Thursday, May 17, 2012

Rules as Art

Using rules as a form of art in games is an interesting concept. The simple board games that the author examined are fun and intriguing because of their rules and overlying conventions and nothing more (especially since they’re rather bland in appearance). It shows how gaming, in its simplest form, can be artistic.

The most intriguing part of the article was the types of rules -specifically types 3 and 4. I personally am fond of games that allow for the player to create rules and form his/her own path throughout the game. It’s a highly dynamic form of game-play that puts the figurative ‘brush’ right in the hands of the player.

The author touched on an even more interesting point with his type 4 explanation that foretold of the possibility of a game world that creates rules based on player decisions and actions. This form is clearly the most difficult to imagine; a world that is literally thinking for itself, changing the infrastructure to suit different scenarios and outcomes created by the player - or by the game itself (just because it can). Perhaps someday in the near future we will have game engines capable of this level of innovation, but for now we rely on predetermined rule sets.

Playing the game “Mirrors” was somewhat frustrating, being that with such a simple and basic appearance it forced the player to perform trial and error tactics in order to find out what to do. It was interesting though in that it had a creepy storyline to go along with the mesmerizing heuristics. The game’s rules simply revolved around getting to a distinct point in each level (representing a stage in the character’s life). The maze-like puzzles seemed to be a representation of the difficulties associated with different stages in life - how they can seem confusing and endless.

I didn’t quite fully figure out the point of the game “Bars of Black and White”. I thought I was supposed to find all the bar codes in the room (or possibly exit the room - which I didn’t figure out how to do). I thought the layout of the game was interesting - it told a story by having the player click on different objects throughout the room, each one having its own explanation. Some objects could be picked up, but I found no use for them. I liked the look and feel of the game - I just wished it offered more game-play (or that I found out what exactly I was supposed to do.)

I do believe that rules can be used as a form of art. They, in and of themselves, provide a framework for the player to build from and can exist without any high-end graphics. They allow players to create their own perceptions of the game and what it’s supposed to entail.

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