How Pac-Man Eats

How Pac-Man Eats

by Noah Wardrip-Fruin
How Pac-Man Eats

How Pac-Man Eats

by Noah Wardrip-Fruin

Hardcover

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Overview

How the tools and concepts for making games are connected to what games can and do mean; with examples ranging from Papers, Please to Dys4ia.

In How Pac-Man Eats, Noah Wardrip-Fruin considers two questions: What are the fundamental ways that games work? And how can games be about something? Wardrip-Fruin argues that the two issues are related. Bridging formalist and culturally engaged approaches, he shows how the tools and concepts for making games are connected to what games can and do mean.

Wardrip-Fruin proposes that games work at a fundamental level on which their mechanics depend: operational logics. Games are about things because they use play to address topics; they do this through playable models (of which operational logics are the primary building blocks): larger structures used to represent what happens in a game world that relate meaningfully to a theme. Game creators can expand the expressiveness of games, Wardrip-Fruin explains, by expanding an operational logic. Pac-Man can eat, for example, because a game designer expanded the meaning of collision from hitting things to consuming them. Wardrip-Fruin describes strategies game creators use to expand what can be said through games, with examples drawn from indie games, art games, and research games that address themes ranging from border policy to gender transition. These include Papers, Please, which illustrates expansive uses of pattern matching; Prom Week, for which the game's developers created a model of social volition to enable richer relationships between characters; and Dys4ia, which demonstrates a design approach that supports game metaphors of high complexity.


Product Details

ISBN-13: 9780262044653
Publisher: MIT Press
Publication date: 12/15/2020
Pages: 384
Product dimensions: 7.31(w) x 9.25(h) x 1.19(d)

About the Author

Noah Wardrip-Fruin is Professor of Computational Media at the University of California, Santa Cruz, where he codirects the Expressive Intelligent Studio. He is the author of Expressive Processing: Digital Fictions, Computer Games, and Software Studies (MIT Press).

Table of Contents

Series Foreword xi

Preface xiii

Acknowledgments xv

Introduction xix

Part I

1 Operational Logics and Playable Models 3

Passage 3

Talking about What Games Are About 7

Defining Logics and Models 12

2 Alternative Approaches 17

Gone Home 18

Game Genre 20

Gone Home's Alternative 21

Gone Home's Reception 22

3 Expansive Approaches 27

Papers, Please 28

Two Approaches to Tile Matching 30

Broader Context 35

4 Six Questions about Logics and Models 41

Are Logics and Models Natural? 41

Are Logics and Models Inevitable? 42

How Are Logics and Models Implemented? 43

Are Logics or Models Another Name for "Mechanics" or "Systems"? 45

What Logics Are There? 49

How Do Logics and Models Work Together? 57

5 Inventive Approaches 67

Beyond Metaphor 67

Games and Social Models 68

Social Volition in Prom Week 71

The Prom Week Interfaces 75

Two Directions for Social Models 81

6 Understanding Games through Logics and Models 89

Understanding Grand Theft Auto IV 93

Related Approaches 96

Rule Breaking and "My Trip to Liberty City" 98

Critical Play, Complicity, and The Sims 101

Why Logics and Models? 104

Sunset Valley and Liberty City in the Rearview Mirror 111

Part II

7 Inventing Graphical Logics 117

Continuous Spaces and Graphical Logics 119

Collision, Movement, and Physics: Tennis for Two 120

Navigation, Combat, and Scenario Design: Spacewar 125

Combat in Games 131

The Importance of Implementation: Computer Space and Pong 133

Logics and Models as a Historical Lens 139

8 Refinement 141

Adventure and Adventure 142

WarioWare, Inc.: Mega Microgame$ 148

9 Doubling 151

Tax Avoiders 151

Experiencing Overloading 153

Conceptual Metaphors 154

Game Metaphors 157

Dys4ia 160

Lyric Games 171

What Can Become Conventional 172

10 Logic Structures 175

Rhetorical Affordances 179

Game Structures and Spaces 186

Game-o-Matic 191

The Limits of Spatial Structures 196

The Necessity of Other Art Forms 200

Logic Structures and Game Meaning 205

11 Conclusion: What Games Are About 209

Skinning Games 211

Playable Models 213

Operational Logics 222

Agency 225

Making Games about More 233

Notes 241

Bibliography 301

Index 339

What People are Saying About This

From the Publisher

“In drawing out the connections between the deep logics and models of games and the interpreted meaning that players derive from them, Wardrip-Fruin has taken an important step toward a poetics of games: a way to think about them that bridges formal analysis and player responses.”
— Raph Koster, author of A Theory of Fun for Game Design
 
“For years USC’s freshman coding course has used Noah Wardrip-Fruin’s Expressive Processing as an essential text to understand video games as both technologies and experiences. Now, with How Pac-Man Eats, Wardrip-Fruin has provided us with the next level-up in game studies. This is essential reading!”
— Peter Brinson, Professor of Practice, USC Games and the School of Cinematic Arts
 
“Approachable and filled with examples, Wardrip-Fruin’s book is an essential read for designers wishing to deepen their design vocabulary. It introduces advanced conversations in game design that move beyond notions of games as a collection of ‘mechanics.’ What results is a thoughtful organization of the ludic logics at work in games. Marvelous!”
— Mary Flanagan, Sherman Fairchild Distinguished Professor of Digital Humanities at Dartmouth College; coauthor of Values at Play in Digital Games

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