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> <channel><title>Comments on: Pondering Caillois</title> <atom:link href="http://www.raphkoster.com/2005/10/29/pondering-caillois/feed/" rel="self" type="application/rss+xml" /><link>http://www.raphkoster.com/2005/10/29/pondering-caillois/</link> <description>Raph Koster&#039;s personal website: MMOs, gaming, writing, art, music, books</description> <lastBuildDate>Sun, 12 Feb 2012 06:02:55 +0000</lastBuildDate> <sy:updatePeriod>hourly</sy:updatePeriod> <sy:updateFrequency>1</sy:updateFrequency> <generator>http://wordpress.org/?v=3.3.1</generator> <item><title>By: Raph&#8217;s Website &#187; What Play Style Do You Prefer?</title><link>http://www.raphkoster.com/2005/10/29/pondering-caillois/comment-page-1/#comment-1462</link> <dc:creator>Raph&#8217;s Website &#187; What Play Style Do You Prefer?</dc:creator> <pubDate>Sat, 21 Jan 2006 01:06:26 +0000</pubDate> <guid
isPermaLink="false">http://raphkoster.com/?p=116#comment-1462</guid> <description>[...] Just yesterday, a co-worker handed me Chris&#8217; book, 21st Century Game Design, and so far it&#8217;s quite good, though I haven&#8217;t gotten past the initial section on audience modeling yet. I expect to have more quarrels with it once I get to the sections that about actually modeling game structures, since we&#8217;ve had some disagreements in the past on his blog. [...]</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] Just yesterday, a co-worker handed me Chris&#8217; book, 21st Century Game Design, and so far it&#8217;s quite good, though I haven&#8217;t gotten past the initial section on audience modeling yet. I expect to have more quarrels with it once I get to the sections that about actually modeling game structures, since we&#8217;ve had some disagreements in the past on his blog. [...]</p></div> ]]></content:encoded> </item> <item><title>By: Raph&#8217;s Website &#187; Game design book stuff</title><link>http://www.raphkoster.com/2005/10/29/pondering-caillois/comment-page-1/#comment-977</link> <dc:creator>Raph&#8217;s Website &#187; Game design book stuff</dc:creator> <pubDate>Tue, 03 Jan 2006 18:49:46 +0000</pubDate> <guid
isPermaLink="false">http://raphkoster.com/?p=116#comment-977</guid> <description>[...] Patrick on Pondering Caillois [...]</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] Patrick on Pondering Caillois [...]</p></div> ]]></content:encoded> </item> <item><title>By: Patrick</title><link>http://www.raphkoster.com/2005/10/29/pondering-caillois/comment-page-1/#comment-959</link> <dc:creator>Patrick</dc:creator> <pubDate>Mon, 02 Jan 2006 16:49:48 +0000</pubDate> <guid
isPermaLink="false">http://raphkoster.com/?p=116#comment-959</guid> <description>&lt;blockquote&gt;chance is a mechanic&lt;/blockquote&gt;
Fair enough, and there is a pattern recognition element to groking probabilities. Its important to note that &quot;alea&quot; always accompanies an economy of soft information, which is more than just a mechanic. A whole social/cultural situation could be implied by its uncertainty.
&lt;blockquote&gt;
vertigo is an effect
&lt;blockquote&gt;
Its perceived as an effect, but it actually has to do with uncertianty, even if that uncertainty is of a deterministic system. For instance, in a snowboarding game the illinx is derived from the uncertainty of navigation. &lt;/blockquote&gt;
&lt;blockquote&gt;
competition in my atomic model is less than a mechanic; it’s a subatomic element that all game atoms make use of
&lt;/blockquote&gt;
Thats what we&#039;ve seen so far, but only half, probably less, of the potentially playing public. My main complaint with your book was that it seemed tied to this assumption. I must dissent.
&lt;blockquote&gt;
mimicry is an objective &lt;/blockquote&gt;
Sometimes mimicry is the starting point, not the goal. I think theres a huge market for mimicry for its own sake.
I think the holy grail would look something like a dynamic content creation system where paidic mechanics could be implemented in the abstract, and then different levels of each of the four qualities would be possible. The player would tend to gravitate toward a play style which composed the right mixture to them, this would be their particular ludes. The system would have to cue into different possible ludes (ludi?) that player might persue, and these ludes would form along the flow of the experience, the way the flow of a river forms landscapes over time. This isn&#039;t to say such a game would appeal to everyone, the core mechanic might appeal only to a specific audience.
Short version: I agree with your take on ludes and paidia, we need to explore &quot;a process of defining the rules in accordance with cultural assumptions as you go.&quot;</description> <content:encoded><![CDATA[<blockquote><p>chance is a mechanic</p></blockquote><p>Fair enough, and there is a pattern recognition element to groking probabilities. Its important to note that &#8220;alea&#8221; always accompanies an economy of soft information, which is more than just a mechanic. A whole social/cultural situation could be implied by its uncertainty.</p><blockquote><p> vertigo is an effect</p><blockquote><p>Its perceived as an effect, but it actually has to do with uncertianty, even if that uncertainty is of a deterministic system. For instance, in a snowboarding game the illinx is derived from the uncertainty of navigation.</p></blockquote><blockquote><p> competition in my atomic model is less than a mechanic; it’s a subatomic element that all game atoms make use of</p></blockquote><p>Thats what we&#8217;ve seen so far, but only half, probably less, of the potentially playing public. My main complaint with your book was that it seemed tied to this assumption. I must dissent.</p><blockquote><p> mimicry is an objective</p></blockquote><p>Sometimes mimicry is the starting point, not the goal. I think theres a huge market for mimicry for its own sake.</p><p>I think the holy grail would look something like a dynamic content creation system where paidic mechanics could be implemented in the abstract, and then different levels of each of the four qualities would be possible. The player would tend to gravitate toward a play style which composed the right mixture to them, this would be their particular ludes. The system would have to cue into different possible ludes (ludi?) that player might persue, and these ludes would form along the flow of the experience, the way the flow of a river forms landscapes over time. This isn&#8217;t to say such a game would appeal to everyone, the core mechanic might appeal only to a specific audience.</p><p>Short version: I agree with your take on ludes and paidia, we need to explore &#8220;a process of defining the rules in accordance with cultural assumptions as you go.&#8221;</p></blockquote> ]]></content:encoded> </item> <item><title>By: Only a Game</title><link>http://www.raphkoster.com/2005/10/29/pondering-caillois/comment-page-1/#comment-745</link> <dc:creator>Only a Game</dc:creator> <pubDate>Fri, 23 Dec 2005 11:06:10 +0000</pubDate> <guid
isPermaLink="false">http://raphkoster.com/?p=116#comment-745</guid> <description>&lt;strong&gt;The Anarchy of Paidia&lt;/strong&gt;
Where do games begin? In the anarchy of paidia, we play without rules and without limits. It is amusing, creative and chaotic, but it is also short lived, as when the natural play of a toy becomes formalised, it becomes</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p><strong>The Anarchy of Paidia</strong></p><p>Where do games begin? In the anarchy of paidia, we play without rules and without limits. It is amusing, creative and chaotic, but it is also short lived, as when the natural play of a toy becomes formalised, it becomes</p></div> ]]></content:encoded> </item> <item><title>By: James O</title><link>http://www.raphkoster.com/2005/10/29/pondering-caillois/comment-page-1/#comment-21</link> <dc:creator>James O</dc:creator> <pubDate>Sun, 30 Oct 2005 20:42:56 +0000</pubDate> <guid
isPermaLink="false">http://raphkoster.com/?p=116#comment-21</guid> <description>Interesting point - games of fewer rules, while perhaps less ludologically sophisticated, are actually an order of magnitude more complicated to navigate. It only seems the opposite because when growing up in our respective societies, we have been absorbing cultural code since we&#039;ve been a member of that culture. I suppose this also makes the more sophisticated games more portable to other cultures - there is less reliance on exporting the implicit cultural rules of the game alongside the explicit rules.</description> <content:encoded><![CDATA[<p>Interesting point &#8211; games of fewer rules, while perhaps less ludologically sophisticated, are actually an order of magnitude more complicated to navigate. It only seems the opposite because when growing up in our respective societies, we have been absorbing cultural code since we&#8217;ve been a member of that culture. I suppose this also makes the more sophisticated games more portable to other cultures &#8211; there is less reliance on exporting the implicit cultural rules of the game alongside the explicit rules.</p> ]]></content:encoded> </item> <item><title>By: Raph</title><link>http://www.raphkoster.com/2005/10/29/pondering-caillois/comment-page-1/#comment-18</link> <dc:creator>Raph</dc:creator> <pubDate>Sun, 30 Oct 2005 19:24:00 +0000</pubDate> <guid
isPermaLink="false">http://raphkoster.com/?p=116#comment-18</guid> <description>Oh, good. I have Jesper in my corner on this one, I can&#039;t lose and my reputation among game studies scholars has not been irreparably damaged. :)</description> <content:encoded><![CDATA[<p>Oh, good. I have Jesper in my corner on this one, I can&#8217;t lose and my reputation among game studies scholars has not been irreparably damaged. <img
src='http://www.raphkoster.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /></p> ]]></content:encoded> </item> <item><title>By: Jesper Juul</title><link>http://www.raphkoster.com/2005/10/29/pondering-caillois/comment-page-1/#comment-17</link> <dc:creator>Jesper Juul</dc:creator> <pubDate>Sun, 30 Oct 2005 18:29:56 +0000</pubDate> <guid
isPermaLink="false">http://raphkoster.com/?p=116#comment-17</guid> <description>I think Caillois&#039; categories are a bit of a mess. As I recall, he claims that they are psychological categories, but as you point out, they don&#039;t really appear to be of the same type.
I wonder if the paidia-ludus distinction could be seen as the naïve idea that &quot;no rules&quot;=&quot;freedom&quot; but &quot;rules=&quot;no freedom&quot;. He would have benefitted from a few talks on emergence I think.
My favorite quote is the one where he says that games either have rules _or_ are make-believe:
“[…] chess, prisoner&#039;s base, polo, and baccara are played for real. As if is not necessary. [...] Thus games are not ruled and make-believe. Rather, they are ruled or make-believe.”</description> <content:encoded><![CDATA[<p>I think Caillois&#8217; categories are a bit of a mess. As I recall, he claims that they are psychological categories, but as you point out, they don&#8217;t really appear to be of the same type.</p><p>I wonder if the paidia-ludus distinction could be seen as the naïve idea that &#8220;no rules&#8221;=&#8221;freedom&#8221; but &#8220;rules=&#8221;no freedom&#8221;. He would have benefitted from a few talks on emergence I think.</p><p>My favorite quote is the one where he says that games either have rules _or_ are make-believe:</p><p>“[…] chess, prisoner&#8217;s base, polo, and baccara are played for real. As if is not necessary. [...] Thus games are not ruled and make-believe. Rather, they are ruled or make-believe.”</p> ]]></content:encoded> </item> <item><title>By: Ramblings of a little Blue Gnoll</title><link>http://www.raphkoster.com/2005/10/29/pondering-caillois/comment-page-1/#comment-5289</link> <dc:creator>Ramblings of a little Blue Gnoll</dc:creator> <pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate> <guid
isPermaLink="false">http://raphkoster.com/?p=116#comment-5289</guid> <description>&lt;!--%kramer-pre%--&gt; Blogroll  Joel on SoftwareRaph Koster Sunny Walker Thoughts for Now Sex, Lies and Advertising&lt;!--%kramer-post%--&gt;</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p> Blogroll  Joel on SoftwareRaph Koster Sunny Walker Thoughts for Now Sex, Lies and Advertising</p></div> ]]></content:encoded> </item> <item><title>By: International Hobo</title><link>http://www.raphkoster.com/2005/10/29/pondering-caillois/comment-page-1/#comment-126155</link> <dc:creator>International Hobo</dc:creator> <pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate> <guid
isPermaLink="false">http://raphkoster.com/?p=116#comment-126155</guid> <description>&lt;!--%kramer-pre%--&gt;paidia. This in part explains why sports can have such esoteric rules. I love American football, but it’s rules are the epitome of arcana, and the Offside rule in football (soccer to some) is famously obscure.   Raph Koster expressed his view that paidia activities generally have more rules not less:   Paidia generally “imports” rulesets derived from a vast array of cultural assumptions, whereas ludus games are ones that have been tightly defined down (and which nonetheless have an assortment of rules that are implied but not stated that are&lt;!--%kramer-post%--&gt;</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>paidia. This in part explains why sports can have such esoteric rules. I love American football, but it’s rules are the epitome of arcana, and the Offside rule in football (soccer to some) is famously obscure.   Raph Koster expressed his view that paidia activities generally have more rules not less:   Paidia generally “imports” rulesets derived from a vast array of cultural assumptions, whereas ludus games are ones that have been tightly defined down (and which nonetheless have an assortment of rules that are implied but not stated that are</p></div> ]]></content:encoded> </item> </channel> </rss>
