How unit 3 is examined
This unit covers systems (their elements, framing, open and closed kinds) and interactivity (the multivalent model, choice, choice molecules, anatomy of choice, space of possibility); no topic was asked in recent papers, so learn the definitions and the four-part lists.
Introduction to Systems
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Definition. <mark>A system is a set of parts that interrelate to form a whole.</mark>
Key points.
- Systems are everywhere: a family, a traffic network, an ecosystem and a game are all systems.
- A system is more than its parts, because the way the parts relate produces behaviour that no single part has.
- Removing or changing one part changes the behaviour of the whole system.
- A game is a designed system, and the designer shapes play by shaping its parts and relations.
Elements of a System
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Definition. The elements of a system are the components that together make up its structure and behaviour.
Key points.
- Objects are the parts, things or variables of the system; in a game they are the pieces, cards and board.
- Attributes are the properties of the objects, such as the colour, position or value of a piece.
- Internal relationships are the links between objects, which make the parts act as one system.
- The environment is the context that surrounds the system and in which it operates.
Framing Systems
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Definition. Framing a system means choosing the viewpoint from which the same system is examined, because its boundary and meaning depend on the frame.
Key points.
- The same game can be framed as a formal system of rules, as an experiential system of play, or as a cultural system.
- Each frame draws the system boundary differently and so shows different elements.
- Frames are not fixed; a designer must decide which frame is relevant to the question being asked.
- Choosing the frame first stops the designer from mixing up rules, player experience and cultural context.
Open and Closed Systems
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Definition. A closed system is self-contained and exchanges nothing with its environment, while an open system exchanges energy, information or material with it.
Key points.
- A closed system has fixed boundaries, so its behaviour depends only on its internal elements and rules.
- An open system is influenced by its environment, for example by players, culture and outside events.
- A game is formally a closed system, as its rules are complete and self-sufficient.
- The same game is also open, since players bring in their own meanings and culture.
Introduction to Interactivity
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Definition. <mark>Interactivity is participation in which the player acts on a system and the system responds.</mark>
Key points.
- Interactivity is often used loosely for anything digital, but it has several distinct meanings.
- Every game is interactive, because play needs the player to act and the system to react.
- Interactivity is not the same as choice: meaningful interactivity needs actions that have consequences.
- Because the word is vague, the multivalent model separates it into modes.
A Multivalent Model of Interactivity
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Definition. The multivalent model describes interactivity as four modes that exist together.
Key points.
- Cognitive interactivity is the psychological, emotional and intellectual participation of the player with the game.
- Functional interactivity is the utilitarian interaction with the object, such as its controls, interface and physical feel.
- Explicit interactivity is overt participation, meaning the choices and actions the design invites, such as moving a piece or clicking.
- Beyond-the-object interactivity is participation in the culture around the game, such as fan communities and shared rules.
Pitfall: Do not equate interactivity with explicit interactivity alone; it is only one of four modes.
Interaction and Choice
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Definition. A choice is a decision by the player among possible actions, and interaction becomes meaningful when the choice has a discernable and integrated result.
Key points.
- Choice links interactivity to meaningful play, because the player must be able to see what an action caused.
- A choice is only real if more than one action is possible.
- Choices operate at two scales: micro-choices are moment-to-moment actions, and macro-choices shape the whole game.
- The designer supplies the choices but the player gives them meaning by choosing.
Choice Molecules
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Definition. A choice molecule is the basic unit of interactive design: a player action, its outcome and the feedback shown, joined into one repeating cycle.
Key points.
- Just as atoms combine into molecules, single choices combine into larger structures of play.
- The molecule is a cycle: the player acts, the system processes it, and the result is fed back to the player.
- The feedback from one molecule becomes the information for the next choice.
- Designers build a game by linking, repeating and nesting molecules.
Anatomy of Choice
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Definition. The anatomy of choice is the breakdown of one choice into its parts: the action and its outcome.
Key points.
- The action is what the player does, such as moving a piece or playing a card.
- The outcome is what the system does in response, and it changes the state of the game.
- The outcome must be discernable, so the player can perceive what happened.
- The outcome must be integrated, so it affects the later course of the game.
Space of Possibility
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Definition. <mark>The space of possibility is the full range of actions and meanings that can arise in a game through play.</mark>
Key points.
- Rules and design create the space, and play explores it.
- A larger space gives the player more meaningful choices and greater replay value.
- The space is narrower than infinite freedom, since rules limit what can happen.
- The designer does not script play but shapes this space so that interesting play emerges.
Last-minute revision
- System: a set of parts that interrelate to form a whole.
- Elements of a system: objects, attributes, internal relationships, environment.
- Framing: the same game viewed as a formal, experiential or cultural system.
- Closed system: no exchange with the environment; open system: exchanges with it.
- A game is formally closed but culturally open.
- Multivalent interactivity has four modes: cognitive, functional, explicit, beyond-the-object.
- Meaningful choice needs a discernable and integrated outcome.
- Choice molecule: action, outcome and feedback in one cycle.
- Anatomy of choice: action plus outcome.
- Space of possibility: all the play that the rules allow.
Memory hooks
- Elements: "OAIE" for objects, attributes, internal relationships, environment.
- Four modes: "Cognitive, Functional, Explicit, Beyond" as "CFEB".
- Choice molecule: act, respond, feed back.
- Closed means the rules are sealed; open means the players let the world in.
Coverage checklist
- Introduction to Systems: definition and key points, no past questions.
- elements of a System: four elements, no past questions.
- Framing Systems: three frames, no past questions.
- open & closed systems: definitions and game as both, no past questions.
- Introduction to Interactivity: definition and key points, no past questions.
- a multivalent model of interactivity: four modes, no past questions.
- interaction & choice: meaningful choice, no past questions.
- choice molecules: action-outcome-feedback cycle, no past questions.
- anatomy of choice: action and outcome, no past questions.
- space of possibility: definition and key points, no past questions.