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Semiotics and Systems Dr. Héctor Muñoz-Avila Assigned readings: Chapters 4 & 5 (Rules of Play Book)
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Semiotics (not “symbology”) The study of how meanings are made Created by a linguist Ferdinand de Saussure (early 1900s) Example: symbols in rock-paper-scissors Another examples: classes in a game (mage, warrior) –What does a “mage” represents? And a warrior? Four semiotic concepts: –Sign represents something other than itself –Signs are interpreted –Meaning results when a sign is interpreted –Context shapes interpretation
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Sign represents something other than itself What is the meaning of “O” in Tic-Tac-Toe? Another Example: “!” Games use signs to denote actions and outcome (falling king in chess, this one)one Chains of signifiers: sequences of signs Examples? Words (sequences of characters)
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Signs are interpreted Signs are assigned meaning because of surrounding context not because of the signs themselves Players are active interpreters of signs in games Example:Example
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Meaning results when a sign is interpreted A sign stands for something to somebody in some aspect or capacity Other example: the role of a warrior or a mage in an MMO game –And perceived meaning is controversial (designer versus some players) Paladins in WOW: clerics or holy warriors?Paladins
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Context shape interpretation Designer creates a context for the participant from which meaning emerges Classical example: word in a phrase Structure: set of regulations or guidelines that prescribe how signs are interpreted (example)example
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Side Track: Lore: Designing Context Pay for a License or Not Use popular lore Licensing popular lore Create own lore Advantages/disadvantages of picking one over the other one?
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Systems: Various Definitions A group of interrelated elements forming a complex whole (biological systems) A functionally related group of elements or components (computer) An organized set of ideas or principles (government) Commonality of these definitions: Parts Whole Is a game a system?
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Elements of a System Parts affect one another within an environment –Forming a pattern that is different from its parts Four parts of a system –Objects –Attributes (properties) –Internal relationships –Environment 3 dimensions Formal system Experiential system Cultural system
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Elements of a System Example: Chess Formal system Experiential system Cultural system Objects Attributes (properties) Internal relationships Environment Another example: Space Invaders! (culture)Space Invadersculture Other examples (Game Culture)? Pieces, board Rules: moving pieces, win, draw, capture Actual positions: defend, threat Actual game play The players Pieces player controls Strategic interactionStrategic interaction, psychological Context of play: I am smarter than u! The game as a whole Simulated warfare Pawn vs king Queen vs king Big Blue, Larry King, Gary Kasparov
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Framing Systems Hierarchical and interrelated dimensions –Formal rules are embedded in a system of play –System of play is embedded in the culture Example 1: Videogames in Germany Example 2: –GTA controversy:GTA culture or stereotype? Fiction or reality? Influence behavior? So designing a game is more than just defining rules because these rules are experienced with in a cultural context
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Open and Close Systems Closed system: no interchange with the environment –Chess as a formal system Open system: affects and is affected by environment –Chess as a cultural system The experiential system is both open and closed
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Administrative Design Analysis: groups games
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