Chris Crawford
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Chris Crawford
Chris Crawford
Computer game designer Chris Crawford attempted to define the term game[1] using a series of dichotomies:
1. Creative expression is art if made for its own beauty, and entertainment if made for money. (This is the least rigid of his definitions. Crawford acknowledges that he often chooses a creative path over conventional business wisdom, which is why only one of his 13 games is a sequel.)
2. A piece of entertainment is a plaything if it is interactive. Movies and books are cited as examples of non-interactive entertainment.
3. If no goals are associated with a plaything, it is a toy. (Crawford notes that by his definition, (a) a toy can become a game element if the player makes up rules, and (b) The Sims and SimCity are toys, not games.) If it has goals, a plaything is a challenge.
4. If a challenge has no "active agent against whom you compete," it is a puzzle; if there is one, it is a conflict. (Crawford admits that this is a subjective test. Video games with noticeably algorithmic artificial intelligence can be played as puzzles; these include the patterns used to evade ghosts in Pac-Man.)
5. Finally, if the player can only outperform the opponent, but not attack them to interfere with their performance, the conflict is a competition. (Competitions include racing and figure skating.) However, if attacks are allowed, then the conflict qualifies as a game.
Crawford's definition may thus be rendered as: an interactive, goal-oriented activity, with active agents to play against, in which players (including active agents) can interfere with each other.
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Computer game designer Chris Crawford attempted to define the term game[1] using a series of dichotomies:
1. Creative expression is art if made for its own beauty, and entertainment if made for money. (This is the least rigid of his definitions. Crawford acknowledges that he often chooses a creative path over conventional business wisdom, which is why only one of his 13 games is a sequel.)
2. A piece of entertainment is a plaything if it is interactive. Movies and books are cited as examples of non-interactive entertainment.
3. If no goals are associated with a plaything, it is a toy. (Crawford notes that by his definition, (a) a toy can become a game element if the player makes up rules, and (b) The Sims and SimCity are toys, not games.) If it has goals, a plaything is a challenge.
4. If a challenge has no "active agent against whom you compete," it is a puzzle; if there is one, it is a conflict. (Crawford admits that this is a subjective test. Video games with noticeably algorithmic artificial intelligence can be played as puzzles; these include the patterns used to evade ghosts in Pac-Man.)
5. Finally, if the player can only outperform the opponent, but not attack them to interfere with their performance, the conflict is a competition. (Competitions include racing and figure skating.) However, if attacks are allowed, then the conflict qualifies as a game.
Crawford's definition may thus be rendered as: an interactive, goal-oriented activity, with active agents to play against, in which players (including active agents) can interfere with each other.
___________________
Online Match 3 Games
VOIP Providers
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Join date : 27/09/2010
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