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      How Pac-Man Eats

      1 in stock

      Firm sale: non returnable item
      SKU 9780262044653 Categories ,
      Select Guide Rating
      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...

      £33.00

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      Description

      Product ID:9780262044653
      Product Form:Hardback
      Country of Manufacture:GB
      Title:How Pac-Man Eats
      Authors:Author: Noah Wardrip-Fruin
      Page Count:368
      Subjects:Hobbies, quizzes and games, Hobbies, quizzes & games
      Description:Select Guide Rating
      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.


      Imprint Name:MIT Press
      Publisher Name:MIT Press Ltd
      Country of Publication:GB
      Publishing Date:2020-12-15

      Additional information

      Weight894 g
      Dimensions188 × 236 × 33 mm