Tuesday, February 24, 2009

Rule 34

Rules are an important part of game design. They contribute to many aspects of multiplayer games, both within the game environment and out. They provide a certain level of conformity to an established environment, and you could even go so far as to say that it is human nature to establish rules, and even to compromise them.

Some factors to which rules build upon are the enjoyment of the game. For starters, rules make losing feel more justifiable; if the mass of players can pin point "why" they lost a game, it will be easier to return to the game and enjoy playing it again. Rules are also a bridge to conversation during game play; whether through discussing the rules and learning them together, or through debating the details, the rules are an irreplaceable part of interaction and game play. To some people, picking up a new line of logic and learning how to manipulate it -with the rules- are a strong attraction to multiplayer games.

On the downside, if rules are too complicated they can narrow the possible audience for a game. They can control the level of competition, and often the time frame of game play; this can be an element to keep general audiences coming back, or it can deter more competitive players. In the case of many TCG's and tabletop RPG's, the rules are updated frequently, and with many specific rulings on certain pre-established rules; this may appeal to those who enjoy those specific logic systems, but can also deter many players due to confusion or the monetary cost of keeping up with them.

Fluxx is a game with dynamic rules, yet it appeals to many types of players. Although strategy is minimal, the constantly changing rules appeal to those who enjoy following a new system of logic by simply keeping up with them, and having a hand in changing them as well. Since the basic rules are always draw card(s), play card(s), discard card(s) the game is not so complex that it would attract a selective audience, and its winning or losing terms are easily justifiable. Even the socialization during game play can be influenced by the rules as players keep each other up to date on the current set in play; an important interaction during game play to advance the game, as discovered in class. Fluxx is a prime example of just how important rules are to the design of a multiplayer game.

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