2. Context
• This is a chapter draft for a book Game
Research Methods (eds., Lankoski & Björk)
• The goal of the chapter is provide
accessible introduction to formal analysis
– Simple and expressive language for describing
gameplay
– Examples about how to conduct formal
analysis
Petri Lankoski
3. Formalism: Background
• Significant form in the fine art (Bell, 1915)
– Line and color
• Different variations
– Literature theory, film theory
• Formal analysis
– Focuses on describing formal features of a
work
Petri Lankoski
4. Fine Art: Elements
• Line
– Vertical, horizontal, curved, diagonal
• Shape and form
– Shapes defined typically by lines; two-dimensional
– Form is three dimensional
• Space
– Positive, negative, three-dimensional
• Color
– Hue, value, intensity
• Texture
– hard, soft, rough, smooth, hairy, leathery, sharp
Petri Lankoski
5. Fine Art: Principles of Design
• Balance
– Symmetrical/asymmetrical
• Emphasis
– A part of design where the attention is focuse
• Movement
Petri Lankoski
6. Gameplay
• How to describe gameplay in similar
fashion?
• Frameworks
– Järvinen, theory of game elements
– Björk & Holopainen, interaction-centric
framework
– Zagal et al. game ontology
Petri Lankoski
7. Main concepts
Primitives
• Components
• Actions
– Player actions
– Component actions
– System actions
• Goals
Dynamics
• Balance, strategy, spacing, c
omplexity, …
• Work in progress
Petri Lankoski