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I tossed up a play spec for Thief: The Dark Project before seeing this. Depending on how my weekend goes, I may do some revamping based on the discussion.

http://blog.pjsattic.com/corvus/2006/06/play-specification-thief/

Are you going to create an online database of play specs?

I have a concern regarding these different "levels" of verbs: With the middle ground verbs (those determined by the player, such as 'prepare ambush'), some games plan for and facilitate these, while others just allow them incidentally. This seems like a pretty important distinction to me, and to group all of these together into one 'middle ground' category doesn't work. Strategy games are designed knowing that "flanking" and "ambushing' will occur. Whereas when DOOM was created, I wonder if the makers said, "hey, I bet lots of players will run in a room, then back out so all of the enemies will bottleneck through the entrance making them easy targets." and designed accordingly, or if that tactic is completely derived from the player. If a game designs to facilitate tactics, then they are an important part of the design, if it doesn't, then the tactics aren't game design, but player reactions.

I think that's a great point, Donald. There are games out there, particularly some of the older games, that have become highly associated with certain tactics or playstyles that are at best perhaps "suggested" by the game, but not really actively fostered or inculcated in the player. In these cases it doesn't seem appropriate to attribute the relevant verbs to something that wasn't designed in--even if many players play it that way because they are experienced or they know better, I think the case that should be assumed is the player plays the game as given.

Of course, this brings to light all sorts of issues regarding legacy skills, particularly for the wide variety of Shooter games.. Many players have been playing Shooters for so long that many of the successful ones are built atop an assumed proficiency and knowledge of genre tropes (like exploding barrels, for instance).

"I believe (and I think you do to) that it must remain a subjective decision as to whether one choose to group in the largest possible category e.g. Enemies, or whether one chooses to group at a different scale."

So use an explicit taxonomy or ontology to group them, then you have all the symbols defined and can use whatever level is relevant for the analysis you are performing at the time. Why not take the (computing-style) ontological appoach of defining properties, and use a reasonable ontology formalism (SHF would be a good first cut in my biased opinion, but you might want more expressiveness or even instances depending on where you want to draw the boundaries)? Then you can also construct groupings based on combinations of properties.

For example, one could define a "Marine" in Starcraft simply as a kind of "Terran Unit" which is in turn a kind of "Unit"; or one could define a "Marine" as equivalent to a "Unit that is produced by Terrans, moves over land, can fire at (Unit that moves over (land or air)), does not see (Unit that is currently cloaked)", plus as many other properties as you wish. Then it's possible to define "Terran Unit" as equivalent to "Unit that is produced by Terrans"; asking a suitable reasoner for subclasses of "Terran Unit" would yield "Marine", amongst others. However, you could also ask for subclasses of "Unit that can fire at Marine" and you'd get back "Marine" amongst others.

Defining every property of an ontology is hard and probably counterproductive given the apparent simplicity of the play specs. I would recommend looking at simple ontologies or plain taxonomies, however, as I suspect the expressive power of play specs would increase significantly.

Coincidentally... Chris, have you considered how play specs could map onto regular expression languages or a further-extended EBNF?

Chris, no worries about a day or two overlap with the Round Table. Last month's RT didn't see any entries until a week after launch. Besides, even though I said 'Monday' on the site, I got the date wrong and had the 6th in, so I'm equally responsible for the gaffe.

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