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Game (designers') glossary

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lewpuls
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Because the subject of this post is over 9000 words long, I'm only including a link to its Web location (PDF or HTM).

This is a game glossary, but unusual in two respects: it includes both tabletop games and video games, and it is a glossary for game designers, not for game players. It has been written for inclusion in a book about game design.

What I am looking for from BGDF is suggestions for entries that should be there but aren't, ones that are there but shouldn't be, and ways that the existing entries might be improved.

Links:
PDF: http://pulsiphergames.com/glossaryforgamedesigners.pdf
HTML: http://pulsiphergames.com/glossaryforgamedesigners.htm

Sorry, I'd have sworn I tested those links.

Dralius
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Broken?

The links seem to be broken. I can't brink up either.

dplepage
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.com
pelle
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I think it looked good. Can't say that I know the subject well enough to immediately spot any words that are missing. I liked how different types of games were considered.

Just some minor things that I reacted to (from two rather quick readings):

Agent, since the topic also include computer games, I expected something more similar to how the word is used in computer science (http://en.wikipedia.org/wiki/Software_agent) which you often run into if you read about programming game ai. I think that definition, if any, would make more sense.

Analog How many readers will know/remember what a slide rule is? :)

Art Not sure if this debate makes for a good entry in a glossary. Maybe just to say that it isn't really important anyway...

Cards Not sure how relevant or correct the comments on hidden information etc is. Lots of board games have hidden information of some kind and many card games do not, even if there is probably more common in card games, but I don't feel the difference is important (at least not worth mentionign in the glossary).

Chrome Saying that this increases complexity is a generalization that you don't really need to include. You can add chrome without adding complexity.

Contest, surely this word also refers to non-race (not timed) sports?

Ideas Just wanted to say this was very well written. This probably deserves a chapter of its own in the book as well (IIRC this is more or less what Chris Crawford did in his book On Game Design :) ).

Miniatures Games To be fair it seems quite common to play skirmish games with very few units. DBA is a very popular system as well and isn't there something like 16 units per side in that game? There is probably something more interesting and correct to say than that "large numbers" of minis are used.

Puzzle: I don't think it is correct to include "no rules" in the definition. I believe most puzzles have very strong rules actulally. Isn't Rules pretty much what separates a Puzzle from a Toy? I would say so. The difference between a puzzle and a solitaire game is much more difficult to specify (competition can exist in the game world, and in the player's head, even without an actual opponent).

Zero-Sum, hmm, I can think of lots of mechanics in games that are zero-sum. Diplomacy though, as a game, isn't zero sum, is it? I've never played it, but isn't units eliminated from combat? So after a combat one player will have lost a unit, while the winners did not gain a unit? The production center part of the game is probably zero-sum as you say, but that doesn't make the entire game zero-sum. Maybe there are no non-trivial games that are actually zero-sum, but the word still has a meaning when discussing isolated parts of games?

rcjames14
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Zero-Sum

pelle wrote:
Maybe there are no non-trivial games that are actually zero-sum, but the word still has a meaning when discussing isolated parts of games?

If the game is competitive, it is almost by definition, zero-sum. In order for one player to win, another must lose.

However, there are a lot of puzzles and simulations which fall under the category of 'game' in most people's minds. And, the fun, thinking and social experience people can have even while losing, certainly makes all games potentially variable-sum activities.

lewpuls
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Zero-sum

Diplomacy is a non-trivial zero-sum game, practically speaking. Yes, it applies only to parts (in this case, the way you gain and lose units). In games with units, the gaining and losing units part tends to be most important.

lewpuls
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Thanks

Thanks for the comments

There are actually two books in play. In one there is an entire chapter on ideas, in the other somewhat less.

I realize a lot of people won't know what a slide rule is; unfortunately I haven't thought of a more contemporary example,

I'll alter the minis entry to say "dozens of figures" and then refer to skirmish games and have a separate entry.

The puzzle definition is rather standard; perhaps it should be, no rules that are enforced? It's goals that separate a puzzle from a toy.

Video game people are sometimes hung up on art, hence the entry.

Programming isn't part of game design, it's part of video game production. I may someday expand this glossary into a book of its own (Games A to Z), then I'd include game production terms.

pelle
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rcjames14 wrote:pelle

rcjames14 wrote:
pelle wrote:
Maybe there are no non-trivial games that are actually zero-sum, but the word still has a meaning when discussing isolated parts of games?

If the game is competitive, it is almost by definition, zero-sum. In order for one player to win, another must lose.

However, there are a lot of puzzles and simulations which fall under the category of 'game' in most people's minds. And, the fun, thinking and social experience people can have even while losing, certainly makes all games potentially variable-sum activities.

Chess isn't zero-sum for instance. One player loses a piece, the other doesn't gain one in the process. One player can grab a part of the board that no player controlled, also not zero-sum.

Saying that "one player wins, the other loses" isn't helping much. In that way of course any game would be zero-sum, but that is far from the way the expression is used in other fields, and I would be surprised if that mis-use was common in the field of game design. If we keep the original intention of the word instead, it can be useful to describe certain aspects of games, but very few if any complete games (I can't think of any good example of a game that is 100 % zero-sum right now).

pelle
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lewpuls wrote: The puzzle

lewpuls wrote:

The puzzle definition is rather standard; perhaps it should be, no rules that are enforced? It's goals that separate a puzzle from a toy.

No explicit rules maybe? I think puzzles, as opposed to toys, come with all sorts of implicit rules what you can or can't do to solve them. If you solve a Rubrik's cube by changing places of the stickers that would clearly be breaking the implicit rules of the puzzle, for an obvious but maybe extreme example.

Surely your definition isn't the only universally accepted one at least? Some quick googling...

The art of game design: a book of lenses By Jesse Schell: "A puzzle is a game with a dominant strategy"

Chris Crawford (according to wikipedia): "If a challenge has no "active agent against whom you compete," it is a puzzle; if there is one, it is a conflict""

Greg Costikyan (I have no words...): "A puzzle is static. A game is interactive."

Wikipedia definition of puzzle: "A puzzle is a problem or enigma that tests the ingenuity of the solver. "

Rules of play: game design fundamentals By Katie Salen, Eric Zimmerman: "puzzles are different from games because puzzles have a correct answer or outcome ... But this does not mean that a puzzle is not a game"

Fundamentals of Game Design By Ernest Adams: "Puzzles have one rule that defines the goal, but seldom has rules dictating how to you must get to the goal."

I think I like the definitions about a puzzle having a solution, that once you have solved it you can solve it again actually, even if having someone to compete against also feels important to distinguish a game from a puzzle.

lewpuls
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Puzzles

Thanks for the compendium of definitions. I think the intelligent opponent is the key. But I'll have to rewrite the definition further, probably beginning with "there's no agreement".

rcjames14
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Non-Trivial Example

pelle wrote:
If we keep the original intention of the word instead, it can be useful to describe certain aspects of games, but very few if any complete games.

All "complete" competitive games are zero-sum, because, with a complete map of the decision-tree, any action will either lead to your victory or to the other person's victory.

If we are talking about strategic, non-trivial, games on the market, then Axis & Allies is a good example of a zero-sum game, both in my broad and your narrowly tailored sense. All the spots on the board which have economic or political value begin in the control of one of the two sides, and conquest results in a change of control from one side to the other. Since the victory conditions require control of either a certain number of IPCs, capitals or minor-capitals (depending upon the edition), every change of possession benefits one side at the other sides expense. Now, strategically, it may be advantageous to cede certain territory, but you can no longer gain production value from it if you do so.

pelle
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game theory isn't really about games

Looking at the decision-tree isn't helpful. Of course one player will win the game in the end. Of course every move in the game will go down a branch of the decision-tree (and ALL board games have a decision-tree) leading to a specific player winning, while this might not yet be obvious to all players (the player that just lost a city might in fact win in the end, and thus the move was to his advantage, if you look at the decision-tree).

What is interesting is that some aspects of games, such as the production centers of victory points in A&A can be zero-sum, while other aspecs, such as the loss of units in A&A, are not zero-sum. That's what would be helpful to have in the glossary.

Trading is the classic example of non-zero-sum (it usually have multiple winners), and trading in games would be great example of something non-zero-sum in board games. Of course if you draw up the decision tree you will see that every trade brings one player closer to victory at the expense of the other players, but again that isn't meaningful to analyze the game.

This all becomes a bit confusing to reason about because of the two different meanings of the word "game" used in game theory vs game design.

lewpuls
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Glossary uopdated

I have updated the glossary IAW suggestions here and on bgg, same URLs. I added some acronyms.

Lew

rcjames14
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Zero-Sum Environments

pelle has at last hit upon the problem. We must be careful about the meaning of the words we use. Game design is indebted to game theory both historically and in current practice. One only need to look at the academic background of significant designers in the field to realize the highly abstract and mathematical mindset that takes shape behind game design. Now, you don't need to know game theory to make a game, nor does game theory make a good game. But, if we are talking about terms like "complete games" and "zero-sum" we cannot simply ignore the historical predicate meaning of these terms in game theory. The term "zero-sum" occurs often in the literatures of economics, politics, sociology and, heck, even biology, by formal theoretical models of inter-agent behavior, frequently juxtaposed with the term "variable-sum". And, as pelle has said, trade is typically seen as a compelling example of variable sum games. Based upon the underlying logic of sub-division of labor and commercial exchange... two people who trade can both be better off than each would be independently.

But, I think what keeps getting ignored in this discussion is the competitive element of games. In the world, my happiness and material well-being can be better off irregardless of yours. We are not necessarily in a competition. But, when we talk about zero-sum environments, we talk about situations under which there is strict competition... which is to say: in order for me to be better off, you must be worse off. Theft, re-allocation of ownership of property, territorial conquest. All of these activities represent a zero sum of gain and loss... and as such are criticized by economists and progressive political scientists for doing nothing to increase the material well-being of the whole. But, you do not necessarily need the beneficiary to be the one who actually takes the object from the victim for an environment to be zero-sum. In fact, such crude understandings of gain/loss are vilified by almost all in society. Those are trivial situations. What is far more interesting to economists, political scientist and game designers, are how complex structures and rules can create a zero-sum environment, fairly or unfairly. Now, in the process of re-allocation of value throughout society, the total amount of material may increase and thus the 'zero-sum' allocation of the structure at any given time may represent an acceptable 'variable-sum' outcome through time. But, that is because human beings like things like improvement of living standards and more as opposed to less material goods.

When did you last hear comments from everyone around the table at end of a game like Ticket to Ride, or Power Grid or Puerto Rico to the effect: "Boy, I'm so happy we connected Europe with trains" or "I feel so good that Portugal now has wind power" or "Thank god for colonial plantation ownership... otherwise there would be no universities in the Caribbean"? At the end of a competitive game, it does not really matter how many victory points the victor has, but that he has more than anyone else. People don't say, "Gee... I started off with one planet in Race for the Galaxy and now I have 8, I really won! Thank god for variable-sums." It doesn't matter whether you start off with a lot more pieces than you end up with (A&A, Chess) or you finish with a dozen sheep in your hand (Settlers of Catan)... what matters at the end of a competitive game, from a competitive point of view, is that you obtained what you needed for victory. And, as long as it is a competition, then that resource (winning) is zero-sum.

This point is important. Winning is the resource that cannot be shared. And, to trivialize it impacts how you design games. You cannot count on certain situations to produce definitive (or desired) outcomes if the overall environment is zero-sum. Monopoly, Illuminati (without Cthulthu), and Diplomacy are all theoretically endless games. They can (and should) be played forever if people understand the full implications of all their actions because they are all multiplayer environments with exclusive win conditions where the clock (the condition that ends the game) is correlated to the victory condition. Since a player cannot win if someone else does, he has an incentive to thwart the other player's ability to do so no matter what turn it is. As a result, optimal play (without deception, nagging, ignorance) will result in a perpetual balance of power that prevents the victory conditions from being reached. I have seen all of these games end on account of time, boredom, frustration and acrimony more than I have seen them end by the victory conditions. So, yes... understanding that EVERY COMPETITION IS A ZERO-SUM ENVIRONMENT is extremely important in game design. Somehow, you must create boundaries to action, otherwise any multiplayer game where everyone begins with equal opportunity will go on forever. In Euro games, that is usually done with the wholesale elimination of aggressive action. You cannot take from other people, so you can only out-build them. But, Chess, Magic and Axis & Allies do it with a mechanic that creates irrecoverable resources. So, eventually someone will be too weak to continue.

TDang
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As an game-theorist...

...I'd hate to see "zero-sum" come to mean something different for game design than it means in economics and game-theory. If a game will wind up win, lose, or draw, then it's a zero-sum game according to the common meaning of the term. If it's important to identify that certain actions can appear non-zero-sum during play, then I think a different term would be more beneficial.

It is true that different fields can have different meanings for the same terms, but it's a good idea to avoid it if possible. "Rational" means different things to an economist than a regular person, and that causes no end of trouble. I wish economists had selected a different expression back when.

pelle
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TDang wrote:...I'd hate to

TDang wrote:
...I'd hate to see "zero-sum" come to mean something different for game design than it means in economics and game-theory. If a game will wind up win, lose, or draw, then it's a zero-sum game according to the common meaning of the term. If it's important to identify that certain actions can appear non-zero-sum during play, then I think a different term would be more beneficial.

It is true that different fields can have different meanings for the same terms, but it's a good idea to avoid it if possible. "Rational" means different things to an economist than a regular person, and that causes no end of trouble. I wish economists had selected a different expression back when.

I think you are confusing "game" in "game theory" with "game" as in "board game" too much here, and (roughly what I said above) the term is useful in it's original meaning when you discuss parts of a "board game" (like owning cities on the map, or the number of armies each player have, or the bidding subsystem; those are good examples of game models in the game theory sense of the word) but it isn't very useful to look at the entire game and say it is zero sum. I don't either see why we would want to redefine the word.

Maybe it would have been better if the economists had used a different word from game though, since it causes confusion when people confuse it with the kind of games that are discussed in the field of game design.

pelle
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corrections

OK, I'm correcting myself. I just read the chapter on Game Theory in the book Rules of Play. They actually do spend one paragraph on mentioning that some board games can be considered zero-sum, while others are not, and do so convincingly. However, as the rest of the chapter describes, game theory as applied to board games is normally notuseful to describe the entire game, but it's subsystems or specific problems within the game. I still think what, if any, definition of zero-sum game should be in a glossary about game design should focus on the more useful aspect of discussing subsystems or specific problems (ownership of cities, pieces on a chess board etc), especially since looking at the entire game will only further confuse readers on the difference between game theory games and game design games. A game designer might want to consider the zero-sumnes of the different parts of his design, but deciding if his game is zero-sum as a whole or not is by the definition trivial and doesn't add much information he could use to improve the game.

My first 2-3 posts above where I didn't consider entire games at all zero-sum, because I only looked at the parts ,were wrong though. I should have realized, like others did, that if you just consider the win/lose outcome of the game, it is often zero-sum as a game-theory game.

End of confused ramblings. :)

SiddGames
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Both

Zero-sum is important enough in both respects to include both definitions/usages in a glossary, no? "In game design, systems can be called zero-sum if..." and "Whereas in game theory, zero-sum means..."

PS - in fact, it might be useful to have an entry for "game theory" to educate those novice game designers who might not be aware of game theory/economics vs "theory of game design"...

TDang
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pelle wrote:OK, I'm

pelle wrote:
OK, I'm correcting myself. I just read the chapter on Game Theory in the book Rules of Play
(snip)

Eek! I'm thanking you for the reference, because it's probably a valuable one for studying games. However, thanks be to libraries, I got a copy of Rules of Play today, and just started reading the section on Game Theory. It's off to a terrible start: "Although it caused quite a sensation when it was introduced, the promises of game theory were never quite fulfilled, and it has largely fallen out of favor as a methodology within economics."

That is wholly untrue. Game theory has grown much more significant within economics of almost every sort, to the point that earlier theory is now re-modeled in game-theoretic frameworks. Even when game theory seems to be weak (as it often appears to fail in experiments), it provides the basic analytical framework and attempts to correct economic theory generally take the form of trying to extend or alter game theory rather than abandoning it.

Oof! I see this as a bad sign for games people and game theory people talking to each other.

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