ABSTRACT

For our purposes here, a "rule" is an arbitrary, designed relationship between parameters or objects in a game. Arbitrary because there is no higher order guiding the creation of such relationships and designed because it is a relationship inten­ tionally created by a designer. A few examples of rules by this definition:

• Collect 100 coins to get a star. • Collect 5 stars to open a door. • Orange triangles upgrade weapons. • Defeating Woodman gets you the Leaf Shield. • You can only hold two weapons at once. • It costs 5 hearts to throw Holy Water. • To score a capture, your team's flag must be in your base. • It takes 3 hits to ki l l a Skelerang. • Experience points required to level up increase exponentially.