Uncertainty in Games (Playful Thinking) - El Archivo de Anna
Uncertainty in Games (Playful Thinking) -- Greg Costikyan -- Playful Thinking series, 2013 -- The MIT Press -- 9780262018968 -- dddd867c469b8194c4efb03f691c368a -- Anna’s Archive.pdf
Series Foreword vii
1 Introduction 1
2 Games and Culture 3
3 Uncertainty 9
4 Analyzing Games 17
5 Sources of Uncertainty 71
6 Game Design Considerations 105
7 Conclusion 113
- Performative Uncertainty
- You don’t know if you’ll be able to perform the activity. Usually based on precission, timing,
- Solver’s Uncertainty
- You don’t know if you’ll be able to solve the puzzle.
- Player Unpredictability
- You don’t know what other people are going to do.
- Randomness
- Actual random elements. Numbers that depend on the roll of a die, the draw of a card
- Analytic Complexity
- Uncertainty over what is the best choice. In general, analytic complexity is the product of a system that allows a player several options but forces trade-offs.
- Hidden Information
- States od the game that you don’t know about. Fog of war, the roles or objectives of other players, etc.
- Narrative Anticipation
- You don’t know how the story will unfold.
- Development Anticipation
- In live games, you are expecting what will the devs do next.
- Schedule Uncertainty
- In social games, you don’t know when things are going to be completed or aviable.
- Uncertainty of Perception
- Hidden object games. You don’t know if you’ll be able to percieve something.
- Malaby’s Semiotic Contingency
- The unpredictability of meaning that always accompanies attempts to interpret the game’s outcomes
- The kind of thing that papers please pulls off. I’d argue that Bioshock does this too in a meta level with the would you kindly.