4.3. Rules¶
As mentioned last week, there are three categories of rules: setup (things you do once at the beginning of the game), progression of play (what happens during the game), and resolution (what conditions cause the game to end, and how is an outcome determined based on the game state).
Some rules are automatic: they are triggered at a certain point in the game without player choices or interaction (“Draw a card at the start of your turn” or “The bonus timer decreases by 100 points every second”). Other rules define the choices or actions that the players can take in the game, and the effects of those actions on the game state.
Let’s dig deeper. A book called Rules of Play by Salen & Zimmerman classifies three types of rules, which they call operational, constituative, and implied (these are not standard terms in the industry, so the concepts are more important than the terminology in this case). To illustrate, let’s consider the rules of Tic-Tac-Toe:
- Players: 2
- Setup: Draw a 3×3 grid. Choose a player to go first as X. Their opponent is designated O.
- Progression of play: On your turn, mark an empty square with your symbol. Play then passes to your opponent.
- Resolution: If you get 3 of your symbol in a row (orthogonally or diagonally), you win. If the board is filled and there is no winner, it is a draw.
These are what Rules of Play calls the “operational” rules. Think for a moment: are these the only rules of the game?
At first glance, it seems so. But what if I’m losing and simply refuse to take another turn? The rules do not explicitly give a time limit, so I could “stall” indefinitely to avoid losing and still be operating within the “rules” as they are typically stated. However, in actual play, a reasonable time limit is implied. This is not part of the formal (operational) rules of the game, but it is still part of what Rules of Play calls the “implied” rules. The point here is that there is some kind of unwritten social contract that players make when playing a game, and these are understood even when not stated.
Even within the formal rules there are two layers. The 3×3 board and “X” and “O” symbols are specific to the “flavor” of this game, but you could strip them away. You could let the players take turns “drafting” a number from 1 to 9. The goal is to collect a team of three numbers that makes 15 - lets call this game Three-to-Fifteen. While Tic-Tac-Toe and Three-to-Fifteen have different implementations and appearances, the underlying abstract rules are the same. If we lay the numbers from 1-9 like this, it becomes more obvious:
8 | 1 | 6 |
3 | 5 | 7 |
4 | 9 | 2 |
A player can win with 4-5-6 or 8-1-6, etc... Just like in Tic-Tac-Toe, some numbers are much more valuable than others - the “center number” 5 and “corner numbers” like 4 are used in more combinations than “side numbers” like 9. At an abstract level, whether we are playing Tic-Tac-Toe or Three-to-Fifteen we are really playing by the same rules. We do not normally think in these abstract terms when we think of “rules” but they are still there, under the surface. Rules of Play calls these “constituative” rules. Think of them as the “inner truth” of the operational rules after the surface details of the game have been stripped away.
Why is it useful to make the distinction between these three types of rules? Here are two examples:
- The distinction between “operational” and “constituative” rules helps us understand why one game is fun in relation to other games. The classic arcade game Gauntlet has highly similar gameplay to the first-person shooter DOOM; the largest difference is the position of the camera. For those of you who play modern board games, a similar statement is that Puerto Rico is highly similar to Race for the Galaxy. The similarity may not be immediately apparent because the games look so different on the surface, unless you are thinking in terms of game states and rules.
- Many first-person shooters contain a rule where, when a player is killed, they re-appear (“respawn”) in a specific known location. Another player can stand near that location and kill anyone that respawns before they have a chance to react. This is known as “spawn-camping” and can be rather annoying to someone on the receiving end of it. Is spawn-camping part of the game (since it is allowed by the rules)? Is it good strategy, or is it cheating? This depends on who you ask, as it is part of the “implied” rules of the game. When two players are operating under different implied rules, you will eventually get one player accusing the other of cheating (or just “being cheap”) while the other player will get defensive and say that they’re playing by the rules, and there’s no reason for them to handicap themselves when they are playing to win. The lesson here is that it is important for the game designer to define as many of these rules as possible, to avoid rules arguments during play.