Erik Champion, Curtin University
Nothing ventured nothing played
- Why should we develop, buy, play, and teach specific games?
- Convey experience (the what, what it is to experience archaeology), VERSUS
- Show how systems, methods, findings interact to produce experience, OR
- Reveal what is unknown or debated (how knowledge is established or contested).
- Can game genres or games as interaction modes be compared to what is learnt?
- Can a schematic framework show what can be communicated and why it should be done?
- Plus criteria revealing when useful? Avoids banal gamification?
Roger Caillois: modes of play?
|Challenge modes||Engages because you||Archaeology||Pros and Cons|
|Competition Agon (competition / strategy)||Compete against people, long-term decision making||Civilization? All those build empire games..||-Means to end
|Chance Alea||Humour, handle unpredictability||Could Spore be an archaeology game?||-No causality
||Mastery of commitment, mental focus, multi-tasking||The extreme parkour of Assassin’s creed?||-Distracts
||Observation, control and humour and roleplaying||If Sims 4 was used as anthropological machinima?||-Difficult for interfaces
Turin August 2018
CAA2017 movie of slides
CAA2017 Stuart Eve talk
Types of Mechanics
- Game progression mechanics (mechanics to progress the player through the game)
- Performance mechanics / Rewards and skills mastery mechanics (mechanics to encourage the player to improve and extend their range of skills and judgement)
- Narrative mechanics (tools to progress /unfold or bring together one or more apparent story threads in relation to game play). Are dramatic mechanics a subset?
- Behavioural & Role assimilation mechanics (mechanics become habit through repeated gameplay, accustomed to
seethings in certain ways)
- Insight and reversal mechanics (mechanics that disrupt the in-game or real-world expectations and presumptions of the player acquired previously or during the game in order to reveal to them a viewpoint taken for granted, or to supplant the view created by gameplay but a view the designer wants them to suddenly by alienated from).
By Erik Champion