La Estructura Profunda de los Juegos
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This talk was delivered in Spanish at CICOMP ’07, in Ensenada, Mexico. It is mostly a recap of Theory of Fun or the talk The Core of Fun. If you hover over the slides, I have provided translated captions.
The Deep Structure of Games
Who I am: a game designer. Videogames, online role playing games, board games. Occasionally, a writer.
A little book
Games and academia
What is a game?

Who plays?
Games
Your brain lies to you We "see" things we cannot see We fail to see things right in front of us We see more than we think It's hard to actually see the world We live asleep, using patterns we have learned

Games are practice for real challenges
And how do they work?
Art
Art
Art
Music
Music
The natural world
The Golden Section
Games are models
Interaction is conversation "A cyclic process in which two actors alternately listen, think, and speak." - Chris Crawford
The parts: Rules, Challenges, Controls, Results
Challenges: reaction time, trajectory calculation, resource usage, graph analysis, measuring influence (power projection), estimating probability
Control: A physical action. Control alias: the recommended input. Command: entered to the system. Command table: mapping to algorithm. Simulation: state change resulting from command. Answer (feedback): enemy turn (variable feedback) Delta: Sign last command was received Total state: given imperfect information Feedback encoding: info packets Graphical display: change info into infographics Mental model: in the user's head
Fun Hard, Easy, Physical, Social
Fractal games
Competitive games
Parallel games
Symmetrical games
Asymmetrical games
Territory: topology

Preparation: You must prepare before the challenge This should be fun in its own right It should be possible to prepare in different ways All previous turns should matter
Skill A verb that can be repeated Which improves with practice Which has variation
Challenges One verb, many challenges, many situations
Choices The user can decide how to solve the problem (if there's only one possible answer, it's a puzzle not a game)
Varied results There's a name for a guaranteed result
Boredom.
The best result: a bigger challenge
Risk: low risk activities for great results bore us. You have to pursue challenges at the margins of your ability.
Failing costs you. Fun and joy don't exist when there are no consequences.
In the end: game design is system and algorithm design. But like all forms of design, it isn't just programming. It is psychology, anthropology, art, science...
Are there implications for how we think, as human beings?
Video
My Spanish vocabulary has gone to hell, fair warning!
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