- A game can use functional stylization to implement selected interesting aspects of the fictional world.
- Space and level design in games are special areas where rules and fiction overlap -it works as a rule of what players can and can not do.
- Rules can cue the player into imagining a world. - I am not punished for killing, maybe the game is set in a war.
- Fiction can cue the player into understanding the rules of the game. - The game is set in a war - then killing might not have any negative consequences.
- The players real world actions (interacting with the controller) have a metaphorical relation to the fictional in game actions. Complex fictional actions (like shooting a hole-in-one) should be represented by complex (controller) interactions, and vice versa.
Thursday, February 12, 2009
Summary of the book "Half-Real"
In the excellent book "Half-Real" by Jesper Juul the author is kind enough to summaries his thoughts on the relationship between a games fictional world and the rules of the game itself in the following way:
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