"Tagad sākas mÅ«su otrā lielā daļa - Teorētiskais pamats. Å eit mēs paskatÄ«simies, uz kādiem filozofiskiem un metodoloÄ£iskiem pamatiem balstās Research Through Games. Mēs soli pa solim iziesim cauri galvenajām tēmām - no Šēna reflektÄ«vās prakses lÄ«dz epistemiskajām lietām un dizainam kā izpētei. Tad redzēsim, kā RTD pozicionējas salÄ«dzinājumā ar klasisko pētniecÄ«bu, un kā dažādi spēļu piemēri palÄ«dz Ŕīs idejas ilustrēt praksē. Citiem vārdiem - Ŕī sadaļa paskaidros, kāpēc mēs vispār varam mācÄ«ties, veidojot."

šŸŽ® Visas pieminētas spēles

⚔ Minecraft - SYS1

Emergence: Simple primitives → Complex AND gate logic

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āš™ļø Incredible Machine - SYS2

Causal Reasoning: Rube Goldberg chain reactions

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ā›ļø Dwarf Fortress - SYS3

Cascading Failures: Interdependent systems

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āš–ļø Papers Please - ETH1

Procedural Rhetoric: Mechanics create ethical reflection

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šŸš€ FTL - UNC1

Stochastic Decisions: Scarcity + randomness = policy thinking

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šŸŽ® Super Mario Bros - 4A

Show → Name → Apply: Design teaches before text

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🄊 Punch-Out - 5A

MDA Framework: Mechanics → Dynamics → Aesthetics

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šŸ’„ DOOM - 6A

Juice & Telegraphs: Immediate feedback + visual warnings

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āš”ļø Diablo - 6B

Variable Rewards: Loot loop + operant conditioning

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šŸƒ Prince of Persia - 6C

Telegraphed Mobility: Animation readability

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šŸ™ļø SimCity - 6D

Emergent Systems: Simple rules → Complex city behavior

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šŸŒ Civilization - 6E

Turn Economy: Resource management + opportunity cost

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šŸŽÆ Counter-Strike - 6F

Micro-Economy: Round-based money system

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šŸ‘½ XCOM - 6G

Transparent Probability: Percentage display + risk perception

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šŸ•µļø Thief - 6H

Systemic Stealth: Light/shadow emergent gameplay

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šŸ”® Myst - 6I

Environmental Puzzles: Show don't tell, minimal UI

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šŸ”Ŗ Among Us - SOC1

Social Deduction: Trust mechanics + player psychology

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šŸŽ“ Portal - 6J

Teaching Without Words: Environmental storytelling

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šŸ“ā€ā˜ ļø Monkey Island - 6K

Verb-Noun UI: SCUMM point-and-click interface

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šŸš€ Dead Space - 6L

Diegetic HUD: Immersion through in-world UI

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āš”ļø C&C - 6M

RTS Clarity: Westwood sidebar information architecture

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Ī» Half-Life - 6N

No Cutscenes: Continuous narrative control

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āš”ļø Baldur's Gate - 7A

Choice & Consequence: Visible consequence design

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⚔ Quake - 7B

Strafe Jump: Emergent physics-based skill

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ā›” StarCraft - 7C

Build Orders: Timing windows + resource optimization

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šŸ¤– Into the Breach - 7D

Perfect Info: Deterministic strategy design

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šŸ—ļø Zelda - 21A

Lock & Key: Design pattern gating progression

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🧩 Tetris - 22A

Flow State: Speed vs skill escalation

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šŸ•Æļø Castlevania - 41A

Game Economy: Resource sources + trade-offs

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