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Formal Analysis of Gameplay
Petri Lankoski & Staffan Björk
Context
• This is a chapter draft for a book Game
Research Methods (eds., Lankoski & Björk)
• The goal of the chapter is provide
accessible introduction to formal analysis
– Simple and expressive language for describing
gameplay
– Examples about how to conduct formal
analysis
Petri Lankoski
Formalism: Background
• Significant form in the fine art (Bell, 1915)
– Line and color
• Different variations
– Literature theory, film theory
• Formal analysis
– Focuses on describing formal features of a
work
Petri Lankoski
Fine Art: Elements
• Line
– Vertical, horizontal, curved, diagonal
• Shape and form
– Shapes defined typically by lines; two-dimensional
– Form is three dimensional
• Space
– Positive, negative, three-dimensional
• Color
– Hue, value, intensity
• Texture
– hard, soft, rough, smooth, hairy, leathery, sharp
Petri Lankoski
Fine Art: Principles of Design
• Balance
– Symmetrical/asymmetrical
• Emphasis
– A part of design where the attention is focuse
• Movement
Petri Lankoski
Gameplay
• How to describe gameplay in similar
fashion?
• Frameworks
– Järvinen, theory of game elements
– Björk & Holopainen, interaction-centric
framework
– Zagal et al. game ontology
Petri Lankoski
Main concepts
Primitives
• Components
• Actions
– Player actions
– Component actions
– System actions
• Goals
Dynamics
• Balance, strategy, spacing, c
omplexity, …
• Work in progress
Petri Lankoski
Thank You
• Petri Lankoski
• petri.lankoski@sh.se
Petri Lankoski

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Formal analysis of gameplay

  • 1. Formal Analysis of Gameplay Petri Lankoski & Staffan Björk
  • 2. Context • This is a chapter draft for a book Game Research Methods (eds., Lankoski & Björk) • The goal of the chapter is provide accessible introduction to formal analysis – Simple and expressive language for describing gameplay – Examples about how to conduct formal analysis Petri Lankoski
  • 3. Formalism: Background • Significant form in the fine art (Bell, 1915) – Line and color • Different variations – Literature theory, film theory • Formal analysis – Focuses on describing formal features of a work Petri Lankoski
  • 4. Fine Art: Elements • Line – Vertical, horizontal, curved, diagonal • Shape and form – Shapes defined typically by lines; two-dimensional – Form is three dimensional • Space – Positive, negative, three-dimensional • Color – Hue, value, intensity • Texture – hard, soft, rough, smooth, hairy, leathery, sharp Petri Lankoski
  • 5. Fine Art: Principles of Design • Balance – Symmetrical/asymmetrical • Emphasis – A part of design where the attention is focuse • Movement Petri Lankoski
  • 6. Gameplay • How to describe gameplay in similar fashion? • Frameworks – Järvinen, theory of game elements – Björk & Holopainen, interaction-centric framework – Zagal et al. game ontology Petri Lankoski
  • 7. Main concepts Primitives • Components • Actions – Player actions – Component actions – System actions • Goals Dynamics • Balance, strategy, spacing, c omplexity, … • Work in progress Petri Lankoski
  • 8. Thank You • Petri Lankoski • petri.lankoski@sh.se Petri Lankoski

Editor's Notes

  1. Looking a text book for research courses, but haven’t found
  2. Roger Fry
  3. Tannenbaum et: close reading in Well Played