http://virt10.itu.chalmers.se/index.php?title=Memorizing&feed=atom&action=historyMemorizing - Revision history2024-03-29T00:18:45ZRevision history for this page on the wikiMediaWiki 1.26.2http://virt10.itu.chalmers.se/index.php?title=Memorizing&diff=26067&oldid=prevStaffan Björk: /* Using the pattern */2018-03-09T11:28:25Z<p><span dir="auto"><span class="autocomment">Using the pattern</span></span></p>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 11:28, 9 March 2018</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l18" >Line 18:</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>The use of [[Memorizing]] is not totally dependent on either [[Imperfect Information]] or [[Perfect Information]] but rather on if players' gameplay is affected by a lack of knowledge, which can be how to use information presence in the game. The lack of knowledge can be either regarding the game state or regarding the rules of the game and can create additional challenges to the rewards from Gain Information goals, if access to the gained information is not provided continuously by the game.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>The use of [[Memorizing]] is not totally dependent on either [[Imperfect Information]] or [[Perfect Information]] but rather on if players' gameplay is affected by a lack of knowledge, which can be how to use information presence in the game. The lack of knowledge can be either regarding the game state or regarding the rules of the game and can create additional challenges to the rewards from Gain Information goals, if access to the gained information is not provided continuously by the game.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[Memorizing]] can either be applicable for all game sessions of a game or be specific for individual game sessions. The first type includes the learning of [[Strategic Knowledge]], such as the distributions of effects determined by [[Randomness]], and is present in all games, but may be explicitly encouraged by game design where players receive [[Extra-Game Information]]. Another is learning the answers to [[Quizzes]]. Explicitly supporting [[Memorizing]] in individual game instance requires some variation in the initial game state (e.g. through [[Randomness]]) and then having some way of giving players access to information that they have to remember since it will not always be available. One way of doing this is through having [[Imperfect Information]] that becomes [[Perfect Information]] for a while, i.e. by using [[Time Limits]] and then reverts to [[Imperfect Information]] as presented by the game system - the game of [[Memory]] is an archetypical example of this. Another way is through the use of [[Decks]] or [[Drawing Stacks]], e.g. in [[Blackjack]], since here remembering which [[Cards]] or [[Tiles]] have been drawn helps one figure out which are most likely appear next - this can be made more difficult through using closed [[Discard Piles]]. More generally, <del class="diffchange diffchange-inline">and </del>part of a game system with [[Fixed Distributions]] together with [[Imperfect Information]] can create a need for or advantage in [[Memorizing]] what results have occur. [[Memorizing]] can also occur in [[Trick Taking]] games but here players have to memorize which players have played what [[Cards]] or [[Tiles]] to draw conclusions about their [[Hands]] and thereby their possible future actions. [[Reconnaissance]] goals do often suggest [[Memorizing]] activities since they consist of noticing the difference between a normal or previous condition and the current one.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[Memorizing]] can either be applicable for all game sessions of a game or be specific for individual game sessions. The first type includes the learning of [[Strategic Knowledge]], such as the distributions of effects determined by [[Randomness]], and is present in all games, but may be explicitly encouraged by game design where players receive [[Extra-Game Information]]. Another is learning the answers to [[Quizzes]]. Explicitly supporting [[Memorizing]] in individual game instance requires some variation in the initial game state (e.g. through [[Randomness]]) and then having some way of giving players access to information that they have to remember since it will not always be available. One way of doing this is through having [[Imperfect Information]] that becomes [[Perfect Information]] for a while, i.e. by using [[Time Limits]] and then reverts to [[Imperfect Information]] as presented by the game system - the game of [[Memory]] is an archetypical example of this. Another way is through the use of [[Decks]] or [[Drawing Stacks]], e.g. in [[Blackjack]], since here remembering which [[Cards]] or [[Tiles]] have been drawn helps one figure out which are most likely appear next - this can be made more difficult through using closed [[Discard Piles]]. More generally, <ins class="diffchange diffchange-inline">any </ins>part of a game system with [[Fixed Distributions]] together with [[Imperfect Information]] can create a need for<ins class="diffchange diffchange-inline">, </ins>or advantage in<ins class="diffchange diffchange-inline">, </ins>[[Memorizing]] what results have occur. [[Memorizing]] can also occur in [[Trick Taking]] games but here players have to memorize which players have played what [[Cards]] or [[Tiles]] to draw conclusions about their [[Hands]] and thereby their possible future actions. [[Reconnaissance]] goals do often suggest [[Memorizing]] activities since they consist of noticing the difference between a normal or previous condition and the current one.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Whether they change between game sessions, the locations of [[Traps]], [[Invisible Walls]], and [[Strategic Locations]] are typical aspects of games worth [[Memorizing]], and may be made into explicit goals of [[Game World Exploration]]. [[Puzzle Solving]] were one does not have access to all information or needed pieces at once is another way to create a need for [[Memorizing]] in games. If a game does not provide [[Progress Indicators]] for when [[Delayed Effects]] will take place or when a [[Development Time]] is nearing completion, [[Memorizing]] these facts may be necessary to be able to game well. Changing game states or [[Game Worlds]] so new memorization is required for each game session can be achieved through [[Reconfigurable Game Worlds]] as long as players do not have complete overview of the whole gameplay area, e.g. through use of [[Fog of War]].</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Whether they change between game sessions, the locations of [[Traps]], [[Invisible Walls]], and [[Strategic Locations]] are typical aspects of games worth [[Memorizing]], and may be made into explicit goals of [[Game World Exploration]]. [[Puzzle Solving]] were one does not have access to all information or needed pieces at once is another way to create a need for [[Memorizing]] in games. If a game does not provide [[Progress Indicators]] for when [[Delayed Effects]] will take place or when a [[Development Time]] is nearing completion, [[Memorizing]] these facts may be necessary to be able to game well. Changing game states or [[Game Worlds]] so new memorization is required for each game session can be achieved through [[Reconfigurable Game Worlds]] as long as players do not have complete overview of the whole gameplay area, e.g. through use of [[Fog of War]].</div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Memorizing&diff=26066&oldid=prevStaffan Björk: /* Using the pattern */2018-03-09T11:28:05Z<p><span dir="auto"><span class="autocomment">Using the pattern</span></span></p>
<table class='diff diff-contentalign-left'>
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<col class='diff-content' />
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<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 11:28, 9 March 2018</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l18" >Line 18:</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>The use of [[Memorizing]] is not totally dependent on either [[Imperfect Information]] or [[Perfect Information]] but rather on if players' gameplay is affected by a lack of knowledge, which can be how to use information presence in the game. The lack of knowledge can be either regarding the game state or regarding the rules of the game and can create additional challenges to the rewards from Gain Information goals, if access to the gained information is not provided continuously by the game.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>The use of [[Memorizing]] is not totally dependent on either [[Imperfect Information]] or [[Perfect Information]] but rather on if players' gameplay is affected by a lack of knowledge, which can be how to use information presence in the game. The lack of knowledge can be either regarding the game state or regarding the rules of the game and can create additional challenges to the rewards from Gain Information goals, if access to the gained information is not provided continuously by the game.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[Memorizing]] can either be applicable for all game sessions of a game or be specific for individual game sessions. The first type includes the learning of [[Strategic Knowledge]], such as the distributions of effects determined by [[Randomness]], and is present in all games, but may be explicitly encouraged by game design where players receive [[Extra-Game Information]]. Another is learning the answers to [[Quizzes]]. Explicitly supporting [[Memorizing]] in individual game instance requires some variation in the initial game state (e.g. through [[Randomness]]) and then having some way of giving players access to information that they have to remember since it will not always be available. One way of doing this is through having [[Imperfect Information]] that becomes [[Perfect Information]] for a while, i.e. by using [[Time Limits]] and then reverts to [[Imperfect Information]] as presented by the game system - the game of [[Memory]] is an archetypical example of this. Another way is through the use of [[Decks]] or [[Drawing Stacks]], e.g. in [[Blackjack]], since here remembering which [[Cards]] or [[Tiles]] have been drawn helps one figure out which are most likely appear next - this can be made more difficult through using closed [[Discard Piles]]. <del class="diffchange diffchange-inline">This </del>can also occur in [[Trick Taking]] games but here players have to memorize which players have played what [[Cards]] or [[Tiles]] to draw conclusions about their [[Hands]] and thereby their possible future actions. [[Reconnaissance]] goals do often suggest [[Memorizing]] activities since they consist of noticing the difference between a normal or previous condition and the current one.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[Memorizing]] can either be applicable for all game sessions of a game or be specific for individual game sessions. The first type includes the learning of [[Strategic Knowledge]], such as the distributions of effects determined by [[Randomness]], and is present in all games, but may be explicitly encouraged by game design where players receive [[Extra-Game Information]]. Another is learning the answers to [[Quizzes]]. Explicitly supporting [[Memorizing]] in individual game instance requires some variation in the initial game state (e.g. through [[Randomness]]) and then having some way of giving players access to information that they have to remember since it will not always be available. One way of doing this is through having [[Imperfect Information]] that becomes [[Perfect Information]] for a while, i.e. by using [[Time Limits]] and then reverts to [[Imperfect Information]] as presented by the game system - the game of [[Memory]] is an archetypical example of this. Another way is through the use of [[Decks]] or [[Drawing Stacks]], e.g. in [[Blackjack]], since here remembering which [[Cards]] or [[Tiles]] have been drawn helps one figure out which are most likely appear next - this can be made more difficult through using closed [[Discard Piles]]. <ins class="diffchange diffchange-inline">More generally, and part of a game system with [[Fixed Distributions]] together with [[Imperfect Information]] can create a need for or advantage in [[Memorizing]] what results have occur. [[Memorizing]] </ins>can also occur in [[Trick Taking]] games but here players have to memorize which players have played what [[Cards]] or [[Tiles]] to draw conclusions about their [[Hands]] and thereby their possible future actions. [[Reconnaissance]] goals do often suggest [[Memorizing]] activities since they consist of noticing the difference between a normal or previous condition and the current one.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Whether they change between game sessions, the locations of [[Traps]], [[Invisible Walls]], and [[Strategic Locations]] are typical aspects of games worth [[Memorizing]], and may be made into explicit goals of [[Game World Exploration]]. [[Puzzle Solving]] were one does not have access to all information or needed pieces at once is another way to create a need for [[Memorizing]] in games. If a game does not provide [[Progress Indicators]] for when [[Delayed Effects]] will take place or when a [[Development Time]] is nearing completion, [[Memorizing]] these facts may be necessary to be able to game well. Changing game states or [[Game Worlds]] so new memorization is required for each game session can be achieved through [[Reconfigurable Game Worlds]] as long as players do not have complete overview of the whole gameplay area, e.g. through use of [[Fog of War]].</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Whether they change between game sessions, the locations of [[Traps]], [[Invisible Walls]], and [[Strategic Locations]] are typical aspects of games worth [[Memorizing]], and may be made into explicit goals of [[Game World Exploration]]. [[Puzzle Solving]] were one does not have access to all information or needed pieces at once is another way to create a need for [[Memorizing]] in games. If a game does not provide [[Progress Indicators]] for when [[Delayed Effects]] will take place or when a [[Development Time]] is nearing completion, [[Memorizing]] these facts may be necessary to be able to game well. Changing game states or [[Game Worlds]] so new memorization is required for each game session can be achieved through [[Reconfigurable Game Worlds]] as long as players do not have complete overview of the whole gameplay area, e.g. through use of [[Fog of War]].</div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Memorizing&diff=26065&oldid=prevStaffan Björk at 11:26, 9 March 20182018-03-09T11:26:08Z<p></p>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 11:26, 9 March 2018</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Trick Taking]]</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Trick Taking]]</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Fixed Distributions]] together with [[Imperfect Information]]</ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Fog of War]] together with [[Reconfigurable Game Worlds]]</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Fog of War]] together with [[Reconfigurable Game Worlds]]</div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Memorizing&diff=23251&oldid=prevStaffan Björk at 07:59, 8 August 20152015-08-08T07:59:27Z<p></p>
<table class='diff diff-contentalign-left'>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 07:59, 8 August 2015</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l24" >Line 24:</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Memorization of the rules is not usually a designed feature of games but nevertheless affects gameplay. Smooth execution of [[Self-Facilitated Games]] requires that players spend time [[Memorizing]] the rules, but may be eased by providing [[Bookkeeping Tokens]] and handouts. Players are motivated to do this since failure to remember rules give them a [[Limited Set of Actions]] and [[Limited Foresight]] compared to other players, and failure to follow rules may cause rule arguments, which can usually not be corrected if the game state has change too much. In contrast, [[Blindfold Chess]] shows how one can increase the [[Difficulty Levels|Difficulty Level]] of a [[Perfect Information]] game by requiring players to keep the entire game state in their heads, and [[Ricochet Robots]] makes [[Action Programming]] more demanding by requiring players to keep the sequence of actions and there effects on the game state in their minds while coming up with a plan.  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Memorization of the rules is not usually a designed feature of games but nevertheless affects gameplay. Smooth execution of [[Self-Facilitated Games]] requires that players spend time [[Memorizing]] the rules, but may be eased by providing [[Bookkeeping Tokens]] and handouts. Players are motivated to do this since failure to remember rules give them a [[Limited Set of Actions]] and [[Limited Foresight]] compared to other players, and failure to follow rules may cause rule arguments, which can usually not be corrected if the game state has change too much. In contrast, [[Blindfold Chess]] shows how one can increase the [[Difficulty Levels|Difficulty Level]] of a [[Perfect Information]] game by requiring players to keep the entire game state in their heads, and [[Ricochet Robots]] makes [[Action Programming]] more demanding by requiring players to keep the sequence of actions and there effects on the game state in their minds while coming up with a plan.  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>The presence of [[Game Masters]] makes [[Memorizing]] all parts of the rules optional players but may still be interesting for reasons of [[Empowerment]] and [[<del class="diffchange diffchange-inline">Game </del>Mastery]]. The [[Dedicated Game Facilitators]] that computer can be for games allow players to start playing the games without any knowledge of rules and make the learning of them a combination of [[Game World Exploration]] and [[Memorizing]].</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>The presence of [[Game Masters]] makes [[Memorizing]] all parts of the rules optional players but may still be interesting for reasons of [[Empowerment]] and [[<ins class="diffchange diffchange-inline">Gameplay </ins>Mastery]]. The [[Dedicated Game Facilitators]] that computer can be for games allow players to start playing the games without any knowledge of rules and make the learning of them a combination of [[Game World Exploration]] and [[Memorizing]].</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Interface Aspects ===</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Interface Aspects ===</div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l30" >Line 30:</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Consequences ==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Consequences ==</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>As being a skill, [[Memorizing]] brings [[Performance Uncertainty]] to a game. When done during gameplay, [[Memorizing]] can give players [[Cognitive Engrossment]] in games and when possible to do generally is one skill that can determine if players have [[<del class="diffchange diffchange-inline">Game </del>Mastery]] or not. Since having memorized rules and facts can affect the efficiency of players gameplay, doing this correctly can also affect what level of [[Empowerment]] they have. When this information can be used to directly solve specific goals, for example those related to [[Puzzle Solving]], the possibility of [[Memorizing]] in a game lessens its [[Replayability]]. When instead it helps predict the likelihood of future events, e.g. through [[Memorizing]] what [[Cards]] or [[Tiles]] have been drawn from [[Drawing Stacks]] and thereby letting on predict better the probabilities for future draws, [[Memorizing]] supports [[Stimulated Planning]].</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>As being a skill, [[Memorizing]] brings [[Performance Uncertainty]] to a game. When done during gameplay, [[Memorizing]] can give players [[Cognitive Engrossment]] in games and when possible to do generally is one skill that can determine if players have [[<ins class="diffchange diffchange-inline">Gameplay </ins>Mastery]] or not. Since having memorized rules and facts can affect the efficiency of players gameplay, doing this correctly can also affect what level of [[Empowerment]] they have. When this information can be used to directly solve specific goals, for example those related to [[Puzzle Solving]], the possibility of [[Memorizing]] in a game lessens its [[Replayability]]. When instead it helps predict the likelihood of future events, e.g. through [[Memorizing]] what [[Cards]] or [[Tiles]] have been drawn from [[Drawing Stacks]] and thereby letting on predict better the probabilities for future draws, [[Memorizing]] supports [[Stimulated Planning]].</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Memorizing]] quite easily give rise to [[Player/Character Skill Composites]] in games, since as soon as it can increase the effectiveness of something also affected by the [[Powers]], [[Privileged Abilities]], or [[Combos]] of [[Characters]], players are likely to make use of this possibility regardless of if it is supported by the game design or not. As part of striving toward [[Memorizing]] players may have [[Gain Information]] goals if not all information that is to be memorized are known. As mentioned above, [[Memorizing]] can be used to increase [[Difficulty Levels]] by requiring players to remember game state or the sequences of actions to be performed in games with [[Action Programming]].</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Memorizing]] quite easily give rise to [[Player/Character Skill Composites]] in games, since as soon as it can increase the effectiveness of something also affected by the [[Powers]], [[Privileged Abilities]], or [[Combos]] of [[Characters]], players are likely to make use of this possibility regardless of if it is supported by the game design or not. As part of striving toward [[Memorizing]] players may have [[Gain Information]] goals if not all information that is to be memorized are known. As mentioned above, [[Memorizing]] can be used to increase [[Difficulty Levels]] by requiring players to remember game state or the sequences of actions to be performed in games with [[Action Programming]].</div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l41" >Line 41:</td>
<td colspan="2" class="diff-lineno">Line 41:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Empowerment]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Empowerment]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Gain Information]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Gain Information]],  </div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[<del class="diffchange diffchange-inline">Game </del>Mastery]],  </div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[<ins class="diffchange diffchange-inline">Gameplay </ins>Mastery]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Performance Uncertainty]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Performance Uncertainty]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Player/Character Skill Composites]]</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Player/Character Skill Composites]]</div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Memorizing&diff=21934&oldid=prevStaffan Björk at 10:29, 25 July 20152015-07-25T10:29:54Z<p></p>
<table class='diff diff-contentalign-left'>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 10:29, 25 July 2015</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l18" >Line 18:</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>The use of [[Memorizing]] is not totally dependent on either [[Imperfect Information]] or [[Perfect Information]] but rather on if players' gameplay is affected by a lack of knowledge, which can be how to use information presence in the game. The lack of knowledge can be either regarding the game state or regarding the rules of the game and can create additional challenges to the rewards from Gain Information goals, if access to the gained information is not provided continuously by the game.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>The use of [[Memorizing]] is not totally dependent on either [[Imperfect Information]] or [[Perfect Information]] but rather on if players' gameplay is affected by a lack of knowledge, which can be how to use information presence in the game. The lack of knowledge can be either regarding the game state or regarding the rules of the game and can create additional challenges to the rewards from Gain Information goals, if access to the gained information is not provided continuously by the game.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[Memorizing]] can either be applicable for all game sessions of a game or be specific for individual game sessions. The first type includes the learning of [[Strategic Knowledge]], such as the distributions of effects determined by [[Randomness]], and is present in all games, but may be explicitly encouraged by game design where players receive [[Extra-Game Information]]. Another is learning the answers to [[Quizzes]]. Explicitly supporting [[Memorizing]] in individual game instance requires some variation in the initial game state (e.g. through [[Randomness]]) and then having some way of giving players access to information that they have to remember since it will not always be available. One way of doing this is through having [[Imperfect Information]] that becomes [[Perfect Information]] for a while, i.e. by using [[Time Limits]] and then reverts to [[Imperfect Information]] as presented by the game system - the game of [[Memory]] is an archetypical example of this. Another way is through the use of [[Drawing Stacks]], e.g. in [[Blackjack]], since here remembering which [[Cards]] or [[Tiles]] have been drawn helps one figure out which are most likely appear next - this can be made more difficult through using closed [[Discard Piles]]. This can also occur in [[Trick Taking]] games but here players have to memorize which players have played what [[Cards]] or [[Tiles]] to draw conclusions about their [[Hands]] and thereby their possible future actions. [[Reconnaissance]] goals do often suggest [[Memorizing]] activities since they consist of noticing the difference between a normal or previous condition and the current one.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[Memorizing]] can either be applicable for all game sessions of a game or be specific for individual game sessions. The first type includes the learning of [[Strategic Knowledge]], such as the distributions of effects determined by [[Randomness]], and is present in all games, but may be explicitly encouraged by game design where players receive [[Extra-Game Information]]. Another is learning the answers to [[Quizzes]]. Explicitly supporting [[Memorizing]] in individual game instance requires some variation in the initial game state (e.g. through [[Randomness]]) and then having some way of giving players access to information that they have to remember since it will not always be available. One way of doing this is through having [[Imperfect Information]] that becomes [[Perfect Information]] for a while, i.e. by using [[Time Limits]] and then reverts to [[Imperfect Information]] as presented by the game system - the game of [[Memory]] is an archetypical example of this. Another way is through the use of <ins class="diffchange diffchange-inline">[[Decks]] or </ins>[[Drawing Stacks]], e.g. in [[Blackjack]], since here remembering which [[Cards]] or [[Tiles]] have been drawn helps one figure out which are most likely appear next - this can be made more difficult through using closed [[Discard Piles]]. This can also occur in [[Trick Taking]] games but here players have to memorize which players have played what [[Cards]] or [[Tiles]] to draw conclusions about their [[Hands]] and thereby their possible future actions. [[Reconnaissance]] goals do often suggest [[Memorizing]] activities since they consist of noticing the difference between a normal or previous condition and the current one.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Whether they change between game sessions, the locations of [[Traps]], [[Invisible Walls]], and [[Strategic Locations]] are typical aspects of games worth [[Memorizing]], and may be made into explicit goals of [[Game World Exploration]]. [[Puzzle Solving]] were one does not have access to all information or needed pieces at once is another way to create a need for [[Memorizing]] in games. If a game does not provide [[Progress Indicators]] for when [[Delayed Effects]] will take place or when a [[Development Time]] is nearing completion, [[Memorizing]] these facts may be necessary to be able to game well. Changing game states or [[Game Worlds]] so new memorization is required for each game session can be achieved through [[Reconfigurable Game Worlds]] as long as players do not have complete overview of the whole gameplay area, e.g. through use of [[Fog of War]].</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Whether they change between game sessions, the locations of [[Traps]], [[Invisible Walls]], and [[Strategic Locations]] are typical aspects of games worth [[Memorizing]], and may be made into explicit goals of [[Game World Exploration]]. [[Puzzle Solving]] were one does not have access to all information or needed pieces at once is another way to create a need for [[Memorizing]] in games. If a game does not provide [[Progress Indicators]] for when [[Delayed Effects]] will take place or when a [[Development Time]] is nearing completion, [[Memorizing]] these facts may be necessary to be able to game well. Changing game states or [[Game Worlds]] so new memorization is required for each game session can be achieved through [[Reconfigurable Game Worlds]] as long as players do not have complete overview of the whole gameplay area, e.g. through use of [[Fog of War]].</div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l57" >Line 57:</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Can Be Instantiated By ===</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Can Be Instantiated By ===</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Cards]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Cards]],  </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Decks]], </ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Delayed Effects]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Delayed Effects]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Development Time]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Development Time]],  </div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Memorizing&diff=21509&oldid=prevStaffan Björk at 15:50, 10 July 20152015-07-10T15:50:25Z<p></p>
<table class='diff diff-contentalign-left'>
<col class='diff-marker' />
<col class='diff-content' />
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<col class='diff-content' />
<tr style='vertical-align: top;' lang='en'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 15:50, 10 July 2015</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l18" >Line 18:</td>
<td colspan="2" class="diff-lineno">Line 18:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>The use of [[Memorizing]] is not totally dependent on either [[Imperfect Information]] or [[Perfect Information]] but rather on if players' gameplay is affected by a lack of knowledge, which can be how to use information presence in the game. The lack of knowledge can be either regarding the game state or regarding the rules of the game and can create additional challenges to the rewards from Gain Information goals, if access to the gained information is not provided continuously by the game.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>The use of [[Memorizing]] is not totally dependent on either [[Imperfect Information]] or [[Perfect Information]] but rather on if players' gameplay is affected by a lack of knowledge, which can be how to use information presence in the game. The lack of knowledge can be either regarding the game state or regarding the rules of the game and can create additional challenges to the rewards from Gain Information goals, if access to the gained information is not provided continuously by the game.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[Memorizing]] can either be applicable for all game sessions of a game or be specific for individual game sessions. The first type <del class="diffchange diffchange-inline">is </del>the learning of [[Strategic Knowledge]], such as the distributions of effects determined by [[Randomness]], and is present in all games, but may be explicitly encouraged by game design where players receive [[Extra-Game Information]]. Explicitly supporting [[Memorizing]] in individual game instance requires some variation in the initial game state (e.g. through [[Randomness]]) and then having some way of giving players access to information that they have to remember since it will not always be available. One way of doing this is through having [[Imperfect Information]] that becomes [[Perfect Information]] for a while, i.e. by using [[Time Limits]] and then reverts to [[Imperfect Information]] as presented by the game system - the game of [[Memory]] is an archetypical example of this. Another way is through the use of [[Drawing Stacks]], e.g. in [[Blackjack]], since here remembering which [[Cards]] or [[Tiles]] have been drawn helps one figure out which are most likely appear next - this can be made more difficult through using closed [[Discard Piles]]. This can also occur in [[Trick Taking]] games but here players have to memorize which players have played what [[Cards]] or [[Tiles]] to draw conclusions about their [[Hands]] and thereby their possible future actions. [[Reconnaissance]] goals do often suggest [[Memorizing]] activities since they consist of noticing the difference between a normal or previous condition and the current one.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[Memorizing]] can either be applicable for all game sessions of a game or be specific for individual game sessions. The first type <ins class="diffchange diffchange-inline">includes </ins>the learning of [[Strategic Knowledge]], such as the distributions of effects determined by [[Randomness]], and is present in all games, but may be explicitly encouraged by game design where players receive [[Extra-Game Information<ins class="diffchange diffchange-inline">]]. Another is learning the answers to [[Quizzes</ins>]]. Explicitly supporting [[Memorizing]] in individual game instance requires some variation in the initial game state (e.g. through [[Randomness]]) and then having some way of giving players access to information that they have to remember since it will not always be available. One way of doing this is through having [[Imperfect Information]] that becomes [[Perfect Information]] for a while, i.e. by using [[Time Limits]] and then reverts to [[Imperfect Information]] as presented by the game system - the game of [[Memory]] is an archetypical example of this. Another way is through the use of [[Drawing Stacks]], e.g. in [[Blackjack]], since here remembering which [[Cards]] or [[Tiles]] have been drawn helps one figure out which are most likely appear next - this can be made more difficult through using closed [[Discard Piles]]. This can also occur in [[Trick Taking]] games but here players have to memorize which players have played what [[Cards]] or [[Tiles]] to draw conclusions about their [[Hands]] and thereby their possible future actions. [[Reconnaissance]] goals do often suggest [[Memorizing]] activities since they consist of noticing the difference between a normal or previous condition and the current one.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Whether they change between game sessions, the locations of [[Traps]], [[Invisible Walls]], and [[Strategic Locations]] are typical aspects of games worth [[Memorizing]], and may be made into explicit goals of [[Game World Exploration]]. [[Puzzle Solving]] were one does not have access to all information or needed pieces at once is another way to create a need for [[Memorizing]] in games. If a game does not provide [[Progress Indicators]] for when [[Delayed Effects]] will take place or when a [[Development Time]] is nearing completion, [[Memorizing]] these facts may be necessary to be able to game well. Changing game states or [[Game Worlds]] so new memorization is required for each game session can be achieved through [[Reconfigurable Game Worlds]] as long as players do not have complete overview of the whole gameplay area, e.g. through use of [[Fog of War]].</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Whether they change between game sessions, the locations of [[Traps]], [[Invisible Walls]], and [[Strategic Locations]] are typical aspects of games worth [[Memorizing]], and may be made into explicit goals of [[Game World Exploration]]. [[Puzzle Solving]] were one does not have access to all information or needed pieces at once is another way to create a need for [[Memorizing]] in games. If a game does not provide [[Progress Indicators]] for when [[Delayed Effects]] will take place or when a [[Development Time]] is nearing completion, [[Memorizing]] these facts may be necessary to be able to game well. Changing game states or [[Game Worlds]] so new memorization is required for each game session can be achieved through [[Reconfigurable Game Worlds]] as long as players do not have complete overview of the whole gameplay area, e.g. through use of [[Fog of War]].</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Invisible Walls]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Invisible Walls]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Puzzle Solving]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Puzzle Solving]],  </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Quizzes]], </ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Randomness]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Randomness]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Reconnaissance]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Reconnaissance]],  </div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Memorizing&diff=20164&oldid=prevStaffan Björk at 08:30, 5 January 20152015-01-05T08:30:49Z<p></p>
<table class='diff diff-contentalign-left'>
<col class='diff-marker' />
<col class='diff-content' />
<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;' lang='en'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 08:30, 5 January 2015</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l30" >Line 30:</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Consequences ==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Consequences ==</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>When done during gameplay, [[Memorizing]] can give players [[Cognitive Engrossment]] in games and when possible to do generally is one skill that can determine if players have [[Game Mastery]] or not. Since having memorized rules and facts can affect the efficiency of players gameplay, doing this correctly can also affect what level of [[Empowerment]] they have. When this information can be used to directly solve specific goals, for example those related to [[Puzzle Solving]], the possibility of [[Memorizing]] in a game lessens its [[Replayability]]. When instead it helps predict the likelihood of future events, e.g. through [[Memorizing]] what [[Cards]] or [[Tiles]] have been drawn from [[Drawing Stacks]] and thereby letting on predict better the probabilities for future draws, [[Memorizing]] supports [[Stimulated Planning]].</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">As being a skill, [[Memorizing]] brings [[Performance Uncertainty]] to a game. </ins>When done during gameplay, [[Memorizing]] can give players [[Cognitive Engrossment]] in games and when possible to do generally is one skill that can determine if players have [[Game Mastery]] or not. Since having memorized rules and facts can affect the efficiency of players gameplay, doing this correctly can also affect what level of [[Empowerment]] they have. When this information can be used to directly solve specific goals, for example those related to [[Puzzle Solving]], the possibility of [[Memorizing]] in a game lessens its [[Replayability]]. When instead it helps predict the likelihood of future events, e.g. through [[Memorizing]] what [[Cards]] or [[Tiles]] have been drawn from [[Drawing Stacks]] and thereby letting on predict better the probabilities for future draws, [[Memorizing]] supports [[Stimulated Planning]].</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Memorizing]] quite easily give rise to [[Player/Character Skill Composites]] in games, since as soon as it can increase the effectiveness of something also affected by the [[Powers]], [[Privileged Abilities]], or [[Combos]] of [[Characters]], players are likely to make use of this possibility regardless of if it is supported by the game design or not. As part of striving toward [[Memorizing]] players may have [[Gain Information]] goals if not all information that is to be memorized are known. As mentioned above, [[Memorizing]] can be used to increase [[Difficulty Levels]] by requiring players to remember game state or the sequences of actions to be performed in games with [[Action Programming]].</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Memorizing]] quite easily give rise to [[Player/Character Skill Composites]] in games, since as soon as it can increase the effectiveness of something also affected by the [[Powers]], [[Privileged Abilities]], or [[Combos]] of [[Characters]], players are likely to make use of this possibility regardless of if it is supported by the game design or not. As part of striving toward [[Memorizing]] players may have [[Gain Information]] goals if not all information that is to be memorized are known. As mentioned above, [[Memorizing]] can be used to increase [[Difficulty Levels]] by requiring players to remember game state or the sequences of actions to be performed in games with [[Action Programming]].</div></td></tr>
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<td colspan="2" class="diff-lineno">Line 42:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Gain Information]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Gain Information]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Game Mastery]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Game Mastery]],  </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Performance Uncertainty]], </ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Player/Character Skill Composites]]</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Player/Character Skill Composites]]</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Memorizing&diff=16093&oldid=prevStaffan Björk: /* Using the pattern */2012-03-16T11:48:24Z<p><span dir="auto"><span class="autocomment">Using the pattern</span></span></p>
<table class='diff diff-contentalign-left'>
<col class='diff-marker' />
<col class='diff-content' />
<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;' lang='en'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 11:48, 16 March 2012</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l22" >Line 22:</td>
<td colspan="2" class="diff-lineno">Line 22:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Whether they change between game sessions, the locations of [[Traps]], [[Invisible Walls]], and [[Strategic Locations]] are typical aspects of games worth [[Memorizing]], and may be made into explicit goals of [[Game World Exploration]]. [[Puzzle Solving]] were one does not have access to all information or needed pieces at once is another way to create a need for [[Memorizing]] in games. If a game does not provide [[Progress Indicators]] for when [[Delayed Effects]] will take place or when a [[Development Time]] is nearing completion, [[Memorizing]] these facts may be necessary to be able to game well. Changing game states or [[Game Worlds]] so new memorization is required for each game session can be achieved through [[Reconfigurable Game Worlds]] as long as players do not have complete overview of the whole gameplay area, e.g. through use of [[Fog of War]].</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Whether they change between game sessions, the locations of [[Traps]], [[Invisible Walls]], and [[Strategic Locations]] are typical aspects of games worth [[Memorizing]], and may be made into explicit goals of [[Game World Exploration]]. [[Puzzle Solving]] were one does not have access to all information or needed pieces at once is another way to create a need for [[Memorizing]] in games. If a game does not provide [[Progress Indicators]] for when [[Delayed Effects]] will take place or when a [[Development Time]] is nearing completion, [[Memorizing]] these facts may be necessary to be able to game well. Changing game states or [[Game Worlds]] so new memorization is required for each game session can be achieved through [[Reconfigurable Game Worlds]] as long as players do not have complete overview of the whole gameplay area, e.g. through use of [[Fog of War]].</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Memorization of the rules is not usually a designed feature of games but nevertheless affects gameplay. Smooth execution of [[Self-Facilitated Games]] requires that players spend time [[Memorizing]] the rules, but may be eased by providing [[Bookkeeping Tokens]] and handouts. Players are motivated to do this since failure to remember rules give them a [[Limited Set of Actions]] and [[Limited Foresight]] compared to other players, and failure to follow rules may cause rule arguments, which can usually not be corrected if the game state has change too much. In contrast, [[<del class="diffchange diffchange-inline">Blind </del>Chess]] shows how one can increase the [[Difficulty Levels|Difficulty Level]] of a [[Perfect Information]] game by requiring players to keep the entire game state in their heads, and [[Ricochet Robots]] makes [[Action Programming]] more demanding by requiring players to keep the sequence of actions and there effects on the game state in their minds while coming up with a plan.  </div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Memorization of the rules is not usually a designed feature of games but nevertheless affects gameplay. Smooth execution of [[Self-Facilitated Games]] requires that players spend time [[Memorizing]] the rules, but may be eased by providing [[Bookkeeping Tokens]] and handouts. Players are motivated to do this since failure to remember rules give them a [[Limited Set of Actions]] and [[Limited Foresight]] compared to other players, and failure to follow rules may cause rule arguments, which can usually not be corrected if the game state has change too much. In contrast, [[<ins class="diffchange diffchange-inline">Blindfold </ins>Chess]] shows how one can increase the [[Difficulty Levels|Difficulty Level]] of a [[Perfect Information]] game by requiring players to keep the entire game state in their heads, and [[Ricochet Robots]] makes [[Action Programming]] more demanding by requiring players to keep the sequence of actions and there effects on the game state in their minds while coming up with a plan.  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>The presence of [[Game Masters]] makes [[Memorizing]] all parts of the rules optional players but may still be interesting for reasons of [[Empowerment]] and [[Game Mastery]]. The [[Dedicated Game Facilitators]] that computer can be for games allow players to start playing the games without any knowledge of rules and make the learning of them a combination of [[Game World Exploration]] and [[Memorizing]].</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>The presence of [[Game Masters]] makes [[Memorizing]] all parts of the rules optional players but may still be interesting for reasons of [[Empowerment]] and [[Game Mastery]]. The [[Dedicated Game Facilitators]] that computer can be for games allow players to start playing the games without any knowledge of rules and make the learning of them a combination of [[Game World Exploration]] and [[Memorizing]].</div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Memorizing&diff=16092&oldid=prevStaffan Björk at 11:48, 16 March 20122012-03-16T11:48:08Z<p></p>
<table class='diff diff-contentalign-left'>
<col class='diff-marker' />
<col class='diff-content' />
<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;' lang='en'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 11:48, 16 March 2012</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l11" >Line 11:</td>
<td colspan="2" class="diff-lineno">Line 11:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Many card games, e.g. [[Contract Bridge]], [[Poker]], and [[Blackjack]], give players benefits for [[Memorizing]] played cards, as this allows them to predict what cards they will be dealt or what possible card hands other players can have. Although not forbidden by the rules of the games, casinos have rules that forbid card counting and ban players who are identified [[Memorizing]] the cards.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Many card games, e.g. [[Contract Bridge]], [[Poker]], and [[Blackjack]], give players benefits for [[Memorizing]] played cards, as this allows them to predict what cards they will be dealt or what possible card hands other players can have. Although not forbidden by the rules of the games, casinos have rules that forbid card counting and ban players who are identified [[Memorizing]] the cards.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[<del class="diffchange diffchange-inline">Blind </del>Chess]] is a variant of [[Chess]] made more difficult by being played without <del class="diffchange diffchange-inline">any </del>physical game elements <del class="diffchange diffchange-inline">so that both </del>players <del class="diffchange diffchange-inline">are required </del>to remember the complete game state to be able to do good moves.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[<ins class="diffchange diffchange-inline">Blindfold </ins>Chess]] is a variant of [[Chess]] made more difficult by being played without <ins class="diffchange diffchange-inline">the players being able to see the </ins>physical game elements<ins class="diffchange diffchange-inline">; making it necessary for the </ins>players to remember the complete game state to be able to do good moves.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>The games in the ''Simon'' toy<ref name="Simon"/> by Mattel show patterns to players by playing sounds and showing lights. The players' goals are to repeat the patterns, which makes [[Memorizing]] the primary game skill.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>The games in the ''Simon'' toy<ref name="Simon"/> by Mattel show patterns to players by playing sounds and showing lights. The players' goals are to repeat the patterns, which makes [[Memorizing]] the primary game skill.</div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Memorizing&diff=15513&oldid=prevStaffan Björk at 08:45, 15 October 20112011-10-15T08:45:07Z<p></p>
<table class='diff diff-contentalign-left'>
<col class='diff-marker' />
<col class='diff-content' />
<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;' lang='en'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 08:45, 15 October 2011</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l18" >Line 18:</td>
<td colspan="2" class="diff-lineno">Line 18:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>The use of [[Memorizing]] is not totally dependent on either [[Imperfect Information]] or [[Perfect Information]] but rather on if players' gameplay is affected by a lack of knowledge, which can be how to use information presence in the game. The lack of knowledge can be either regarding the game state or regarding the rules of the game and can create additional challenges to the rewards from Gain Information goals, if access to the gained information is not provided continuously by the game.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>The use of [[Memorizing]] is not totally dependent on either [[Imperfect Information]] or [[Perfect Information]] but rather on if players' gameplay is affected by a lack of knowledge, which can be how to use information presence in the game. The lack of knowledge can be either regarding the game state or regarding the rules of the game and can create additional challenges to the rewards from Gain Information goals, if access to the gained information is not provided continuously by the game.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[Memorizing]] can either be applicable for all game sessions of a game or be specific for individual game sessions. The first type is the learning of [[Strategic Knowledge]], such as the distributions of effects determined by [[Randomness]], and is present in all games, but may be explicitly encouraged by game design where players receive [[Extra-Game Information]]. Explicitly supporting [[Memorizing]] in individual game instance requires some variation in the initial game state (e.g. through [[Randomness]]) and then having some way of giving players access to information that they have to remember since it will not always be available. One way of doing this is through having [[Imperfect Information]] that becomes [[Perfect Information]] for a while, i.e. by using [[Time Limits]] and then reverts to [[Imperfect Information]] as presented by the game system - the game of [[Memory]] is an archetypical example of this. Another way is through the use of [[Drawing Stacks]], e.g. in [[Blackjack]], since here remembering which [[Cards]] or [[Tiles]] have been drawn helps one figure out which are most likely appear next - this can be made more difficult through using closed [[Discard Piles]]. This can also occur in [[Trick Taking]] games but here players have to memorize which players have played what [[Cards]] or [[Tiles]] to draw conclusions about their [[Hands]] and thereby their possible future actions.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[Memorizing]] can either be applicable for all game sessions of a game or be specific for individual game sessions. The first type is the learning of [[Strategic Knowledge]], such as the distributions of effects determined by [[Randomness]], and is present in all games, but may be explicitly encouraged by game design where players receive [[Extra-Game Information]]. Explicitly supporting [[Memorizing]] in individual game instance requires some variation in the initial game state (e.g. through [[Randomness]]) and then having some way of giving players access to information that they have to remember since it will not always be available. One way of doing this is through having [[Imperfect Information]] that becomes [[Perfect Information]] for a while, i.e. by using [[Time Limits]] and then reverts to [[Imperfect Information]] as presented by the game system - the game of [[Memory]] is an archetypical example of this. Another way is through the use of [[Drawing Stacks]], e.g. in [[Blackjack]], since here remembering which [[Cards]] or [[Tiles]] have been drawn helps one figure out which are most likely appear next - this can be made more difficult through using closed [[Discard Piles]]. This can also occur in [[Trick Taking]] games but here players have to memorize which players have played what [[Cards]] or [[Tiles]] to draw conclusions about their [[Hands]] and thereby their possible future actions<ins class="diffchange diffchange-inline">. [[Reconnaissance]] goals do often suggest [[Memorizing]] activities since they consist of noticing the difference between a normal or previous condition and the current one</ins>.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Whether they change between game sessions, the locations of [[Traps]], [[Invisible Walls]], and [[Strategic Locations]] are typical aspects of games worth [[Memorizing]], and may be made into explicit goals of [[Game World Exploration]]. [[Puzzle Solving]] were one does not have access to all information or needed pieces at once is another way to create a need for [[Memorizing]] in games. If a game does not provide [[Progress Indicators]] for when [[Delayed Effects]] will take place or when a [[Development Time]] is nearing completion, [[Memorizing]] these facts may be necessary to be able to game well. Changing game states or [[Game Worlds]] so new memorization is required for each game session can be achieved through [[Reconfigurable Game Worlds]] as long as players do not have complete overview of the whole gameplay area, e.g. through use of [[Fog of War]].</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Whether they change between game sessions, the locations of [[Traps]], [[Invisible Walls]], and [[Strategic Locations]] are typical aspects of games worth [[Memorizing]], and may be made into explicit goals of [[Game World Exploration]]. [[Puzzle Solving]] were one does not have access to all information or needed pieces at once is another way to create a need for [[Memorizing]] in games. If a game does not provide [[Progress Indicators]] for when [[Delayed Effects]] will take place or when a [[Development Time]] is nearing completion, [[Memorizing]] these facts may be necessary to be able to game well. Changing game states or [[Game Worlds]] so new memorization is required for each game session can be achieved through [[Reconfigurable Game Worlds]] as long as players do not have complete overview of the whole gameplay area, e.g. through use of [[Fog of War]].</div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l63" >Line 63:</td>
<td colspan="2" class="diff-lineno">Line 63:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Puzzle Solving]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Puzzle Solving]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Randomness]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Randomness]],  </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Reconnaissance]], </ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Strategic Knowledge]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Strategic Knowledge]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Strategic Locations]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Strategic Locations]],  </div></td></tr>
</table>Staffan Björk