How unit 5 is examined
This unit covers what game rules are, their qualities, their three levels (operational, constitutive, implicit), how they give a game its identity, and case studies on digital games, Tic Tac Toe and a deck of cards; no topic was asked recently, so learn the definitions and the three levels first.
Defining rules
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Definition. <mark>Rules are the formal structure of a game: they limit what players may do and so define the space in which play happens.</mark>
Key points.
- Rules limit player action, because they say what a player may and may not do.
- Rules are the most formal part of a game, since they are written to be exact and unambiguous.
- Rules create meaning: a move matters only because the rules give it an effect.
- Rules are shared, so every player is bound by the same set.
A deck of cards
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Definition. <mark>A deck of cards is a set of 52 cards in four suits of 13 ranks, and it is a game component, not a game.</mark>
Key points.
- The deck alone has no goal, so it is only a set of objects until rules are applied.
- The same deck supports many games such as Poker, Bridge and Rummy, each with different rules.
- This shows that rules, not materials, make a game what it is.
- Rules of the deck itself (ranks, suits, colours) only give the components; a game adds goals and actions.
Quality of rules
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Definition. <mark>Good game rules limit player action, are explicit and unambiguous, are shared by all players, are fixed, binding and repeatable.</mark>
Key points.
- Rules limit player action, so they narrow choices to a defined set.
- Rules are explicit and unambiguous, so all players read them the same way.
- Rules are shared by all players, so nobody plays under a private rule set.
- Rules are fixed: they do not change during play.
- Rules are binding and repeatable, so the same game can be played again anywhere.
Rules in context
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Definition. <mark>Rules are not read in isolation: the way players interpret and apply them depends on the context of play.</mark>
Key points.
- The same written rule can be applied differently by different groups or cultures.
- Context includes players, place, social setting and the medium of the game.
- Players may bend rules, for example in a friendly family game, without breaking the game.
- A designer must therefore think of how rules will be lived, not only how they are written.
Rules on three levels: Operational
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Definition. <mark>Operational rules are the guidelines players need to actually play the game, the rules written in the rulebook.</mark>
Key points.
- They are what players explicitly follow, such as how to deal, move, score and win.
- They are the rules a newcomer learns first.
- They are stated in the rulebook or the instructions on the box.
- They are the level of the rules that is easiest to observe and to change.
Constituative (constitutive rules)
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Definition. <mark>Constitutive rules are the underlying formal structure of the game: the logic and mathematics beneath the operational rules.</mark>
Key points.
- They are hidden from the players, who usually never see them stated.
- They describe the game as a formal system, for example its state space and outcome logic.
- Different operational rules can sit on the same constitutive structure.
- Designers analyse them to find balance, dominant strategies and outcomes.
Implicit
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Definition. <mark>Implicit rules are the unwritten rules of etiquette and good sportsmanship that players follow without stating them.</mark>
Key points.
- They are seldom written in the rulebook, yet players know them.
- Examples are not looking at another player's cards and not gloating over a win.
- They vary with culture and with the group of players.
- Breaking them does not break the game formally, but it spoils play.
Identity of a game
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Definition. <mark>The rules give a game its identity: change the rules enough and the game becomes a different game.</mark>
Key points.
- Rules, not pieces or boards, are what make a game recognisable as itself.
- Small changes (house rules) give a variant; large changes give a new game.
- The same deck or board can carry different games because the rules differ.
- Players agree on the identity of a game because they share its rules.
Specificity of rules
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Definition. <mark>Specificity is how precisely and completely the rules of a game are stated.</mark>
Key points.
- Very specific rules leave no doubt and remove disputes, which suits competitive play.
- Loose rules allow interpretation and creativity, which suits casual or children's play.
- Rules can be too specific, making the game rigid and hard to learn.
- Designers set the level of specificity to fit the players and the game.
Rules of digital games
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Definition. <mark>In a digital game the computer program itself enforces the rules, so they are automatic and mostly hidden from the player.</mark>
Key points.
- The software applies the rules with no need for players to police them.
- The player often learns the rules by playing, not by reading a rulebook.
- Automation allows far more complex rules than a human group could manage.
- The rules can be changed by updating the code, which cannot happen mid-game in a board game.
Case studies: Tic Tac Toe
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Definition. <mark>Tic Tac Toe is a two-player game on a 3 by 3 grid in which players alternately mark X and O and the first to get three in a row wins.</mark>
Key points.
- Operational rules: players alternate turns, mark one empty cell each, and three in a row wins; a full grid with no line is a draw.
- Constitutive rules: it is a finite two-player zero-sum game with 255,168 possible complete games, and with perfect play it ends in a draw.
- Implicit rules: players do not cheat, take turns fairly, and let X go first by convention.
- It shows all three levels of rules in one small game.
Deck of cards case study
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Definition. <mark>The deck of cards case study shows that one fixed set of components can hold many games, each defined by its own rules.</mark>
Key points.
- Operational rules differ by game: Poker ranks hands, Bridge bids and takes tricks, Rummy forms sets.
- Constitutive rules include chance from shuffling and hidden information in each hand.
- Implicit rules include not signalling to a partner and not peeking.
- Identity: the deck is the same, but each set of rules makes a different game.
Last-minute revision
- Rules limit player action and are the formal structure of a game.
- Good rules are explicit, unambiguous, shared, fixed, binding and repeatable.
- A deck has 52 cards, 4 suits, 13 ranks, and it is a component, not a game.
- Three levels: operational, constitutive, implicit.
- Operational rules are the written rules players follow.
- Constitutive rules are the hidden formal logic and mathematics underneath.
- Implicit rules are unwritten etiquette and sportsmanship.
- Rules give a game its identity.
- Specificity is how precisely the rules are stated.
- Digital games enforce rules automatically in code.
- Tic Tac Toe has 255,168 possible games and a draw under perfect play.
Memory hooks
- OCI: Operational, Constitutive, Implicit.
- Operational = Obvious (written); Constitutive = Concealed (formal logic); Implicit = Unspoken.
- Quality of rules: "Ex-SFB-R": explicit, shared, fixed, binding, repeatable.
- One deck, many games: rules make the game.
- Digital games: the code is the referee.
Coverage checklist
- defining rules: definition and key points.
- a deck of cards: definition and key points.
- quality of rules: the qualities of rules.
- rules in context: definition and key points.
- Rules on three levels: Operational: operational rules.
- Constituative: constitutive rules.
- Implicit: implicit rules.
- Identity of a Game: identity through rules.
- Specificity of Rules: definition and key points.
- Rules of Digital games: automation of rules.
- Case Studies: Tic Tac Toe: three levels in Tic Tac Toe.
- Deck of Cards: three levels and identity in a deck of cards.