Cited by 7Digital Games and MediaArtificial Intelligence in GamesEducational Games and Gamification

Integrating Emergence and Progression

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Dormans, Joris·2011·DiGRA Digital Library

Abstract

This paper investigates how structures of emergence and progression in games might be integrated. By leveraging the formalism of Machination diagrams, the shape of the mechanics that typically control progression in games are exposed. Two strategies to create mechanics that control progression but exhibit more emergent behavior by including feedback loops are presented and discussed.

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Crossref · 10.26503/dl.v2011i1.593

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  • Processes lead to emergence, the birth of unseen combinations of things happening, based on the simple rules that were authored.

    “This leads to emergence, the birth of unseen combinations of things happening, based on the simple rules that were authored (Dormans, 2011, p. 1).”

    From Real-time hermeneutics: meaning-making in ludonarrative digital games (2018) · cites this paper as Dormans, 2011

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Research works printed but not linked: 17

  1. Adams, E., & Rollings, A. (2007). Fundamentals of Game Design. Upper Saddle River, NJ: Pearson Education, Inc.
  2. Ashmore, C., & Nietsche, M. (2007). The quest in a generated world. In Situated Play, Proceedings of DIGRA 2007 Conference.
  3. DiStefano III, J. J., Stubberud, A. R., & Williams, I. J. (1967). Theory and Problems of Feedback and Control Systems. New York: McGraw-Hill.
  4. Dormans, J. (2006). Talking to games: Gameplay as expressive performance. In Proceedings of the International Digital Games Conference 2006 , (pp. 133- 143).
  5. Dormans, J. (2009). Machinations: Elemental feedback structures for game design. In Proceedings of the GAMEON-NA Conference.
  6. Dormans, J. (2010). Adventures in level design: Generating missions and spaces for action adventure games. In Proceedings of the Foundations of Digital Games Conference 2010, Monterey, CA.
  7. Friedman, T. (1999). Civilization and its discontents: Simulation, subjectivity, and space. In G. Smith (Ed.) On a Silver Platter: CD-ROMs and the Promises of a New Technology, (pp. 132-150). New York, NY: New York University Press.
  8. Fromm, J. (2005). Types and forms of emergence. URL http://arxiv.org/abs/nlin.AO/0506028 · arXiv
  9. Fullerton, T. (2008). Game Design Workshop: A Playcentric Approach to Cre- ating Innovative Games. Morgan Kaufman, 2nd ed.
  10. Jenkins, H. (2004). Game design as narrative architecture. In N. Wardrip-Fruin, & P. Harrigan (Eds.) First Person: New Media as Story, Performance and Game, (pp. 118-130). Cambridge, MA: The MIT Press.
  11. Juul, J. (2002). The open and the closed: Games of emergence and games of progression. In F. Mäyrä (Ed.) Proceedings of Computer Games and Digital Cultures Conference, (pp. 323-329). Tampere, Finland: Tampere University Press.
  12. Juul, J. (2005). Half-Real: Video Games between Real Rules and Fictional Worlds. Cambridge, MA: The MIT Press.
  13. LeBlanc, M. (1999). Formal design tools: Feedback systems and the dramatic structure of completion. Presentation at the Game Developers Conference. URL http://algorithmancy.8kindsoffun.com/cgdc99.ppt
  14. Ryan, M.-L. (2001). Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media. The John Hopkins University Press.
  15. Salen, K., & Zimmerman, E. (2004). Rules of Play: Game Design Fundamen- tals. Cambridge, MA: The MIT Press.
  16. Simpson, Z. (2000). The in-game economics of ultima online. Presentation de- livered at the Game Developers Conference, San Francisco, California, March 2000. URL http://www.mine-control.com/zack/uoecon/uoecon.html
  17. Wardrip-Fruin, N. (2009). Expressive Processing. The MIT Press.

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Authors
Dormans, J.
Affiliations
Amsterdam University of Applied Sciences (NL)
Corresponding author
Dormans, Joris
Venue
DiGRA Digital Library
Published
2011-01-01
Volume
6
ISSN
2342-9666
OpenAlex
W2187561872
Cited by
7
References
0
Citations by year
2018: 1 · 2017: 2 · 2015: 2 · 2013: 1 · 2012: 1
FWCI
1.75
Type
conference paper
Language
en
Open access
Locations
  • Data Archiving and Networked Services (DANS) (submittedVersion, other-oa)
  • Digital Games Research Association Conference
Topics
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
Keywords
game mechanics, game progression, emergent behavior, feedback loops, game design

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