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	<title>Comments on: Games, World-Games Games-in-Worlds, Worlds and Realities, Part 1</title>
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	<description>Always Fairly Unbalanced</description>
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		<title>By: Lady Luky</title>
		<link>http://alphavilleherald.com/2003/11/games_worldgame.html/comment-page-1#comment-55596</link>
		<dc:creator>Lady Luky</dc:creator>
		<pubDate>Mon, 26 Jan 2004 00:51:19 +0000</pubDate>
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		<description>Fascinating.  For a spin on online communities, check out GemStone IV:  www.gemstone.net
</description>
		<content:encoded><![CDATA[<p>Fascinating.  For a spin on online communities, check out GemStone IV:  <a href="http://www.gemstone.net" rel="nofollow">http://www.gemstone.net</a></p>
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		<title>By: Peter Ludlow</title>
		<link>http://alphavilleherald.com/2003/11/games_worldgame.html/comment-page-1#comment-55595</link>
		<dc:creator>Peter Ludlow</dc:creator>
		<pubDate>Wed, 03 Dec 2003 19:55:23 +0000</pubDate>
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		<description>squirrel, you&#039;re not making sense.  You say...

&gt;we require a solid taxonimy inorder to &gt;differentiate the subtlties within them

but that&#039;s like saying we need a taxonomy to have a taxonomy.  Well, I suppose, but the question was &quot;what the hell is the point of the taxonomy.&quot;  And while I am no fan of Wittgenstein, his point is surely not undermined by the fact that we have may more kinds of games than we used to.  Having more games and kinds of games surely only strenghtens his point: that there are no necessary and sufficient conditions for gamehood.

But, even if there *were* necessary and sufficient conditions for gamehooe or game-ness I don&#039;t see that it would make a bit of difference or that we would be well served to pay attention to such boundaries.  Maybe the best tools for studying games wouldn&#039;t recognize the boundaries at all.
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		<content:encoded><![CDATA[<p>squirrel, you&#8217;re not making sense.  You say&#8230;</p>
<p>>we require a solid taxonimy inorder to >differentiate the subtlties within them</p>
<p>but that&#8217;s like saying we need a taxonomy to have a taxonomy.  Well, I suppose, but the question was &#8220;what the hell is the point of the taxonomy.&#8221;  And while I am no fan of Wittgenstein, his point is surely not undermined by the fact that we have may more kinds of games than we used to.  Having more games and kinds of games surely only strenghtens his point: that there are no necessary and sufficient conditions for gamehood.</p>
<p>But, even if there *were* necessary and sufficient conditions for gamehooe or game-ness I don&#8217;t see that it would make a bit of difference or that we would be well served to pay attention to such boundaries.  Maybe the best tools for studying games wouldn&#8217;t recognize the boundaries at all.</p>
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		<title>By: Squirrel</title>
		<link>http://alphavilleherald.com/2003/11/games_worldgame.html/comment-page-1#comment-55594</link>
		<dc:creator>Squirrel</dc:creator>
		<pubDate>Mon, 01 Dec 2003 22:42:28 +0000</pubDate>
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		<description>Ludlow: Firstly, I don&#039;t find Wittgenstein&#039;s summarization of games to be applicable any longer. Although it is a solid concept, I feel that games have grown in scope and depth to such an extent that we require a solid taxonimy inorder to differentiate the subtlties within them.

2ndly, While again, I would agree with Wittgenstein, re: family resemblences between knids of games, what I&#039;m aiming for is to segregate all kinds og games, being structures and sytems that posses the attribute of &quot;game-ness&quot; from all types on non-games. This is not to suggest that non-games cannot share some attribute of games, nor is it to suppose that some games will share other defining attributes with non-gmes. Rather it is to demarcate a territory in our world of systems establishing &quot;games and game-ness&quot; as sufficiently different from other systems in-order to impart, in the minimal, a heightened  meaning to all systems involved in light of their differential/alternative/oppositional definitions. It is only with this meaning and the differential value imparted by such meaning embedding guidlines by which we can have clear concise communication of the system whole.

Stick that in your pipe and smoke it.
</description>
		<content:encoded><![CDATA[<p>Ludlow: Firstly, I don&#8217;t find Wittgenstein&#8217;s summarization of games to be applicable any longer. Although it is a solid concept, I feel that games have grown in scope and depth to such an extent that we require a solid taxonimy inorder to differentiate the subtlties within them.</p>
<p>2ndly, While again, I would agree with Wittgenstein, re: family resemblences between knids of games, what I&#8217;m aiming for is to segregate all kinds og games, being structures and sytems that posses the attribute of &#8220;game-ness&#8221; from all types on non-games. This is not to suggest that non-games cannot share some attribute of games, nor is it to suppose that some games will share other defining attributes with non-gmes. Rather it is to demarcate a territory in our world of systems establishing &#8220;games and game-ness&#8221; as sufficiently different from other systems in-order to impart, in the minimal, a heightened  meaning to all systems involved in light of their differential/alternative/oppositional definitions. It is only with this meaning and the differential value imparted by such meaning embedding guidlines by which we can have clear concise communication of the system whole.</p>
<p>Stick that in your pipe and smoke it.</p>
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		<title>By: Peter Ludlow</title>
		<link>http://alphavilleherald.com/2003/11/games_worldgame.html/comment-page-1#comment-55593</link>
		<dc:creator>Peter Ludlow</dc:creator>
		<pubDate>Mon, 01 Dec 2003 13:38:44 +0000</pubDate>
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		<description>I guess I don&#039;t see the point, much less the urgency of this exercise.  Wittgenstein told us a long time ago that there are no necessary and sufficient conditions for games.  There are just some family resemblences between kinds of games.  Even if there were interesting criteria of individuation would it matter?  I say: taxonomy is about as illuminating as taxidermy.
</description>
		<content:encoded><![CDATA[<p>I guess I don&#8217;t see the point, much less the urgency of this exercise.  Wittgenstein told us a long time ago that there are no necessary and sufficient conditions for games.  There are just some family resemblences between kinds of games.  Even if there were interesting criteria of individuation would it matter?  I say: taxonomy is about as illuminating as taxidermy.</p>
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		<title>By: Squirrel</title>
		<link>http://alphavilleherald.com/2003/11/games_worldgame.html/comment-page-1#comment-55592</link>
		<dc:creator>Squirrel</dc:creator>
		<pubDate>Sun, 30 Nov 2003 15:36:36 +0000</pubDate>
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		<description>After reading Greg Costik&#039;s blog I need to readdress a point I made in my previous comment. Specifically I would like to clarify my position on the neccessity of victory conditions for the apt application of &quot;game-ness.&quot;

It would be more accurate to say that a &quot;game&quot; has, in it&#039;s structure, a goal orientation. These goal can either be know (score more points and win) or obfuscated as in the objectives of a D&amp;D session). These goals need not always be end-games and may be the achievement of objectives like level advancement, plot advancement, accumulation etc. etc., Additionally one should not that particularly robust Simulations (more on these later) present a complex enough structure within which a player creates their own goals (Sim City is a good example, for instance&quot; I wanna make a city that has a low pollution ratings&quot; or &quot;I wanna make a city so that I can summon Godzilla to destroy it&quot; &quot;ROAR&quot; &quot;YAY! I WIN!&quot;).

Again we come back to the neccessity of robust structure that enable &quot;game-ness&quot; Tic-Tac-Toe is not robost enough to stand with out an opponent. You cannot, meaningfully, make up a single player version of Tic-Tac-Toe where in you are fulfilling the competitive, influential and goal orientation aspects of gameness. Tic-Tac-Toe requires an opponent to provide these aspects for you.
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		<content:encoded><![CDATA[<p>After reading Greg Costik&#8217;s blog I need to readdress a point I made in my previous comment. Specifically I would like to clarify my position on the neccessity of victory conditions for the apt application of &#8220;game-ness.&#8221;</p>
<p>It would be more accurate to say that a &#8220;game&#8221; has, in it&#8217;s structure, a goal orientation. These goal can either be know (score more points and win) or obfuscated as in the objectives of a D&#038;D session). These goals need not always be end-games and may be the achievement of objectives like level advancement, plot advancement, accumulation etc. etc., Additionally one should not that particularly robust Simulations (more on these later) present a complex enough structure within which a player creates their own goals (Sim City is a good example, for instance&#8221; I wanna make a city that has a low pollution ratings&#8221; or &#8220;I wanna make a city so that I can summon Godzilla to destroy it&#8221; &#8220;ROAR&#8221; &#8220;YAY! I WIN!&#8221;).</p>
<p>Again we come back to the neccessity of robust structure that enable &#8220;game-ness&#8221; Tic-Tac-Toe is not robost enough to stand with out an opponent. You cannot, meaningfully, make up a single player version of Tic-Tac-Toe where in you are fulfilling the competitive, influential and goal orientation aspects of gameness. Tic-Tac-Toe requires an opponent to provide these aspects for you.</p>
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		<title>By: Candace</title>
		<link>http://alphavilleherald.com/2003/11/games_worldgame.html/comment-page-1#comment-55591</link>
		<dc:creator>Candace</dc:creator>
		<pubDate>Sun, 30 Nov 2003 14:59:28 +0000</pubDate>
		<guid isPermaLink="false">http://localhost/wp_2/?p=3051#comment-55591</guid>
		<description>Hey--- thanks for the reply. I think it&#039;s a worthy project here and I can respect trying to ditch the psych element because it&#039;s too fuzzy yet I do think it&#039;s crucial and is difficult to fully excise from the definition of a game. What&#039;s a game without the player? I mean, it takes the realization of what one needs to do to reach the goal of the game in order to define the game and this seems at least partly inherently psychological to me. While that goal might be described objectively, there is a subjective aspect (however fuzzy) that&#039;s crucial to how I want to define a game in full.

That&#039;s hysterical to me that your sis used to do the same thing to you w/ the old rubic&#039;s cube. I literally asked him one time (we were a bit older than kids, at this point, at least chronologically), &quot;why the hell do you do this to me?&quot; He smiled wryly, which revealed that he did enjoy playing this particular &quot;mind game&quot; (there&#039;s a term for the particularly mental games, no?) with me. He also said something that was rather illuminating. He said that he liked to see me struggle (with a changing environment) to keep me thinking non-linear (like *I* need assistance there?). I think by systematically changing my environment to see if I could deal with it without having a nervous breakdown, he was trying to bring out something better in me. (In his evil little way). I think a good VR game is created in much the same way....&quot;we&#039;ll throw this twist in here, and see if you can still handle it.&quot;
Anyhow, thinking about how VR games are best defined; what they do for us---- I find this all interesting. Nice job, squirrel.
</description>
		<content:encoded><![CDATA[<p>Hey&#8212; thanks for the reply. I think it&#8217;s a worthy project here and I can respect trying to ditch the psych element because it&#8217;s too fuzzy yet I do think it&#8217;s crucial and is difficult to fully excise from the definition of a game. What&#8217;s a game without the player? I mean, it takes the realization of what one needs to do to reach the goal of the game in order to define the game and this seems at least partly inherently psychological to me. While that goal might be described objectively, there is a subjective aspect (however fuzzy) that&#8217;s crucial to how I want to define a game in full.</p>
<p>That&#8217;s hysterical to me that your sis used to do the same thing to you w/ the old rubic&#8217;s cube. I literally asked him one time (we were a bit older than kids, at this point, at least chronologically), &#8220;why the hell do you do this to me?&#8221; He smiled wryly, which revealed that he did enjoy playing this particular &#8220;mind game&#8221; (there&#8217;s a term for the particularly mental games, no?) with me. He also said something that was rather illuminating. He said that he liked to see me struggle (with a changing environment) to keep me thinking non-linear (like *I* need assistance there?). I think by systematically changing my environment to see if I could deal with it without having a nervous breakdown, he was trying to bring out something better in me. (In his evil little way). I think a good VR game is created in much the same way&#8230;.&#8221;we&#8217;ll throw this twist in here, and see if you can still handle it.&#8221;<br />
Anyhow, thinking about how VR games are best defined; what they do for us&#8212;- I find this all interesting. Nice job, squirrel.</p>
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		<title>By: Squirrel</title>
		<link>http://alphavilleherald.com/2003/11/games_worldgame.html/comment-page-1#comment-55590</link>
		<dc:creator>Squirrel</dc:creator>
		<pubDate>Sun, 30 Nov 2003 12:37:38 +0000</pubDate>
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		<description>Firstly, I am purposly trying to extradite the concepts of fun and challange from my definition of game because those are powerfully subjective terms. I&#039;m trying to break it down to what, at the fundament, constitutes &quot;game-ness.&quot; Which attributes need an endeavor posses inorder to be aptly termed a game. To wit, I can only conclude that the neccessary factors are competition, mutual influence (both of these can be either direct or indirect), and (although I failed to touch on this above) victory conditions by which the outcome of the game can be judged. I feel that these paramaters allow for ample lee-way in what can be considered to have &quot;game-ness&quot; with out the muddying influence of comparative skill tests.

Re: Psychology. Certainly one canot deny the pervasie Psychological element of any contest but I don&#039;t think that it has a place in the definition of a game because it seems to be more of an affect of our selves rather than the game structure. I can&#039;t really think of a game that even rests it&#039;s structure upon psychological influence althogh one can obviously see that psychological influence plays a big role in almost any game (from the trash talking of Counterstrike, to the looming presence of Gary Kasparov, to the boasting of Muhammed Ali). Still, psychological determinates are only slightly less subjective than terms like fun and challange, and as such I gotta let them go.

Re: that pyramid thing. I had the same puzzle and my sister used to do the same thing to me. I&#039;m tempted to say that my sister and your roomate were participating in a grand meta-game of their amusement v. our patience. But all they have really done is layer another puzzle upon a puzzle. They have not made a game out of it, nor is it a formalized competition of skill.
</description>
		<content:encoded><![CDATA[<p>Firstly, I am purposly trying to extradite the concepts of fun and challange from my definition of game because those are powerfully subjective terms. I&#8217;m trying to break it down to what, at the fundament, constitutes &#8220;game-ness.&#8221; Which attributes need an endeavor posses inorder to be aptly termed a game. To wit, I can only conclude that the neccessary factors are competition, mutual influence (both of these can be either direct or indirect), and (although I failed to touch on this above) victory conditions by which the outcome of the game can be judged. I feel that these paramaters allow for ample lee-way in what can be considered to have &#8220;game-ness&#8221; with out the muddying influence of comparative skill tests.</p>
<p>Re: Psychology. Certainly one canot deny the pervasie Psychological element of any contest but I don&#8217;t think that it has a place in the definition of a game because it seems to be more of an affect of our selves rather than the game structure. I can&#8217;t really think of a game that even rests it&#8217;s structure upon psychological influence althogh one can obviously see that psychological influence plays a big role in almost any game (from the trash talking of Counterstrike, to the looming presence of Gary Kasparov, to the boasting of Muhammed Ali). Still, psychological determinates are only slightly less subjective than terms like fun and challange, and as such I gotta let them go.</p>
<p>Re: that pyramid thing. I had the same puzzle and my sister used to do the same thing to me. I&#8217;m tempted to say that my sister and your roomate were participating in a grand meta-game of their amusement v. our patience. But all they have really done is layer another puzzle upon a puzzle. They have not made a game out of it, nor is it a formalized competition of skill.</p>
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		<title>By: Candace</title>
		<link>http://alphavilleherald.com/2003/11/games_worldgame.html/comment-page-1#comment-55589</link>
		<dc:creator>Candace</dc:creator>
		<pubDate>Sun, 30 Nov 2003 08:54:02 +0000</pubDate>
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		<description>Your analysis of games is quite interesting. I&#039;m not sure that I would carve it up the same way; how we choose to define games seems rather arbitrary to me, personally. I&#039;m on board with you that games probably must have some goal (as with most actions). I would also add that they should present fun and/or challenge to the player as an inducement to engage in them and so traditionally be thought a game-form. Other than that, though, I tend not to think that we shouldn&#039;t properly call single-player events games. For example, I think that when people are comparing skills (the gymnastics idea here) on a high-level, there is so much pressure from other players in psychological terms that it becomes more than a mere objective display of skill. This psychological factor can certainly affect one&#039;s performance and it&#039;s hard to tell how much unless you know the person. It&#039;s really hard to draw a line. I used to live with someone (r.i.p.) whom would take my rubic&#039;s cube (it was more like one of those pyramid things) when I was gone and uniformly change like the green and gold stickers so that when I tried to put it back together (having been used to trying to position the gold stickers on another side and vice versa), I was all distraught. This provided a great deal of amusement for this person; watching me and seeing how I would react to the change in environment. For sentimental reasons perhaps, I tend to see the minds behind the creation of great VR games like that; changing one&#039;s environment to see how they can cope. I don&#039;t know that I&#039;ve said anything substantial here. I just think that there is an important psychological factor that can&#039;t be eliminated from most games.
</description>
		<content:encoded><![CDATA[<p>Your analysis of games is quite interesting. I&#8217;m not sure that I would carve it up the same way; how we choose to define games seems rather arbitrary to me, personally. I&#8217;m on board with you that games probably must have some goal (as with most actions). I would also add that they should present fun and/or challenge to the player as an inducement to engage in them and so traditionally be thought a game-form. Other than that, though, I tend not to think that we shouldn&#8217;t properly call single-player events games. For example, I think that when people are comparing skills (the gymnastics idea here) on a high-level, there is so much pressure from other players in psychological terms that it becomes more than a mere objective display of skill. This psychological factor can certainly affect one&#8217;s performance and it&#8217;s hard to tell how much unless you know the person. It&#8217;s really hard to draw a line. I used to live with someone (r.i.p.) whom would take my rubic&#8217;s cube (it was more like one of those pyramid things) when I was gone and uniformly change like the green and gold stickers so that when I tried to put it back together (having been used to trying to position the gold stickers on another side and vice versa), I was all distraught. This provided a great deal of amusement for this person; watching me and seeing how I would react to the change in environment. For sentimental reasons perhaps, I tend to see the minds behind the creation of great VR games like that; changing one&#8217;s environment to see how they can cope. I don&#8217;t know that I&#8217;ve said anything substantial here. I just think that there is an important psychological factor that can&#8217;t be eliminated from most games.</p>
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