Games often require rules to ensure the safety of the players. Often these rules make the game possible. They give the players a chance to predict the actions of their opponents, to guess how to react to a move. The rules increase the efficiency with which the user can guess at the value of a move. The rules are a model of how to deal with an environment, and order underlying a phenomenon. The user is given a chance to succeed. They are faced with the possibility of failure. Safe creative systems work on a similar principle. They restrict the movements of the player to prevent disastrous results, and they make it possible for the creator to rapidly navigate through the possible results of a design problem.
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Document Name: tc.play.safe.htm
Copyright (c) 1997 -- Mike Fletcher
Reproduction for other than personal use prohibited without express written permission from the author.