Adventure Gamer

Wednesday, January 18, 2006

What is a game?

[rant]How often does this happen? You lie down, attempting to sleep, and your mind refuses to rest because it's too busy forming all sorts of thoughts that could be strung together as an essay? That's what happened, and so I might as well get that written down so that I can sleep in peace.[/rant]

When reading Joshua's lj post about this topic, I was strongly reminded of a philosopher's comment regarding Socrates' policy on having strict definitions in order to dwell on the meaning. I wish I can provide the name of that philosopher, and the exact quote, but sad to say, I can't find the Reason and Persuasion lecture notes that mentioned it, so here's the gist.

If Socrates were asked "What is a game?", he'll ask that you define it in terms of what all games have in common, because that would be the logical thing to do. The problem, if I recall correctly, with that would be that the word "game" is really more of a broad category, or "family", as the philosopher-whose-name-escapes-me said, and all of its members would be further divided into sub-categories because they don't all share enough characteristics to accurately define what a game is.

For instance, a child throwing a ball at a wall and catching it repeatedly could be considered a game (at least that philosopher viewed it as such when elaborating on his point). Soccer is a game. Chess is a game. The Sims is a game. Mad Magazine (board game version) is also a game. Do they all have something in common that accurately defines what a game is? I would think not, because they're all vastly different. Soccer is a physical sort of game that has to be played in two teams, and the objective would be to score more points than the other team in order to win. Chess is a two-player board game, and the winner is one who's able to checkmate the opponent's King. The Sims is a computer game where you play god and control the fates of a bunch of characters, and there's no end state at all, because the game continues regardless of how successful or unsuccessful your characters are (unless they all die, but still, the game doesn't officially end). The first example doesn't even have any form of competition at all, never mind that there's no other way to end that game but to stop. The last one is really about being the first to go bankrupt, which goes against the convention of traditional board games where the winner is the one who makes the most money as the winner in this case is the biggest loser.

I agree with his criticism (and it's a pity I can't properly credit him for it), but that doesn't really answer the question on what a game is, so I'll try to give a definition and describe the differences as well, because these two together would give a better picture of what a game is. A strict definition of a game is an activity where one or more people partake in it and observe whatever rules it has in order to achieve an objective. A game can be competitive in nature, a leisure activity, a physical one, a virtual one, or can be a combination of these or others. Often, a game is played because the player/s want/s to achieve some sort of goal, whether it's to de-stress, to socialise, to pass away the time, to be challenged, to get rewards, to become famous, to be in control and feel good about oneself, to have fun, or to "escape" from the real world. Not all games can be won (or lost, for that matter), and not all games have an end state. Some games pit people against each other (eg. Monopoly), and some games require co-operation from all the players to win (eg. Dungeons and Dragons). I'm not too sure if there's a game that has no rules. Even if the rule is "There are no rules", that arguably would still be counted as a rule, because it sets the expectations of the game, no matter how contradictory it sounds.

The other question will be tackled later.

4 Comments:

  • You mention that not all games can be won/lost, and not all games have an end-state. Do you think these activities (such as throwing the ball against the wall) need to be called games? They are somewhat game-like, but by tightening the definition and excluding certain types of play, perhaps we can get a clearer idea of what we mean by "game"?

    By Blogger alex, at 12:49 pm  

  • Thanks for the comment. With regards to the question about the ball-throwing 'game', if we were to use the definition that was talked about in the lecture, then it's not a game because it lacks an objective and a win/lose state. However, if we were to use the definition provided by the Oxford dictionary, then it is a game, because it's a "form of play".

    I hesitate to tighten the definition to exclude "games" with no win/lose or end state because the question is open to interpretation and there are many who regard what Zimmerman labelled "nongames" as "games".

    Just to sidetrack a little before I talk about games, some define "Mammals" as animals that give birth to live young, and yet there are two species (platypus and echidna) that lay eggs and are still counted as mammals. My point in this case is that definitions don't always have to be strict. If something fulfils nearly all the criteria save for one, is it really no longer a game?

    Many people regard the Sim games as games, even though Will Wright called them simulation toys. SimCity was even used as an example of a type of game that had no end in many books and websites.

    "[SimCity] sparked a new paradigm in computer gaming by creating a game that could neither be won nor lost." - Wikipedia (http://en.wikipedia.org/wiki/SimCity)

    If the majority regard them as games, are they not games? Likewise for puzzle games, RPGs and MMORPGs. Very often we treat them as games, even though they don't fit Zimmerman's definition. In the case of the MMORPG, there're objectives to be met, conflicts to deal with, and a win/lose state for each and every quest. Just because there's no official end for most MMORPGs, does that make it any less of a game?

    What if a game has a lose state, but it's nearly impossible to lose unless you go all the way out to lose? Are they still counted as games? Monkey Island 1 and 2 had such a scenario, but there arguably was no conflict because there was more than enough time to prevent player death, which made it extremely unlikely to lose. Or if the conflict in games can be easily prevented using the save and load features, as pointed out by Weiwei, are they no longer games? Is it no longer a game if conflict can be bypassed with a cheat code, thus making the lose state pretty much non-existant?

    The way I see it, if the majority see them as games, then they are games, which is why I maintain that it is not necessary for games to have a win/lose or and end state.

    In other news, I think the philosopher was Ludwig Wittgenstein.

    By Blogger Swift, at 2:19 am  

  • I agree, in terms of our general experience of playing "games", these game-like things we're talking about don't have to have a win/lose state. As long as we think and feel that we're playing a game, then we are playing a game. Game as an experience of play, to the player, doesn't have to follow any definition, whether strict or loose.

    However, when it comes to analysing and designing games, I think Zimmerman's distinction is very useful. Remember, he isn't making a value judgement - by saying Sims maybe isn't a game, it can still be a great toy, and a great potential game which players can make into/view as a game by coming up with their own goals and win/lose conditions...

    Perhaps what's useful is to think about the subtle differences in the feel of 1. playing, of 2. playing with a specific goal in mind, and finally of 3. playing with the possibility that you could lose. Its like writing this blog versus writing the final exam - both can be fun, but the experience is subtly different, right? :P

    By Blogger alex, at 5:30 pm  

  • Yeah, there's definitely a difference between the three that you mentioned. I'll bear that in mind, thanks. And I'd think writing for an exam is a very different experience from writing a blog. For one thing, I can't type out my answer... though seriously the main differences would be the time constraint, the inability to use anyone as a sounding board to bounce ideas off one another, and the fear factor.

    By Blogger Swift, at 11:44 pm  

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