My definitions (call me cracked)
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** Value:
- A quantifiable thing
** Rule:
- The methods by which manipulation of values are allowed
** Interface:
- The ways through which we can affect values and have the rules automatically applied
** Activespace:
- A collection of values, rules, and interfaces
** Toy:
- Another word for activespace
** Game:
- A set of desired values within a toy, acheived through use of the toy
** Simulation:
- An activespace that attempts to acurately model realspace
** Skill:
- a measurement of a persons ability to successfully achieve the goals specified in the game
Application of the definitions
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** SimCity **
- First, load up a premade city with no scenario
- No goals are specified, but a set of values, rules, and interfaces are available for manipulation
- This is a toy
- Now load a premade city with a scenario
- The same activespace is defined, but now there is a certain set of values whithin the active space which have been determined to be desireable
- This is a game
* Note: you can turn the first illustration into a game simply by determining the goals yourself
** Quake **
- Pretend you're playing Quake on a map without oponents or an exit
- You can do anything you'd like in the space of the map with no defined goals
- This is a toy
- Put oponents into the map
- Set a goal killing all oponents
- Now you have a game (not a very good one though as there is no mention of the opponents trying to kill you)
Other thoughts
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- Skill is seperate from game
- Challenging skills might be a goal of a game and is deffinately the hallmark of a good game
Just my two cents worth.