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References:
Title: Critical Gameplay: Software Studies in Computer Gameplay
Author: Lindsay D. Grace
Venue: CHI 2010, April 10-15, 2010
Summary:
In this paper, the author describes tried-and-true game mechanics, and then shows games that defy these mechanics. The objective of this research is to both show the game design aspects that common today, but also to show what game mechanics have been unexplored in the industry today.
The first mechanic is friend-or-foe identification. She says that most games allow the player to quickly identify enemies by appearance. To counter this, she shows the game at right, called black and white. In this game, enemies and friends are the same color, and the player must instead identify by behavior instead of appearance.
She then continues by describing games that use mechanics like collection, violence, and rushing through the game and then shows counterexamples that instead demonstrate frugality, nonviolence, and calm observation.
Discussion:
I thought this paper was cool because it took all of the games that I am used to playing and turned them around. Some of the mechanics, for example trying to avoid item collection, sounded like they would be really interesting to play.
Interestingly enough, I have actually seen a game lately in which you actually have to observe behavior over appearance, and it got really great reviews. So, I am actually interested in seeing if some of these other mechanics might be used in games to make them even more original.
(Image courtesy of: this paper)
I had the opposite opinion and thought that these games were different only because they were trying so hard to be different. I think unique games are amazing but these just seemed too forced.
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