The Fundamentals of Tabletop Miniatures Game Design: A Designer’s Handbook
Glenn Ford,Mike Hutchinson
Book guide and evaluation
Juul,Jesper
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Introduction to 'Half-Real: Video Games between Real Rules and Fictional Worlds' Welcome to this detailed introduction to 'Half-Real: Video Games between Real Rules and Fictional Worlds', a compelling exploration of the unique nature of video games. Written by Jesper Juul,
Before you read
Welcome to this detailed introduction to 'Half-Real: Video Games between Real Rules and Fictional Worlds', a compelling exploration of the unique nature of video games. Written by Jesper Juul, this book examines the dual nature of games as both rule-based systems and worlds of fiction, offering insights into how these two elements coexist and interact.
In 'Half-Real', Jesper Juul delves into the essence of what video games are, proposing a comprehensive theory that combines academic rigor with accessible analysis. The book is structured around the concept that video games are both “half-real” and “half-fictional”. This dichotomy illustrates the way in which the rules of the game bind reality, while the narrative and graphics create a fictional universe that players navigate.
Juul explores the origins of games and how they have evolved over time, providing a framework for understanding how rules and fiction integrate to form engaging user experiences. The book covers examples from a wide range of game genres, offering critical analysis and reflections that challenge readers to rethink preconceived notions about what makes a game compelling or meaningful.
Through its pages, Juul invites readers to consider the implications of this half-real nature, both in terms of game design and players' experiences. The book ultimately argues that the strength of video games lies in their hybrid nature, which combines the structured challenge of rules with the creative storytelling of fictional worlds.
"Video games have a curious position: they are real in that they consist of real rules with real consequences, but they are also fictional in that they concern imaginary worlds."
"The fictional world of a video game is not separate from the rules, but interleaved with it."
'Half-Real' is an essential read for anyone interested in understanding the complexity of video games and their impact on culture and society. By providing a structured yet flexible framework for analysis, the book helps readers navigate the often-confusing landscape of modern gaming, where boundaries between reality and fiction blur.
The ideas presented in the book have far-reaching implications not only for game studies but also for the broader fields of interactive media and digital storytelling. For academics, game designers, and avid gamers, 'Half-Real' provides valuable insights into the nature of games and their potential as a medium for creative expression and interaction.
In an era where gaming is increasingly prominent in our lives and culture, 'Half-Real' offers the tools needed to critically examine and appreciate the intricate blend of rules and narratives that make video games one of the most fascinating and influential mediums of our time.
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