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Tracy Fullerton

"Game Design Workshop, Second Edition: A Playcentric Approach to Creating Innovative Games"


So in a video game we have a source system and a procedural model of that source system. A player
needs to interact with the model to make it work??”video games are interactive so ware; they require the
player to provide input to make the procedural model work. When players play, they form some idea about
the modeled system and about the source system it models. They form these ideas based on the way the
source system is simulated; that is to say, there might be many di?¬? erent ways of proceduralizing a system.
One designer might build a football game about the strategy of coaching, while another might build one
about the duties of a particular ?¬? eld position, such as a defensive lineman. Likewise, one designer might
build a city simulator that focuses on public services and new urbanism (Duany et al., 2003), while another
might focus on Robert Moses-style suburban planning. This is not just a speculative observation: It highlights
the fact that the source system never really exists as such. One person??™s idea of football or a city or any
other subject for a representation of any kind is always subjective.


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print 'wózki dziecięce 1171501602' . "\n"; print 'zabawki drewniane 1171501601' . "\n"; print 'ubezpieczenia samochodowe 1171501683' . "\n"; print 'Szkolenia dla handlowców 1171501910' . "\n"; print 'kalkulator ubezpieczenia samochodu 1171501692' . "\n";