Framing Systems
• Formal System - a formal system of rules, self-contained and
closed. Strictly strategic and mathematical.
• Experiential System - an experiential system of play. Either
open or closed - the player and their strategic game actions
only = closed; emotional states of mind, distractions of the
environment, reputation of game = open.
• Cultural System - an open system considering the way that
the game intersects with society, history, language and wider
culture.
Chess as a Formal
System
• Objects = pieces on the board and board itself.
• Attributes = characteristics given to objects by the
rules: ways of moving, hierarchy of pieces.
• Internal Relationships = the actual position on the
board of pieces; one piece threatening another, some
removed.
• Environment = the play of the game itself is the
environment for the interaction of objects. Play
Provides context for the formal elements of the game.
Friday, 15
Chess as a Experiential
System
• Objects = the players themselves.
• Attributes = the pieces each player controls, and the current
state of the game.
• Internal Relationships = if players are objects their
interaction constitutes internal relationships: strategic
interaction plus social, psychological, and emotional
communication as well.
• Environment = not just the board and pieces but immediate
environment or context of play. May include mode of play
(physical or mediated) and preconceptions of play.
Chess as a Cultural System
• Objects = the game of Chess itself in its broadest cultural sense.
• Attributes = designed elements of the game and how, why, when,
and by whom was the game made and used.
• Internal Relationships = the links between the game and culture.
Is there a symbolic relationship between black and white? Racial,
good versus evil etc.
• Environment = the total environment itself for cultural framing of
Chess is all of culture itself, in all its forms.
Friday, 15
(Lecture presentation extract)
Looking at the Build it up board-game using the Framing Systems:
This was an extract from Friday’s lecture which introduced looking at what games and play are in the purest definition. In lecture it was discussed about 'Framing Systems' and using them to analyse games. I felt the best way to try and understand this system was by through looking at my own project using the three categories.
Formal system
- Objects = playing pieces, the game board, cards, currency and the robot parts them selves
- Attributes = Characteristics given to the objects by the cards and the dice roll
- Internal Relationships = the placement of the playing pieces in relation to the playing squares (how close one is to a build/ star square), the passing of a build area, the values of importance given to each build card relative to game progress.
- Environment = the play of the game itself is the environment for the interaction of objects. Play provides context for the formal elements of the game.
Experiential System
- Objects = the player themselves and the dice
- Attributes = position of the playing pieces, amount of currency in circulation and the current state of the game.
- Internal Relationships = if the player and the dice are the objects, then the relationship between the two can be considered internal. The implications of the dice can be seen through social, communicational and emotional reactions of the players, which then will affect the strategic formula of current play.
- Environment= not just the board but the area around the board, the context for which the game is being played and that which brought the game to the player (reasons for playing)
Cultural System
- Objects = the game ‘build it up’ in the broadest cultural sense
- Attributes= the internal elements of the game –when, how and why they were made and by whom
- Internal relationships= the link between the game and culture? Is the fact the player is building a robot for an oppressive government a criticism of the current regime? Is the art style meant to be a satirical or accurate representation on the views of military and the future in 1920’s?
- Environment = all of culture itself frames the cultural environment of the game.
I am not sure whether this is the correct ‘answer’ to framing my Board Game as the framing systems, while detailed and explore every possible outlook, are cryptic and hard to understand. Nevertheless, I feel that was at least a fair attempt at analysing using that system. However difficult it was, this has revealed a way of breaking down games into the basest ideals – free of the subconscious views of a player, and is something that I will strive to understand better in the future.