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Câu chuyện trò chơi: Một cuộc phiêu lưu thú vị khi khám phá mê cung số
Khi hầu hết mọi người gặp các con số, họ chỉ coi chúng như một công cụ tính toán hoặc một ký hiệu thông thường. Nhưng trong trò chơi , những con số có sức mạnh kỳ diệu và mở ra cánh cửa dẫn đến thế giới vô định. Trong mê cung ảo này, toán học và phiêu lưu được tích hợp, mang đến cho mọi người niềm vui khám phá không giới hạn.
This paper was presented at the Ludo2017 conference at Bath Spa University on 20 April 2017.There are many examples of indeterminate compositions that use rule systems to generate activity. Such work is typically process oriented rather than result oriented: it specifies conditions and constraints as opposed to aims and goals. Rule-based indeterminate compositions require players to negotiate their way through the constraints provided by the rules, making decisions that produce sonic or behavioural outcomes. Games also use rules to limit the actions of their players, but tend to be goal-directed, with players negotiating their way through the constraints provided by the rules to complete a goal, or win-state.While both games and rule-based compositions create a ‘temporary world within the ordinary world, dedicated to the performance of an act apart’ (Huizinga 1955: 10) and share some attributes, there are therefore key differences that are delineated by the way games and rule-based compositions are defined. In games players game rules generally focus on achieving the win-state, while in rule-based compositions players generally focus on the aesthetic result. In this paper I will present key definitions of games, focusing on their use of rules as a way to create decision spaces for players linked to goals, and consider how these systems might be applied to music to create game pieces that promote purposeful play.DefinitionsIn order to determine the way in which compositions might qualify as games, therefore, it is necessary to consider some possible definitions of games. Jesper Juul compares seven previous game definitions in order to develop his own classic game model which has six attributes: rules; variable, quantifiable outcomes; value assigned to possible outcomes; player effort; player attached to outcome; and negotiable consequences (Juul 2003: 36).The definitions he considers also point towards rules as one of the core attributes of games. For example, Katie Salen and Eric Zimmerman define a game as ‘a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome.’ (Tekinba? and Zimmerman 2003: 96). Here rules create ……
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