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''Rules of Play: Game Design Fundamentals'' is a book on
game design Game design is the process of creating and shaping the mechanics, systems, rules, and gameplay of a game. Game design processes apply to board games, card games, dice games, casino games, role-playing games, sports, Wargame (video games), war ga ...
by Katie Salen and Eric Zimmerman, published by
MIT Press The MIT Press is the university press of the Massachusetts Institute of Technology (MIT), a private research university in Cambridge, Massachusetts. The MIT Press publishes a number of academic journals and has been a pioneer in the Open Ac ...
.


Overview

Rules of Play expresses the perspective that a theoretical framework for interactive design has not yet been established. This is not the first time this has been recognized or explored, but is explored in a fresh way in great detail - with one review stating that: ''"the book manages to bridge the emerging field of game studies methodologies and design theory"''. Another review was also positive: ''"And if you already are a game designer? In this case, you stand a good chance of becoming a better game designer. Your perception of the internal workings of games will be heightened. You will see structure where before you saw chaos. You will see possibilities where before you saw dead ends. You will see opportunities for meaningful play in every nook and cranny of the game you are working on right now."'' The book is divided into four units, first introducing core concepts, then expanding on these with a detailed discussion of rules, play and culture.


Unit 1: Core Concepts

* '' Meaningful play'' - The authors introduce the concept of meaningful play as the goal of successful game design, providing their own definitions. * ''
Design A design is the concept or proposal for an object, process, or system. The word ''design'' refers to something that is or has been intentionally created by a thinking agent, and is sometimes used to refer to the inherent nature of something ...
'' - The authors discuss definitions of design, and introduce their own. They go on to discuss
semiotics Semiotics ( ) is the systematic study of sign processes and the communication of meaning. In semiotics, a sign is defined as anything that communicates intentional and unintentional meaning or feelings to the sign's interpreter. Semiosis is a ...
, the study of meaning, describing
Charles Sanders Peirce Charles Sanders Peirce ( ; September 10, 1839 – April 19, 1914) was an American scientist, mathematician, logician, and philosopher who is sometimes known as "the father of pragmatism". According to philosopher Paul Weiss (philosopher), Paul ...
's semiotic elements. * ''
System A system is a group of interacting or interrelated elements that act according to a set of rules to form a unified whole. A system, surrounded and influenced by its open system (systems theory), environment, is described by its boundaries, str ...
s'' - The authors introduce four elements all
system A system is a group of interacting or interrelated elements that act according to a set of rules to form a unified whole. A system, surrounded and influenced by its open system (systems theory), environment, is described by its boundaries, str ...
s share, as defined by Stephen Littlejohn in his textbook ''Theories of Human Communication'', and go on to identify each of these elements in the game of
chess Chess is a board game for two players. It is an abstract strategy game that involves Perfect information, no hidden information and no elements of game of chance, chance. It is played on a square chessboard, board consisting of 64 squares arran ...
, when framed as a
formal Formal, formality, informal or informality imply the complying with, or not complying with, some set of requirements ( forms, in Ancient Greek). They may refer to: Dress code and events * Formal wear, attire for formal events * Semi-formal atti ...
(mathematical), experiential (social), or
cultural Culture ( ) is a concept that encompasses the social behavior, institutions, and Social norm, norms found in human societies, as well as the knowledge, beliefs, arts, laws, Social norm, customs, capabilities, Attitude (psychology), attitudes ...
(representational) system. * ''
Interactivity Across the many fields concerned with interactivity, including information science, computer science, human-computer interaction, communication, and industrial design, there is little agreement over the meaning of the term "interactivity", but ...
'' - The authors connect interactivity with the concepts introduced thus far, and identify various modes of
interactivity Across the many fields concerned with interactivity, including information science, computer science, human-computer interaction, communication, and industrial design, there is little agreement over the meaning of the term "interactivity", but ...
, citing examples of cognitive, functional, explicit, and "beyond-the-object" interactivity. * ''Defining
Game A game is a structured type of play usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator sports or video games) or art ...
s'' - The authors discuss the relationship between play and games, highlight existing definitions of a game, and provide their own intentionally narrow definitions of games and game design. * ''Defining Digital Games'' - The authors insist that "the underlying properties of games and the core challenges of game design hold true regardless of the medium in which a game manifests," but they do identify four traits that are particularly strong in digital games: Immediate but narrow interactivity, the manipulation of information, automated complex systems, and networked communication. * ''The Magic Circle'' - The authors borrow the term magic circle from the book '' Homo Ludens'' by
Johan Huizinga Johan Huizinga (; 7 December 1872 – 1 February 1945) was a Dutch historian and one of the founders of modern cultural history. Life Born in Groningen as the son of Dirk Huizinga, a professor of physiology, and Jacoba Tonkens, who died two ...
, using it to describe the space within which a game takes place. They explain how players enter into the magic circle by adopting a '' lusory attitude'', another borrowed term, taken from Bernard Suits' book ''Grasshopper: Games, Life, and Utopia''.


Unit 2: Rules

* Defining Rules * Rules on Three Levels * The Rules of Digital Games * Games as Emergent Systems * Games as Systems of Uncertainty * Games as Information Theory Systems * Games as Systems of Information * Games as Cybernetic Systems * Games as Game Theory Systems * Games as Systems of Conflict * Breaking the Rules


Unit 3: Play

* Defining Play * Games as the Play of Experience * Games as the Play of Pleasure * Games as the Play of Meaning * Games as Narrative Play * Games as the Play of Simulation * Games as Social Play


Unit 4: Culture

* Defining Culture * Games as Cultural Rhetoric * Games as Open Culture * Games as Cultural Resistance * Games as Cultural Environment


Guest contributions

The book is punctuated by guest contributions, including one essay and four commissioned games, each discussed alongside various prototype materials. * ''Foreword: Frank Lantz'' * ''Commissioned Essay:
Reiner Knizia Reiner Knizia () is a prolific German-style board game designer. He was born in West Germany in 1957 and earned a doctorate in Mathematics from the University of Ulm before designing games full time. He is frequently included on lists of the gre ...
'' * Unit 1: ''Commissioned Game: Richard Garfield'' * Unit 2: ''Commissioned Game: Frank Lantz'' * Unit 3: ''Commissioned Game: Kira Snyder'' * Unit 4: ''Commissioned Game:
James Ernest James Ernest (born October, 1968) is an American game designer and juggler, best known as the owner and lead designer of Cheapass Games. Career Prior to founding Cheapass Games, Ernest worked as a juggler at various venues, including Camlann Me ...
''


See also

* List of books on computer and video games


References

{{reflist


External links


Official MIT Press website
featuring a couple of downloadable chapters and a Table of Contents 2003 non-fiction books Books about video games MIT Press books