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Let us play a little thought game: Get a pen and paper. Choose any game you know, and
think about the elements required to make it work. Write down a list of these elements. Be
as specific or indiscriminate as you want. Once you are finished, choose another game and
think about it. Try to find items in the list of the first game that correspond to the second
game and mark them. If there are features in the second game that the first one does not
have, add them to the list. Repeat this procedure for two or three more games. Next, take
the five most common items in your list and compare them to the following list. For each
corresponding item you get one point.

The key elements of a game are as follows:
· Players who are willing to participate in the game
· Rules that define the limits of the game
· Goals that the players try to achieve during the game
· Opponents or opposing forces that prevent the player from achieving the goals
· A representation of the game in the real world.
How many points did you score?
J. Huizinga's definition for play from his classical work Homo Ludens, the playful
human, captures most of the features:
[Play] is an activity which proceeds within certain limits of time and space, in a visible
order, according to rules freely accepted, and outside the sphere of necessity or material
utility. The play-mood is one of rapture and enthusiasm, and is sacred or festive in
accordance with the occasion. A feeling of exaltation and tension accompanies the
action, and mirth and relaxation follow. (Huizinga 1955, p. 132)

A dictionary definition elaborates that `game' is `a universal form of recreation generally
including any activity engaged in for diversion or amusement and often establishing a
situation that involves a contest or rivalry' (Encyclopжdia Britannica 2005). Crawford

Algorithms and Networking for Computer Games
Jouni Smed and Harri Hakonen
You are here: CodeIdol > C++ > Algorithms and Networking for Computer Games > page: 26 27 28 29 30 31 32 33 34 35 36


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