Response 3

 

1. Balance

A vast majority of the games were turn-based and as such true balance was never completely attainable. That said, numerous methods could be observed from game to game. “Mushroom soccer” gave the first turn of a round to the previous loser in order to form a negative feedback loop. The “smackdown” wrestling game used a random dice roll to determine who went first. “Frog wrastlin”, though turn-based, relied on pre-planned simultaneous moves in order to erase the concept of a “first” and “second” player completely.

2. Terms

Frog Wrastlin’

Agôn Paida: animal wrestling an unregulated sport

Mimicry Paida: humorous illustration and tones encouraged mimicry outside of gameplay

 

Slamdown Smackdown

Agôn Paida: Professional wrestling also unregulated

Mimicry Ludus: Used actual mini-performances to gain points

 

Mushroom Soccer

Agôn Ludus: soccer a regulated sport

Alea paida: use physical skill to generate randomness rather than dice

 

Arach Attack

Agôn Ludus: Wrestling, but in a very controlled manner

Ilinx Paida: relied on balancing a “character”

 

Archery Assault

Agôn Ludus: archery a turn-based, rule bound sport

mimicry Ludus: use of actual shooting “crossbows” were surprising and conjured images of the actual sport.

3. Flow Theory

As flow is the state between boredom and frustration , it is based upon the idea of “skilled but challenging” in which the player is capable of beating the game but only by applying themselves. Concepts like immersion, feedback, and a clear goal go into making the player more connected to the event, but the ultimate end of flow theory is to constantly allow the player to feel as through they are in control. By creating systems in which this feeling can be easily achieved, games provide a place where people can experience a level of rationality and sense in otherwise chaotic lives.

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