Opening the stacks
Opening the stacks
Games where computers create new materials and environments for existing games, either realistic or fantastical.
3 chapters across 1 book
The chapter examines the evolving role of computers in gaming, highlighting the transition from traditional games to computer-supported games such as hypergames and metagames that expand creative possibilities. It addresses the technical challenges of rendering interactive computer movies on early home computers, proposing solutions like key-frame animation and dedicated hardware to automate and enhance animation, thereby improving game displays and interactivity.
The chapter explores the transformation of traditional games through computer technology, introducing the concept of an electronic board that replaces static game environments with dynamic, interactive displays enhanced by vast digital databases. It develops the idea of hypergames, where traditional game materials and rules evolve into more complex, multi-dimensional experiences, exemplified by hypercards that integrate social and movement characteristics into gameplay. Additionally, the chapter discusses the role of randomness in games, highlighting how computers can simulate and extend chance mechanisms through random number generators, thereby enriching game design and player experience.
The chapter explores the use of computer-generated randomness to simulate traditional game elements such as coin tosses, dice rolls, and card decks through random-number mapping. It introduces the concept of hypergames, where fixed aspects of games become variable and strategically manipulable, exemplified by programmable elements like the hypercoin and loaded hyperdice. Additionally, it discusses metagames as higher-level strategic layers that influence gameplay beyond direct moves, illustrated by roles such as coaches and fans in sports.