The GAME is a formal structure where players are confined by a set of rules and objectives. The player has to apply within the obligations structure in order to achieve the goals of the game. However, just because the game has rules, does not necessarily mean they are always applied to the performer.
That is when PLAY comes involved. PLAY is an informal representation of a game and how you take risks within the elemental structures. These are derived from personal and emotion choice when faced with a game, for example you could chose to 'Cheat' when you play. So you're not playing by the rules, but still finding ways to complete the objectives and win. However, with certain decisions that sense of risk enables the thought of benefiting or not, you could potentially lose everything.
I decided to show my favourite game confined to this structure for GAME and PLAY so i can gather a clear understanding of the formal and informal elements.
Halo as a formal system:
Objects - Avatars/main characters and leading roles that are crucial to game progression such as the 'Master Chief' and 'Cortana'. Alien environment possesses innovative structures, landscapes and creatures. Unique weapons required to adapt to difficult situations, strategically placed for aid and security.
Attributes - First person design as a shooter/ Restricted view of whole body because of first person view. Maps and landscape confined by rules such as obstacles, or where the map ends and is physically impossible to go past that point. Other confinements such as 'Friendly Fire' is a crucial rule when playing Halo, as your team members are there to aid in your attack and defenses.
Relationships - With character's position in the game. The 'Hero' who is depended upon by most of the civilian race. Depending on resources such as data Intel/information to progress further. Emotional and psychical communication is key when playing Halo, as it develops stronger relationships and bonds which may or maybe not be used to your advantage later in the game progression.
History - Based on a prequel of the lead character and how he became a Hero. The alien race within the game, is a very religious set of creatures in which depend on holy relics and artifacts for salvation. Based on books, comics and other medias such as 'The Fall of Reach' and 'First Strike' Halo fictions. The 'Master Chief' represents American super solider in a military force aiming to stop the destruction of earth and the Universe. Wide field of enquiry with planet and alien's religious ambitions.
Halo as an informal system.
Objects - Avatars/main characters and leading roles that are based on the player's interests with that person, you don't need to believe that they will help you or not, deciding for yourself what to believe. Alien environment possesses innovative structures, landscapes and creatures. Unique weapons required to adapt to difficult situations, strategically placed for aid and security. However, is not always followed within those situations, may use a different method or weapon for a completely different task, depending on required taste or tactics.
Attributes - First person design as a shooter/ Restricted view of whole body because of first person view. Maps and landscape confined by rules such as obstacles, or where the map ends and is physically impossible to go past that point. Other confinements such as 'Friendly Fire' is a crucial rule when playing Halo, as your team members are there to aid in your attack and defenses. However, does not always comply with the player, depending on mood or the severity of the situation. For example, using 'Friendly Fire' for entertainment/fun, or to become more of the soloist. Although there is not a chance to actually be bad throughout the game, you can make wrong decisions in which could jeopardize your help within that certain objective. This is enhances that factor of 'Risk'.
Relationships - With character's position in the game. The 'Hero' who is depended upon by most of the civilian race. Depending on resources such as data Intel/information to progress further. Emotional and psychical communication is key when playing Halo, as it develops stronger relationships and bonds which may or maybe not be used to your advantage later in the game progression. However, all information can be ignored depending on personal choice, such as haste in reaching the goals quicker. BUT missing out other pieces of information such as hidden data will take more time, but will greatly increase your understanding of the plot and how certain Intel could help you later.
History - Based on a prequel of the lead character and how he became a Hero. The alien race within the game, is a very religious set of creatures in which depend on holy relics and artifacts for salvation. Based on books, comics and other medias such as 'The Fall of Reach' and 'First Strike' Halo fictions. The 'Master Chief' represents American super solider in a military force aiming to stop the destruction of earth and the Universe. Wide field of enquiry with planet and alien's religious ambitions. However, the player may or may not want know the complete back story of the Halo series, and decide to ignore much of the plot and just play for the thrills of being an FPS etc.
These are a few ways in which Halo can be altered into an informal system. However, there are other ways in which the player can reach limits not allowed within the formal structure of the game. Such examples as using cheats or 'modding' (using computers to hack into the actual content of the game) to aid in various ways of the game progression. For example, not losing health when hit, never running out of ammunition and also elements such as level jumping (moving to certain points of the map without physically going there)anything is possible for the player. You are set with a massive landscape of the Halo universe and with every tool, structure, weapon, vehicle and so much more that was used throughout the Halo game. From this vast set of items, the player is left with the freedom to build and produce their own levels, monuments, maps and even games. This is where Halo makes itself more of an informal system, where the player is left to do whatever they want with the items supplied. It is incredibly popular for having the player feel more of an unique individual within the game, by making their own set of maps and objectives. Forge has no rules within the game, aside from map limitations in the actual basic landscape, aside from that everything is depending on what you want to do with it, a blank canvas for ideas and personalities to flourish within the Halo universe.
Bibliography:
. Google Images
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