Paidea
Ludus
Agon
Alea
Ilinx
Mimicry
Each of these terms are crucial as a games designer, and in the coming years it will help to use specialist terms and precise descriptions in my analysis of others work, including my own.
At first glance, these words look more like a spell made up by J.K Rowling, than anything to do with games design. But here are the most simplified terms for each of the words mentioned in the chapter:
Paidea - Gaming simply for pleasure.
Ludus - A game that is constrained by rules and has an outcome (having a winner, or a loser).
Agon - Competitive gameplay.
Alea - Randomness/change involved in-game.
Ilinx - Movement.
Mimicry - Role-play, simulation etc.
Paidea and ludus require a bit more explanation. Paidea is a term that is used whenever the main objective of a game is not clear, if there is indeed an objective at all! The soul idea behind the game is that the player is free of rules and can do whatever may take their fancy. The game does not have a set frame that a player is guided through, leaving the whole game limited by the imagination of the player. As a creative designer this is the sort of game that I crave, it gives me the freedom to let my imagination run wild and create tasks and goals for me to reach without being limited by the linear path many games require you to stick to.
Similarly to Costikyan's description of a 'toy' in his article "I have no words & I must design", Newman uses Sim City as an example of a paidea game. Newman also uses The Powder Game as an example of a paiedea game, a game released long ago on the Dan-Ball website and has since been removed. This particular game had no rules at all, but simply using a choice of many materials such as magma, gun powder, stone and so many more. There is a blank screen which allows the user to create anything they desire, using these different materials and physics. (e.g Stone is solid, Magma flows slowly etc.) This particular game does also include aspects of other definitions that Newman speaks about - Mimicry is when simulation is involved, this game mimics the aspects of elements in real life. The sign of a good game is that it can be adapted with simple changes that result in it fitting to many different definitions, therefore being a strongly adaptive game.
The term Ludus is given to a game which has rules and goals 'weaved' into the core framework. These rules must be followed in order to eventually reap the outcome rewards (e.g Winning or Losing). The original game of Tron is a perfect example of a Ludus game - The user travels around on a light-cycle leaving a trail behind it that remains until the end of the round. The first player to crash into either their own or their opponent's trail (Or into the side wall) is the loser. If these rules are not abided by then the player will not receive the desired outcome (to win). Despite the fact that these rules are minimal, this game is definitely a Ludus game, purely due to the requirements for the win - Do not hit any trail, do not hit the wall, use the arrow keys to move and the first to hit anything fails the round. Tron however can be categorised further to fit other descriptions such as ilinx - the fact that it relies on a players movement, as well as agon due to the multiplayer aspect (competition).
All of these topical description words will now be incorporated into any analysis I do of future topics and games. The pure volume of what constitutes a game makes using these descriptive words a must, in order to create a more structured and disciplined analysis.
Keep watching the skies...
Hi Jason,
In Man, Play and Games, Roger Caillois sets out the terms agon, alea, mimicry and ilinx as four columns in a table. On one side of the table the examples are of paidea (free play) while ludus (play constrained by rules) on the other.
There are a couple of extracts from Caillois in Salen & Zimmerman's The Game Design Reader.