half-real.net

Website:http://www.half-real.net
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Definitions (70)

1

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abstract game


An abstract game has rules, but no fictional world. Many traditional non-electronic games are abstract, but very few video games are abstract.
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aesthetic index


"The aesthetic index of a puzzle, as it may be called, seems to be inversely proportional to the complexity of its solution or to the obviousness of the pattern, trap, or trick it hides.& [..]
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aesthetic goal


In game design, the method of designing a game with a specific player experience in mind. (Hunicke, LeBlanc, Zubek 2004.) See fun.
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affinity between games and computers


Games and computers have historically demonstrated an affinity, whereby traditional games have found a new home on computers, and where the computer allows new game forms to appear. See transmediality [..]
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agon


In Caillois' classification of games, agon describes games of contest (Caillois 1961).
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alea


In Caillois' classification of games, alea refers to games of chance (Caillois 1961).
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ant farming


"‘Ant-farming’ is when you design with a gods-eye view in mind - it’s when you throw around concepts which are ‘interesting’ or ‘provide fascinating social dynamics’ or ‘would really feel lik [..]
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attachment


The player's experience of emotional attachment to the outcome of a game. Attachment is the prerequisite for the joy of winning and the sadness of losing.
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back story


Story or fiction that provides a background for a game, rather than being part of the gameplay.
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caillois' classification


Caillois (1961) posits four categories of games: Agon (contest), alea (chance), ilinx (vertigo), and mimicry (make-believe). Additionally, Caillois describes games as being placed on a scale from ludu [..]
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