This reading introduces us to gaming systems
by using examples such as the human body, organs, and the skeletal system to
illustrate how they work. A gaming system must have an organized set of rules
and principles, and a general form that is common throughout the game. This is
what makes the game make sense and what make’s it playable. I was a bit
confused as to what the book meant, however once they used soccer as an example
the concept became much clearer to me. In order for a system to work, every
component of that particular system must be doing it’s part. How can a soccer
team expect to win without a goalie? Without offensive players? Each player has
a task, and each task must be performed in order to win. A system isn’t just
the characters and the goal, but it is also the setting. For a game to be
played, there must be a game space that fits the needs of the game itself. So
we must remember that a gaming system encompasses objects,
attributes, internal relationships, and environment.
I
feel that there must be a correlation between complexity of gaming systems and
the dedication a person has to finishing them. As I said in my last post, games
such as snake have
an extremely simple system: there is a snake, there are the dots the snake must
eat, and the only rule is that you can’t run into yourself or the wall. The
system is basic, and my attention span for the game is limited. However, I am
much more intrigued when I play old Pokémon games on my GBA. There is so much
potential in the game, hundreds of Pokémon, numerous trainers, various
minigames, and more. The structure of the game is complex and I find that I am
more curious to try and progress in the game. This may also have something to
do with interactivity;
I have taken on the role as my virtual trainer and created relationships within
the game. For the most part my path to becoming a Pokémon leader is set in the
game structure, but I do have the freedom to choose to do activities on the
side as well.
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