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UXS-2041 Video Game Aesthetics


Eben J Muse

on 26 February 2013

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Transcript of UXS-2041 Video Game Aesthetics

Setting: Audio/Video/Geography
Rules Game Aesthetics Rules Aesthetic Modeling the connections Balancing the game
Artificial smarts
Vast resources
Limited information
Pace Geography & Representation Gameplay: Relates Rules to Geography/Space Arcade Game Aesthetic Single Screen
Infinite Play
Multiple lives
Scoring / High Score
Easy to learn
No story or narrative
Increasing levels of difficulty æsthetics (OED)
1. The science which treats of the conditions of sensuous perception. Transcendental Æsthetic, treats of the a priori principles of all sensuous knowledge.

2. The philosophy or theory of taste, or of the perception of the beautiful in nature and art. Jesper Juul’s three levels of rules Information rules Game state rule Outcome valorization rules these rules determine what information the player receives during play about the game state. these rules define which outcomes are considered positive and which outcomes are considered negative. these rules cover the basic aspects of the game state (i.e.the exact condition at a point in time of all game elements). Salen & Zimmerman Rules Implicit rules Operational rules: Constituative rules the rules of a game

govern a game’s processes and its conditions for victory. these are all the unwritten rules that we take for granted when playing a game. these are the underlying formal structures of a game which define its basic dynamics. interplay rules evaluation rules determine the relationships and the properties of elements in a game. These correspond to the physical laws of the gamespace. decide which occurrences are rewarded and which are punished. Game Time Event Time Programmer's Rules: MVC Function
Control Data
Model Presentation
View Gameplay
print a description of the players location (defined by hazards);
allow a player to move or shoot;
either shoot or move;
report results (win/lose/continue).
Rules create and manage complexity
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