Theorists have tried to define games over the years but many disagree on what makes a "game" and when we add videogames to the mix, this complicates the definition even more.
(Image courtesy of dictionary.com)
Games are constantly evolving, they stretch to different types of technology and applied in activity, so it is difficult to define them. Games can cover a range of things,board games, to sports, to social games and to video games. In my opinion, games can apply to anything in life to digital, whether it be the game of love, to the game of chance (gambling). It is subjective, you can make a game out of anything, the mind is a creative game maker. ""The game" is an amazingly plastic medium. It's adaptable to any and every technology, from the neolithic to the high tech"- I have No Words & I Must Design: Toward a Critical Vocabulary for Games, Greg Costikyan - this pretty much sums up what I tried to explain but with a more critical mind and vocabulary.
Specifically for this blog I will be talking about digital games (video/computer/console/portable games).
What makes a videogame?
James Newman's Videogames book adapted a list of elements of a videogame from Howland 1998a. I decided to put this table up because these elements are often used as a foundation for many modern games.We must note that these elements simply do not mean that the game will be great or a success. The quality, time and love designers put in to a game can make it a success.
Greg Costikyan defines games as: an interactive structure of endogenous meaning that requires players to struggle toward a goal. He too splits his definition of a game in to components or elements that make up a game.
Interaction
Interaction allows the player to progress through the game and to change things. He says that puzzles are not games because they are static - you can't develop or progresss from your actions, they only offer a single final solution solved by logic. In contrast, he says games are not static, but change with the player's actions.
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Struggle
Costikyan states in his book that "There can be no game without struggle". If everything is given to the player or too easy to get, there would no reason for them to play or spend their time on getting better at it. Struggle created by obstacles(puzzles), competition (other players), or by NPC/Monsters.It is a designers job to balance this, to get it just right so that the game is not too hard or too easy. Certain games, such as RPGs, give the option to increase or decrease difficulty.
Structure
Structure is a set rules that a game have, to keep the player immersed in the game and to guide their behaviour. Costikyan's quotes structure, "a game's structure as akin to an economy, or an ecosystem". Rules we create can affect the players outcome for a player greatly, whether it be too easy, hard or cause an unintentional abusable loophole or bug.
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Since I have written too much already I will post more later about defining games, covering: paidea, ludus, agon, alea, illinx, and mimicry.
This is an interesting post that draws on your reading, which is great ... I await your next post with bated breath!
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