Jason Rosado

beats, rhymes and life

[Game Design] Jugando Domino

For the individual Game Analysis Assignment, I did a video project on the game of Dominoes.

I decided to do Dominos for a couple of reasons:

1) I’ve never truly known the rules of dominoes

2) A lot of my friends actively play and seem to enjoy themselves

3) Dominoes is a distinctly cultural game in that various cultures seem to embrace it as their own and have their own rules.

Dominoes is a game rich in tradition and nuance for the Latino community.  For Puerto Ricans, domino is synonomous with bandera, which means flag.
It is one of the icons of the community.  The game of Dominoes is said to have originated in China, but to hear some Latinos tell it, they invented how to play.

One of the striking things about dominoes is the fact the with respect to the game’s mechanics, it doesn’t have much of a narrative.  Compared to Chess, each domino has the same “power” and capabilities.  It’s moreso how the dominoe is particularly played, as well as the style of play agreed upon by the players (and the culture in which they are participants).

What’s most fun to me is the banter, the sh*t talking, the different terms for different types of play, such as Kapiku, or Chuchazo that are distinct to the culture of game players in particular.  I hope you enjoy my little video!

Jugando Domino from Jason Rosado on Vimeo.

[Game Design] Homework:Reading

For our first homework for Game Design, we were assigned a reading by
Jesper Juul which is called “The Game, the Player, the World.”

I found the reading quite interesting, especially as it considered the architecture of games, we’re all very much familiar with: everything from to chess, to tic tac toe to the Sims was covered under the context of how they fit into a template for how to place limits around the definition of a “Game.”

Juul reviews various definitions of Game, as put forth by multiple authors from periods ranging from the 1950s to somewhat present day (2003).  He seeks to find commonalities among these multiple definitions and distill them down to a new definition limited by 6 points.

1) Rules
2) Variable quantifiable outcome
3) Value assigned to possible outcomes
4) Player effort
5) Player attached to outcome
6) Negotiable consequences

When our instructor Kevin Cancienne discussed the age-old game of tic tac toe, he described it as being “broken.”  I wasn’t sure I knew what to make of this statement, at the time, but soon understood it a bit more via Juul’s article.   Juul describes tic tac toe as thus, “Once you figure out the principle, you will achieve a draw every time you play.”

Juul also discusses how some traditional card games have made the successful transition to online, such as Hearts or Spades or Poker.

“So the adaption of board and card games to computers is possible due to the fact that computers are capable of performing 1) the operations defined in the rules of the game, operations that is normally performed by humans, and 2) the keeping track of the game state which is normally done using cards and board pieces.”

Juul concludes his article with insight on the definition of “play,” which brought to mind our very first day as students at ITP.  Red Burns insisted that we “play” for the time that we are students.  She insisted that ITP was our technological sandbox for us to explore our imagination.  Juul also touches upon this idea by challenging the definition of play as juxtaposed against the various rules of Games.  In the sense that games have so much structure and limitations as to directly contradict the definition of the free form nature of “play.”

“The answer to this is basically that games provide context for actions: Moving an avatar is much more meaningful in a game environment than in an empty space; throwing a ball has more interesting implications on the playing field than off the playing field…”

Also, as part of our homework we were required to play the game filler.  This is an online game available via clicking the link.  The goal of the game is to fill 2/3 of the level screen with balls that you make by clicking and holding on the mouse without having your newly created ball collide with any of the independently generated bouncing balls also on the screen.  I played it several times and was thoroughly entertained.  The interface is quite simple.  Greyscale colors. Simple collision detection of balls.  The only color appears when you fail.  I passed several levels before I “died.”

What I found most interesting about the experience is the fact that despite the game being completely “basic” in its interface.  The experience also including several more sophisticated tools to enhance the overall experience.  Such as live chat, links to social media sites, such as Facebook, achievement badges, and a comments board.  The overall accoutriements add to the depth of the game despite its basic UI.