McLuhan says, “Professionalism is environmental. Amateurism is anti-environmental. Professionalism merges the individual into patterns of total environment. Amateurism seeks the development of the total awareness of the individual and the critical awareness of the groundrules of society. The amateur can afford to lose. The professional tends to classify and to specialize, to accept uncritically the groundrules of the environment” (93).
Based on the articles that we read, Game Theory 101 and Theme’s vs. Mechanics both apply to this statement in different ways.
In Themes vs. Mechanics; mechanicism becomes the foundation of any game. Andrew Hardin points out that, “if the entire game consists of one person reading from a novel, then you wouldn’t call that a game” BUT, ” if you suddenly asked everyone to recite as much of the last chapter as they can from memory, then you suddenly have a game”. In order to have a game, there needs to be structure or rules to follow. For the amateur, they are still developing the rules, structure, and patterns of the environment. They are pushing the boundaries and limits. They don’t mind losing, where the Professional is accustomed to the environment and understands how to work around the rules and structure of the game.
Game Theory 101, Deggan talks about how “Story Arc…gives the game with scope puts the same resources into constantly changing contexts” and gives “a game scope rather than mere length”. The Professional is already immersed in the story arc and understands the goals and achievements that can be made to advance the story. The amateur isn’t fully aware of the story arc and their limitations in the environment. They don’t know how to reach mini goals that will further advance the gameplay of the game.
An example is Civilization V. This game is a turn based games that has a ridiculously massive amount of mechanics to understand. The Professionals (my friends), understand that there are different ways to win the game and the most efficient way to start their civilization. As the amateur, I had no idea how a “turn” functioned, what roles different people played, and the benefits of buying certain buildings meant. For a Professional player, they knew the benefits of discovering “ruins” and advancing certain technologies meant upgrading. The story arc for this game is very unique since there players different civilizations in the beginning which gives the game scope already by having a backstory based on real history. At the same time, they get significant benefits that are only unique to certain civilizations. The game is given depth and goals to work toward. By inventing new technologies (achieved by waiting out so many turns), it allows the players to buy and upgrade units and buildings to gain more gold or other items. The overall accomplishment is to be the most successful civilization. “Successful” is in the eye of the beholder. Successful can mean conquering the most land, having the most advanced technologies, or being the most influential with city-states or through religion. This falls under Deganns theory that “same resources into constantly changing contexts” help make a successful game.
According to Hardin’s, “[The] need for a game to make sense plays a great part in a person’s ability to “get into”, to be immersed by a game” says a lot about how the complexity of game mechanics can help players get immersed into gameplay. The game should make players WANT to understand how the rules and structure of the environment work. Games such as Civilization V and Magic: The Gathering allows players to manipulate the rules to their advantage by playing to certain mechanics to their strength. Example being by having the Babylonians, scientific research and benefits can be used to the players advantage to become a successful civilization quickly. Magic: the Gathering, has creature cards with their own unique abilities. Specifically players can make Tribal Decks: In which, creatures share the same type and can benefit from one another.
^ These cards all share the same creature type –> Goblins. They each have their own unique abilities and play to one another’s advantage because they are all goblins. Having Goblin Chieftain’s effect of +1/+1 to all other goblin cards changes Goblin Warchief and Goblin King’s power and toughness. Both are no longer 2/2; they are 3/3’s due to Chieftain’s ability.
This Week’s Comments:
1.http://meganpetersonwsu.blogspot.com/2014/02/action-reaction.html?showComment=1392828949290#c2383853190145530398
2. http://amm356375.wordpress.com/2014/02/19/375-post-game-design-connected-to-mcluhan-concepts-stock/comment-page-1/#comment-15
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