion (if made too overt) but are powerful as they’re greatly satisfying to those who find them.
Example: hidden questions / achievements within world of warcraft that require you to do special (and hard to discover) activities as you go through other quests
27. Micro Leader-boards
Definition: The rankings of all individuals in a micro-set. Often great for distributed game dynamics where you want many micro-competitions or desire to induce loyalty.
Example: Be the top scorers at Joe’s bar this week and get a free appetizer
Definition: An item that when used affects other actions. Generally modifiers are earned after having completed a series of challenges or core functions.
Example: A X2 modifier that doubles the points on the next action you take.
29. Moral Hazard of Game Play
Definition: The risk that by rewarding people manipulatively in a game you remove the actual moral value of the action and replace it with an ersatz game-based reward. The risk that by providing too many incentives to take an action, the incentive of actually enjoying the action taken is lost. The corollary to this is that if the points or rewards are taken away, then the person loses all motivation to take the (initially fun on its own) action.
Example: Paraphrased from Jesse Schell “If I give you points every time you brush your teeth, you’ll stop brushing your teeth b/c it’s good for you and then only do it for the points. If the points stop flowing, your teeth will decay.”
Definition: The act of controlling something, having it be *your* property.
Example: Ownership is interesting on a number of levels, from taking over places, to controlling a slot, to simply owning popularity by having a digital representation of many friends.
Definition: the feeling of ownership and joy at an accomplishment
Example: I have ten badges. I own them. They are mine. There are many like them, but these are mine. Hooray.
Definition: The concept that certain information is private, not for public distribution. This can be a demotivator (I won’t take an action because I don’t want to share this) or a motivator (by sharing this I reinforce my own actions).
Example: Scales the publish your daily weight onto Twitter (these are real and are proven positive motivator for staying on your diet). Or having your location publicly broadcast anytime you do anything (which is invasive and can should be avoided).
33. Progression Dynamic
Definition: a dynamic in which success is granularly displayed and measured through the process of completing itemized tasks.
Example: a progress bar, leveling up from paladin level 1 to paladin level 60
34. Ratio Reward Schedules
Definition: Ratio schedules provide a reward after a number of actions. There are two flavors: variable and fixed.
Example: kill 10 orcs, get a power up.
35. Real-time v. Delayed Mechanics
Definition: Realtime information flow is uninhibited by delay. Delayed information is only released after a certain interval.
Example: Realtime scores cause instant reaction (gratification or demotivation). Delayed causes ambiguity which can incent more action due to the lack of certainty of ranking.
Definition: The reward given if the expected action is carried out in the three part paradigm of reward schedules.
Example: receiving a level up after killing 10 orcs.
Definition: The expected action from the player in the three part paradigm of reward schedules.
Example: the player takes the action to kill 10 orcs
38. Reward Schedules
Definition: the timeframe and delivery mechanisms through which rewards (points, prizes, level ups) are delivered. Three main parts exist in a reward schedule; contingency, response and reinforcer.
Example: getting a level up for killing 10 orcs, clearing a row in Tetris, getting fresh crops in Farmville
39. Rolling Physical Goods
Definition: A physical good (one with real value) that can be won by anyone on an ongoing basis as long as they meet some characteristic. However, that characteristic rolls from player to player.
Example: top scorer deals, mayor deals
40. Shell Game
Definition: a game in which the player is presented with the illusion of choice but is actually in a situation that guides them to the desired outcome of the operator.
Example: 3 Card Monty, lotteries, gambling
41. Social Fabric of Games
Definition: the idea that people like one another better after they’ve played games with them, have a higher level of trust and a great willingness to work together.
Example: From Jane McGonicgal’s TED talk where she suggests that it takes a lot of trust to play a game with someone because you need them to spend their time with you, play by the same rules, shoot for the same goals.
Definition: The rank or level of a player. Players are often motivated by trying to reach a higher level or status.
Example: white paladin level 20 in WOW.
43. Urgent Optimism
Definition: Extreme self motivation. The desire to act immediately to tackle an obstacle combined with the belief that we have a reasonable hope of success.
Example: From Jane McGonical’s TED talk. The idea that in proper games an “epic win” or just “win” is possible and therefore always worth acting for.
44. Variable Interval Reward Schedules
Definition: Variable interval reward schedules provide a reward after a roughly consistent amount of time. This tends to create a reasonably high level of activity over time, as the player could receive a reward at any time but never the burst as created under a fixed schedule. This system is also more immune to the nadir right after the receiving of a reward, but also lacks the zenith of activity before a reward in unlocked due to high levels of ambiguity.
Example: Wait roughly 30 minutes, a new weapon appears. Check back as often as you want but that won’t speed it up. Generally players are bad at realizing that.
45. Variable Ratio Reward Schedule
Definition: A variable ratio reward schedule provides rewards after a roughly consistent but unknown amount of actions. This creates a relatively high consistent rate of activity (as there could always be a reward after the next action) with a slight increase as the expected reward threshold is reached, but never the huge burst of a fixed ratio schedule. It’s also more immune to nadirs in engagement after a reward is acheived.
Example: kill something like 20 ships, get a level up. Visit a couple locations (roughly five) get a badge
46. Viral Game Mechanics
Definition: A game element that requires multiple people to play (or that can be played better with multiple people)
Example: Farmville making you more successful in the game if you invite your friends, the social check-in
47. Virtual Items
Definition: Digital prizes, rewards, objects found or taken within the course of a game. Often these can be traded or given away.
Example: Gowalla’s items, Facebook gifts, badges
girl design character first choosing a face card from one of the four suits as their personal avatar, then a card from the major arcana as the tribe they belong to. that’s 352 possible characters in 22 tribes. this means a range of additions to customize each character. necessarily limited.
Josh planned to have lots of easter eggs, all very well marked. – that means the alien vampire zombies are back in the game, with the hidden tunnels and the sidequests thru most levels.