2004 RulesofPlayGameDesignFundamenta

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Subject Headings: Video Gaming Concept.

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Abstract

As pop culture, games are as important as film or television - but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like “play," “design, " and “interactivity. " They look at games through a series of eighteen “game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

Introduction

p80. A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome.

Table of Contents

Chapter 1: What Is This Book About?............................................................................................................1
Overview.................................................................................................................................................1
Establishing a Critical Discourse............................................................................................................2
Ways of Looking.....................................................................................................................................3
Game Design Schemas...........................................................................................................................4
Game Design Fundamentals...................................................................................................................5
Further Readings.....................................................................................................................................6
Further Reading......................................................................................................................................6
Chapter 2: The Design Process.........................................................................................................................1
Iterative Design.......................................................................................................................................1
Commissions...........................................................................................................................................2
Game Design Exercises..........................................................................................................................3
Creation............................................................................................................................................4
Modification.....................................................................................................................................5
Analysis............................................................................................................................................7
Further Reading......................................................................................................................................8
The Design and Testing of the Board Game- Lord of the Rings............................................................9
Design Process........................................................................................................................................9
Scripted Game System..........................................................................................................................10
Playtesting.............................................................................................................................................11
More Changes.......................................................................................................................................12
The Road Goes Ever On.......................................................................................................................13
Unit 1: Core Concepts.......................................................................................................................................1
Chapter List..............................................................................................................................................1
How does play happen?...........................................................................................................................1
Chapter 3: Meaningful Play..............................................................................................................................1

Overview.................................................................................................................................................1 Introducing Meaningful Play..................................................................................................................1 Meaning and Play...................................................................................................................................2 Two Kinds of Meaningful Play...............................................................................................................3 Discernable.......................................................................................................................................4 Integrated..........................................................................................................................................5 Summary.................................................................................................................................................6

Chapter 4: Design..............................................................................................................................................1 Introducing Design..................................................................................................................................1 Some Definitions of Design....................................................................................................................2 Design and Meaning...............................................................................................................................4 Semiotics: A Brief Overview..................................................................................................................4 Four Semiotic Concepts..........................................................................................................................5 A Sign Represents Something Other Than Itself....................................................................................6 Signs Are Interpreted..............................................................................................................................7 Meaning Results When a Sign Is Interpreted.........................................................................................7 Context Shapes Interpretation.................................................................................................................8 Summary...............................................................................................................................................10

Chapter 5: Systems............................................................................................................................................1 Introducing Systems...............................................................................................................................1 The Elements of a System.......................................................................................................................2 Framing Systems.....................................................................................................................................4 Open and Closed Systems.......................................................................................................................5 Summary.................................................................................................................................................6

Chapter 6: Interactivity.....................................................................................................................................1 Introducing Interactivity.........................................................................................................................1 Defining Interactivity..............................................................................................................................1 A Multivalent Model of Interactivity......................................................................................................3 But Is it "Designed" Interaction?............................................................................................................4 Interaction and Choice............................................................................................................................5 Choice Molecules....................................................................................................................................7 Anatomy of a Choice..............................................................................................................................8 Space of Possibility...............................................................................................................................10 Further Reading....................................................................................................................................12 Summary...............................................................................................................................................13

Chapter 7: Defining Games...............................................................................................................................1 Overview.................................................................................................................................................1 Play and Game........................................................................................................................................2 Comparing Definitions...........................................................................................................................3 Definition 1: David Parlett...............................................................................................................4 Definition 2: Clark C. Abt................................................................................................................4 Definition 3: Johann Huizinga.........................................................................................................5 Definition 4: Roger Caillois.............................................................................................................6 Definition 5: Bernard Suits...............................................................................................................6 Definition 6: Chris Crawford...........................................................................................................7 Definition 7: Greg Costikyan...........................................................................................................8 Definition 8: Elliot Avedon and Brian Sutton-Smith.......................................................................8 A Comparison.......................................................................................................................................10 Our Definition.......................................................................................................................................11 The Puzzle of Puzzles...........................................................................................................................11 Role-Playing Games.............................................................................................................................12 Further Reading....................................................................................................................................14 Summary...............................................................................................................................................14

Chapter 8: Defining Digital Games..................................................................................................................1 Overview.................................................................................................................................................1 The Computer Is Not a Computer...........................................................................................................1 What Can It Do?.....................................................................................................................................2 Integration...............................................................................................................................................6 Summary.................................................................................................................................................7

Chapter 9: The Magic Circle............................................................................................................................1 Overview.................................................................................................................................................1 Boundaries..............................................................................................................................................2 Enter In....................................................................................................................................................3 Temporary Worlds..................................................................................................................................4 The Lusory Attitude................................................................................................................................5 Further Reading......................................................................................................................................7 Summary.................................................................................................................................................7

Chapter 10: The Primary Schemas..................................................................................................................1 A Conceptual Framework.......................................................................................................................1 What Is a Schema?..................................................................................................................................2 RULES: Formal Schemas.......................................................................................................................3 PLAY: Experiential Schemas.................................................................................................................4 CULTURE: Contextual Schemas...........................................................................................................5 Summary.................................................................................................................................................5 Commissioned Game 1 — Richard Garfield....................................................................................................1 Rules.......................................................................................................................................................1 Scoring....................................................................................................................................................2 Design Notes...........................................................................................................................................3 Sibling Rivalry.................................................................................................................................4 Unit 2: Rules.......................................................................................................................................................1 Chapter List..............................................................................................................................................1

Chapter 11: Defining Rules...............................................................................................................................1 Overview.................................................................................................................................................1 A Deck of Cards......................................................................................................................................2 Other Kinds of Rules..............................................................................................................................3 Qualities of Rules....................................................................................................................................3 Rules in Context......................................................................................................................................5 Summary.................................................................................................................................................6

Chapter 12: Rules on Three Levels..................................................................................................................1 Overview.................................................................................................................................................1 Tic-Tac-What?........................................................................................................................................1 Under the Hood.......................................................................................................................................2 Being a Good Sport.................................................................................................................................3 Three Kinds of Rules..............................................................................................................................4 Operational Rules.............................................................................................................................4 Constituative Rules...........................................................................................................................4 Implicit Rules...................................................................................................................................4 The Rules of Chutes and Ladders...........................................................................................................4 Chutes and Ladders: Operational Rules...........................................................................................6 Chutes and Ladders: Constituative Rules.........................................................................................6 Chutes and Ladders: Implicit Rules.................................................................................................7 The Identity of a Game...........................................................................................................................8 Specificity of Rules.................................................................................................................................9 Designing Elegant Rules.......................................................................................................................10 Further Reading....................................................................................................................................12 Summary...............................................................................................................................................12

Chapter 13: The Rules of Digital Games.........................................................................................................1 Rules as a Whole.....................................................................................................................................1 So What Are the Rules?..........................................................................................................................2 The Rules of Tetris..................................................................................................................................3 Rules and Not Rules...............................................................................................................................4 Wheels Within Wheels...........................................................................................................................5 Constituative.....................................................................................................................................6 Operational.......................................................................................................................................7 Implicit.............................................................................................................................................7 Why Rules?.............................................................................................................................................8 Summary.................................................................................................................................................8

Chapter 14: Games as Emergent Systems.......................................................................................................1 Introducing Emergent Systems...............................................................................................................1 Complexity..............................................................................................................................................2 Messengers and Buildings......................................................................................................................3 Simple Complexity.................................................................................................................................4 What Complexity Is Not.........................................................................................................................5 Four Kinds of Systems............................................................................................................................6 Two Horrible Games...............................................................................................................................7 Emergence...............................................................................................................................................9 Parts and the Whole..............................................................................................................................10 Object Interactions................................................................................................................................11 Life, the Game......................................................................................................................................12 Bottom-Up Behaviors...........................................................................................................................14 Emergence in Games............................................................................................................................15 Designing Surprise................................................................................................................................16 Engine Tuning.......................................................................................................................................17 Second-Order Design............................................................................................................................19 Further Reading....................................................................................................................................20 Summary...............................................................................................................................................21

Chapter 15: Games as Systems of Uncertainty...............................................................................................1 Overview.................................................................................................................................................1 Introducing Uncertainty..........................................................................................................................1 Certainty, Uncertainty, and Risk.............................................................................................................2 The Feeling of Randomness....................................................................................................................3 Probability in Games..............................................................................................................................5 Dice Probability......................................................................................................................................5 Chance and Game Play...........................................................................................................................7 Case Study One: Thunderstorm..............................................................................................................9 Thunderstorm...................................................................................................................................9 Case Study Two: Pig.............................................................................................................................10 Pig...................................................................................................................................................10 Breakdowns in Uncertainty...................................................................................................................12 Breakdown 1: Computer Randomness...........................................................................................12 Breakdown 2: Strategizing Chance................................................................................................13 Breakdown 3: Probability Fallacies...............................................................................................14 Meaningful Chance...............................................................................................................................15 Further Reading....................................................................................................................................16 Summary...............................................................................................................................................17

Chapter 16: Games as Information Theory Systems......................................................................................1 Introducing "Information"......................................................................................................................1 Information Theory.................................................................................................................................2 Probability and Guesswork.....................................................................................................................4 Noise in the Channel...............................................................................................................................5 Redundancy in the System......................................................................................................................7 Balancing Act..........................................................................................................................................9 Further Reading......................................................................................................................................9 Summary...............................................................................................................................................10

Chapter 17: Games as Systems of Information...............................................................................................1 Introducing a Different Kind of Information..........................................................................................1 Perfect and Imperfect Information..........................................................................................................2 Enchanted Information............................................................................................................................4 Each turn, Enchanted..............................................................................................................................6 Hiding and Revealing Systems...............................................................................................................7 Summary.................................................................................................................................................8

Chapter 18: Games as Cybernetic Systems.....................................................................................................1 Introducing Cybernetic Systems.............................................................................................................1 Elements of a Cybernetic System...........................................................................................................2 Feedback Systems in Games...................................................................................................................5 Positive and Negative Basketball............................................................................................................6 Racing Loops..........................................................................................................................................7 Positive Feedback in a Game..................................................................................................................9 Dynamic Difficulty Adjustment...........................................................................................................10 A Simple Die Roll.................................................................................................................................11 Putting Feedback to Use.......................................................................................................................12 Afterword: Don't Forget the Participant...............................................................................................13 Further Reading....................................................................................................................................14 Summary...............................................................................................................................................15

Chapter 19: Games as Game Theory Systems................................................................................................1 Introducing Game Theory?.....................................................................................................................1 Decision Trees........................................................................................................................................2 Strategies in Game Theory......................................................................................................................5 Game Theory Games..............................................................................................................................6 Cake Division.........................................................................................................................................9 Playing for Pennies...............................................................................................................................11 The Prisoner's Dilemma........................................................................................................................12 Game Theory and Game Design...........................................................................................................13 Further Reading....................................................................................................................................14 Summary...............................................................................................................................................15

Chapter 20: Games as Systems of Conflict......................................................................................................1 Introducing Conflict................................................................................................................................1 Conflict Case Studies..............................................................................................................................2 Centipede..........................................................................................................................................2 Joust..................................................................................................................................................3 Gauntlet............................................................................................................................................4 Competition and Cooperation.................................................................................................................6 New Games.............................................................................................................................................8 The Goal of a Game................................................................................................................................9 The Level Playing Field of Conflict.....................................................................................................11 Pig Redux..............................................................................................................................................13 Further Reading....................................................................................................................................14 Summary...............................................................................................................................................15

Chapter 21: Breaking the Rules.......................................................................................................................1 Introducing Rule-Breaking.....................................................................................................................1 Kinds of Rule-Breaking..........................................................................................................................2 Player Types.....................................................................................................................................2 Standard Players......................................................................................................................................3 Dedicated Players....................................................................................................................................3 Unsportsmanlike Players..................................................................................................................5 Degenerate Strategies..............................................................................................................................5 Degenerate Strategy Ecosystems............................................................................................................7 Cheats and Spoil-Sports..........................................................................................................................8 Five Player Types Compared..................................................................................................................9 Sanctioned Violations: Professional Sports..........................................................................................10 Sanctioned Cheating: Illuminati...........................................................................................................11 Hacks, Cheats, and Mods: Digital Rule-Breaking................................................................................13 Easter Eggs.....................................................................................................................................13 Cheat Codes....................................................................................................................................13 Game Guides and Walkthroughs....................................................................................................13 Workarounds..................................................................................................................................14 True Cheating.................................................................................................................................14 Hacks..............................................................................................................................................14 Spoil-Sport Hacking.......................................................................................................................14 Rule-Breaking as a Game Design Practice...........................................................................................15 Further Reading....................................................................................................................................17 Summary...............................................................................................................................................17

Commissioned Game 2 — Ironclad...................................................................................................................1 A game for 2 players...............................................................................................................................1 Rules.......................................................................................................................................................1 Playing Ironclad: The Spectacle of Mechanical Destruction..................................................................2 Playing Ironclad: The Technique of Scholarly Discourse......................................................................4 Design Notes...........................................................................................................................................6 Ironclad.............................................................................................................................................6 Unit 3: Play.........................................................................................................................................................1 Chapter List..............................................................................................................................................1

Chapter 22: Defining Play.................................................................................................................................1 Introducing Play......................................................................................................................................1 What Is Play?..........................................................................................................................................2 A General Definition of Play..................................................................................................................4 Play is free movement within a more rigid structure.......................................................................4 Transformative Play................................................................................................................................5 Being Playful..........................................................................................................................................6 Ludic Activities.......................................................................................................................................7 Game Play...............................................................................................................................................9 Summary...............................................................................................................................................11

Chapter 23: Games as the Play of Experience................................................................................................1 Introducing Experience...........................................................................................................................1 Qualities of Experience...........................................................................................................................2 Designing Interactive Experiences.........................................................................................................4 The Core Mechanic.................................................................................................................................4 Core Mechanics in Context.....................................................................................................................5 Tag....................................................................................................................................................5 Verbal Tennis...................................................................................................................................5 LOOP................................................................................................................................................6 Breaking Out of Breakout.......................................................................................................................7 Variations on a Core Mechanic...............................................................................................................8 Timed Play.......................................................................................................................................8 Breakthru..........................................................................................................................................9 Steering, Catching, and Invisible Bricks..........................................................................................9 Breaking Out..................................................................................................................................10 Repetitive Play...............................................................................................................................10 Putting It All Together..........................................................................................................................12 Further Reading....................................................................................................................................14 Summary...............................................................................................................................................15

Chapter 24: Games as the Play of Pleasure.....................................................................................................1 Introducing the Play of Pleasure.............................................................................................................1 Rule-Bound.............................................................................................................................................2 Autotelic Play.........................................................................................................................................3 Enter. Play. Stay.....................................................................................................................................5 Typologies of Pleasure............................................................................................................................6 Game Flow..............................................................................................................................................8 Sculpting Desire....................................................................................................................................11 Patterns of Pleasure...............................................................................................................................13 The Role of the Goal.............................................................................................................................14 Goals Within Goals...............................................................................................................................15 Conditioned Pleasure............................................................................................................................17 Rewards and Schedules.........................................................................................................................18 Boredom and Anxiety: Flow Redux.....................................................................................................22 Anxiety and Boredom on the High Seas...............................................................................................24 Meaningful Pleasure.............................................................................................................................26 Against "Addiction"..............................................................................................................................29 Further Reading....................................................................................................................................31 Summary...............................................................................................................................................32

Chapter 25: Games as the Play of Meaning....................................................................................................1 Introducing the Play of Meaning............................................................................................................1 Two Kinds of Representation.................................................................................................................2 Systems of Meaning................................................................................................................................2 System and Context................................................................................................................................3 Emergent Representations......................................................................................................................4 The Context of Meaning.........................................................................................................................5 Down the Rabbit Hole............................................................................................................................6 In the Queen's Court...............................................................................................................................7 Framing Play...........................................................................................................................................8 Metacommunication and Play.................................................................................................................9 Captured by the Game..........................................................................................................................10 Further Reading....................................................................................................................................11 Summary...............................................................................................................................................12

Chapter 26: Games as Narrative Play.............................................................................................................1 Overview.................................................................................................................................................1 Introducing Narrative Play......................................................................................................................1 Narrative Tensions..................................................................................................................................2 A Framework for "Narrative".................................................................................................................4 Thunderstorm..........................................................................................................................................5 Two Structures for Narrative Play..........................................................................................................7 Narrative Goals.......................................................................................................................................9 Confict..................................................................................................................................................11 Uncertainty............................................................................................................................................12 Core Mechanics....................................................................................................................................13 Narrative Space.....................................................................................................................................14 Digital Game Spaces.............................................................................................................................16 Spaces of Adventure.............................................................................................................................20 Narrative Descriptors............................................................................................................................22 Worlds and Stories................................................................................................................................25 Crafting Game Narratives.....................................................................................................................27 Games as Narrative Systems.................................................................................................................28 Cutscenes..............................................................................................................................................30 Retelling Game Stories.........................................................................................................................35 The Replay............................................................................................................................................36 Recams..................................................................................................................................................37 Games Within Games...........................................................................................................................38 Further Reading....................................................................................................................................39 Summary...............................................................................................................................................40

Chapter 27: Games as the Play of Simulation.................................................................................................1 Introducing Simulation...........................................................................................................................1 Defining "Simulation"............................................................................................................................2 Game and Non-Game Simulations.........................................................................................................3 Meaningful Play and Simulation............................................................................................................5 Procedural Representation......................................................................................................................7 Represented Conflict.............................................................................................................................11 Procedural Characters...........................................................................................................................15 Designing Simulations..........................................................................................................................19 Learning from Wargames.....................................................................................................................22 The Field of Battle................................................................................................................................23 Simulation in Context...........................................................................................................................25 A Balanced Approach...........................................................................................................................26 The Value of Reality.............................................................................................................................28 Framing the Simulation........................................................................................................................29 The Immersive Fallacy.........................................................................................................................31 Metacommunicative..............................................................................................................................32 Remediating Games..............................................................................................................................33 The Character of Character...................................................................................................................34 Hacking the Holodeck...........................................................................................................................36 Further Reading....................................................................................................................................37 Summary...............................................................................................................................................38

Chapter 28: Games as Social Play....................................................................................................................1 Introducing Social Play...........................................................................................................................1 Social Relations......................................................................................................................................2 Player Roles............................................................................................................................................2 Three Emergent Social Games................................................................................................................6 Little Max.........................................................................................................................................6 Mafia................................................................................................................................................8 Stand Up...........................................................................................................................................9 Bounded Communities.........................................................................................................................10 Contract for Artifice..............................................................................................................................11 Knowing the Rules................................................................................................................................13 Transformative Social Play...................................................................................................................15 Ideal and Real Foursquare....................................................................................................................16 When Players Won't Be "Nice"............................................................................................................18 Forbidden Play......................................................................................................................................19 Metagame: the Larger Social Context..................................................................................................22 A Metagame Model..............................................................................................................................23 Designing the Metagame......................................................................................................................25 The Limits of Social Play.....................................................................................................................27 Further Reading....................................................................................................................................27 Summary...............................................................................................................................................28

Commissioned Game 3 — Sneak.......................................................................................................................1 A game for 3 or more players..................................................................................................................1 Introduction.............................................................................................................................................1 Rules.......................................................................................................................................................1 Materials...........................................................................................................................................1 Setting up..........................................................................................................................................1 Assigning Camps..............................................................................................................................1 Turns.................................................................................................................................................2 Drawing Challenges.........................................................................................................................2 Purchasing Information....................................................................................................................2 Next matches....................................................................................................................................3 During the Game..............................................................................................................................3 Winning............................................................................................................................................4 Design Diary...........................................................................................................................................4 Sneak................................................................................................................................................4 Initial Notes......................................................................................................................................4 Cloak and Dagger :Rules for Playtest 1...........................................................................................5 Notes from Playtest 1.......................................................................................................................6 Sneak :Rules for Playtest 2...............................................................................................................7 Notes from Playtest 2.......................................................................................................................9 Notes from Playtest 3........................................................................................................................9 Notes from Eric and Katie's playtesting.........................................................................................10

Unit 4: Culture...................................................................................................................................................1 Chapter List..............................................................................................................................................1 Chapter 29: Defining Culture...........................................................................................................................1 Overview.................................................................................................................................................1 Introducing Culture.................................................................................................................................2 Culture: A Framework............................................................................................................................2 Cultural Structures: A List......................................................................................................................3 Cultural Meanings: A Few Examples.....................................................................................................5 Cultural Texts: Trafficking in Signs.......................................................................................................6 Redefinition: Locating Design................................................................................................................7 Summary.................................................................................................................................................8

Chapter 30: Games as Cultural Rhetoric........................................................................................................1 Introducing Cultural Rhetoric.................................................................................................................1 What is Rhetoric?....................................................................................................................................2 Seven Rhetorics of Play..........................................................................................................................3 Two Examples........................................................................................................................................5 The Landlord's Game.......................................................................................................................5 Vampire: The Masquerade...............................................................................................................7 Rhetorics of Gender................................................................................................................................8 Boy Games..............................................................................................................................................9 Flipping the Gender Bit........................................................................................................................10 Transforming Spaces............................................................................................................................13 Battling Toys.........................................................................................................................................17 Toys: A social game for two players..............................................................................................18 Further Reading....................................................................................................................................20 Summary...............................................................................................................................................21

Chapter 31: Games as Open Culture...............................................................................................................1 Introducing Open Culture.......................................................................................................................1 Inventing Jenny.......................................................................................................................................2 Player-as-Producer..................................................................................................................................3 Meaningful Production...........................................................................................................................4 Open Source Games................................................................................................................................8 Game Systems.........................................................................................................................................9 Escape from the Dungeon.....................................................................................................................11 Telefragging Monster Movies...............................................................................................................13 Circle Back............................................................................................................................................15 Further Reading....................................................................................................................................16 Summary...............................................................................................................................................17

Chapter 32: Games as Cultural Resistance.....................................................................................................1 Overview.................................................................................................................................................1 Introducing Cultural Resistance..............................................................................................................1 DIY Gaming............................................................................................................................................2 Resistant Strategies.................................................................................................................................3 Strategies of Alteration.....................................................................................................................4 SOD..................................................................................................................................................4 Sailor Moon Wad.............................................................................................................................4 SimCopter Hack...............................................................................................................................5 Strategies of Juxtaposition................................................................................................................5

Chapter 32: Games as Cultural Resistance Frag Queens......................................................................................................................................5 Blacklash..........................................................................................................................................5 Los Disneys......................................................................................................................................6 Strategies of Reinvention.................................................................................................................6 Universal Square..............................................................................................................................7 Counter-Strike..................................................................................................................................7 Additional Lines of Resistance...............................................................................................................8 Friction on the Playground.....................................................................................................................9 Resist!...................................................................................................................................................10 Further Reading....................................................................................................................................11 Summary...............................................................................................................................................12

Chapter 33: Games as Cultural Environment................................................................................................1 Raise the Red Flag..................................................................................................................................1 Introducing Cultural Environment..........................................................................................................2 Back to Basics.........................................................................................................................................2 Shall We Play a Game?...........................................................................................................................4 Web-based........................................................................................................................................5 Fictional game content disguised as reality......................................................................................5 Decentralized content.......................................................................................................................5 Game events occurred outside the web............................................................................................5 Episodic content...............................................................................................................................6 Distributed problem-solving.............................................................................................................6 Interaction between authors and players..........................................................................................6 Line blurred between players and game designers...........................................................................6 The Invisible Playground........................................................................................................................7 Public Spaces....................................................................................................................................8 Real-World Interaction.....................................................................................................................8 Emergent Storytelling.......................................................................................................................9 Meta-Narratives................................................................................................................................9 Current Events................................................................................................................................10 Ideological Environment.......................................................................................................................11 Lived Conflict.................................................................................................................................12 Interventions Shaking It Up...........................................................................................................12 Game Design Fundamentals.................................................................................................................13 The Artificial Question.........................................................................................................................14 Final Framings......................................................................................................................................15 Further Reading....................................................................................................................................16 Summary...............................................................................................................................................16

Commissioned Game 4 — Caribbean Star.......................................................................................................1 Overview.................................................................................................................................................1 Rules.......................................................................................................................................................1 Design Notes...........................................................................................................................................4 Caribbean Star..................................................................................................................................4 Racing Games vs.Fighting Games...................................................................................................5 First Rules Draft...............................................................................................................................6 Playtest Notes...................................................................................................................................9 Final Revisions: Friday June 22, 2001...........................................................................................10

ADDITIONAL READING AND RESOURCES..........................................................................11

CONCLUSION..............................................................................................................................12

References

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 AuthorvolumeDate ValuetitletypejournaltitleUrldoinoteyear
2004 RulesofPlayGameDesignFundamentaKatie Salen
Eric Zimmerman
Rules of Play: Game Design Fundamentals2004