Salen and Zimmerman’s Model

  • There are three kinds of rules
    • Operational - the guidelines player require in order to play. The rules written out.
      • It concerns external, representational events that impact player interactivity.
    • Constitutive - the formal, logical, and mathematical structures underlying the game. The need not correspond to material form, but most likely correspond to relationships between items.
      • They are concerned with the events corresponding to processing player choice rather than events that represent the choice.
    • Implicit - unwritten rules that concern etiquette, good sportsmanship and other implied rules of proper game behavior.
      • It also includes underlying assumptions. Questioning Implicit rules can give good design ideas.
    • The Constitutive and Operational rules work together to generate the formal meaning of a game.

Parlett’s Model

  • Operational Rules - what the players do to play the game.
  • Foundational Rules - the underlying formal (mathematical ) structure of a game.
  • Behavioral rules - implicit to the gameplay but which are understood as part of good sportsmanship.
  • Written rules - the rules that come with the game as a written document.
    • Video games have shied away from this because it is impossible to encode all the non-linearities. Instead, the game teaches the mechanics through interactive tutorials.
  • Laws - only formed when games are played in serious competitive settings to clarify good sportsmanship or existing official written rules.
  • Official Rules - created when a game is played seriously enough that a group of players feels the need to merge the written rules with laws.
  • Advisory Rules - tips to help play the game better, and not rules from a mechanics perspective.
  • House Rules - games that are defined by the players. They are created as a response to a perceived deficiency after a few rounds of play.

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