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But I don't really think it matters in the first placeA lot of people have been running around attacking games like Proteus or The Walking Dead; claiming that they aren’t, in fact, games. Generally speaking these people spout off random things about requiring “win states” and rules. It’s an odd thing, but one that seems to be gaining more and more traction with those who are opposed to the swelling undercurrent of “indie” and “arthouse” games. For better or worse, they are locked into one specific definition of what a “game” is, how it should work, etc., and while I don’t really think a global definition is necessary in the first place, their constant whining is something that I feel needs a better response than what I’ve seen floating about thus far.
Trying to define something -- especially something whose definition would appear at first to be completely clear and free from dissension -- is no easy task. Take time, for example. I don’t think I heard anything that I would consider an acceptable definition of time until I was well into a decent physics course. Even then it seems at least once a week that definition is tweaked and refined. That sort of constant, steady modification is one of the important elements of this conversation, as it seems patently absurd to me, that anyone would get themselves so wrapped up in one, immutable definition for something that is always in flux. Language, art, communication -- these things are always changing and evolving. What we consider classics, in many cases, were once considered pretentious tripe, or the works of the foolish, lecherous, and the uneducated. To say that you know, without a doubt, the absolute final, permanent and unchanging definition of anything is a species of arrogance I can’t even begin to fathom. And if you’re one of those people, you should probably stop reading because you won’t benefit from anything I have to say. Anti-game activists fall back on the two conditions I listed above: 1) a game must have rules and 2) it must have a “win state.” Both of these qualifications seem odd to me. The first one is basically worthless, in the sense that, anything that you can do would arguably have a set of rules. Life has rules; anything you ever do or interact with is limited by something. That point is so non-specific as to be completely meaningless and applicable to nothing.
The second condition, that games must have some kind of “win state” is a little better, but still leaves many things that most would consider games out of the “real games” party. Is Simon a game? Minecraft? What about Tetris? Or Missile Command? Skyrim? None of these things that I would readily call games have a “win state” that is clear, with three of them being completely unbeatable. Jane McGonigal, one of the more interesting people working on the more pragmatic side of what I will call “videogame design theory,” has perhaps one of the best, though ultimately imperfect definitions of what a “game” is. She claims that every game, whether it is video, board, or playground, shares four fundamental traits: a goal, rules and limitations, a feedback system, and voluntary participation. Unlike the hopelessly unclear requirements of only a set of rules and a “win state,” Jane’s set of traits work together to increase their collective specificity. Her rules could also be interpreted as obstructions to the goal of a player. And the requirement for voluntary participation safeguards against simply calling anything anyone ever does a “game.” Indeed, my only real issue with her list is the “goal” part.
I don’t like Proteus. I don’t like Dear Esther. I don’t like Twine games. Still, they are all games. Proteus is, to me at least, about exploration. I was underwhelmed by this exploration, primarily because I think plenty of games accomplish the same goal, the same sense of wonder and the same kind of otherworldly fascination, without needing to be so unnecessarily obtuse. There is also a very clear feedback mechanism -- different bits of the environment react and interact with you and the rest of the world based on your presence. Over time, they steadily guide you to see a few specific things. Whether or not you find those things interesting and whether or not you care about how they change is irrelevant. They do, along with a given rule set, exist. If, for example, you chose to ignore every clue or signal that the game gave you, and simply decided to wander aimlessly until your boredom grew sufficiently large to stop playing -- then you might not ever know what any of the core pieces of the game are. Ignorance of all of the disparate elements, however, doesn’t immediately disqualify its status as a game, though. It isn’t uncommon for me to approach a game with a different mindset than most of my friends. I, allegedly, am a professional game critic and I have a certain set of things that I look for and continuously slot away in a mental filing cabinet while playing. When that “critic hat” comes off, though, I’m often known to be one of the more ... unruly players. In Halo, I’ll often use sticky grenades on teammates that are about to ride off in a vehicle. Sometimes In Capture the Flag modes, I’ve been known to kill people on my team so they can’t score points. In these instances, my goal not only differs from those the designers intended, but they transcend them. I give up trying to win, and create new goals for myself. Surely, McGonigal and others would argue that I am creating my own sub-games within the established rule set. Instead of Capturing the Flag, my new goal would simply be to fuel my own amusement. Rules? Whatever I think is funny. Feedback? My own laughter. Each of these things would exist and be bound not only by the structure of Halo’s regular multiplayer modes, but my own set of conditions as well.
I do the very same thing in single-player titles when I’m not reviewing them. If I start finding a game boring or frustrating, I co-opt its mechanics to allow me to do ... whatever it is I can. I look for things to break, new ways in which I can manipulate different elements of the game so that I can extract whatever entertainment value I can salvage. I’ve already established that these changes are, in themselves, creating new games within something larger. Why then, would my doing the same thing in other titles not count? If a player begins ignoring everything the developer is trying to tell them, what difference does it make in which digital world that act of creation takes place? If no goal is ever clearly given merely because you never progress far enough to see if you, the player, don’t know the goal, is it still a game? Everyone has their set of reasons for playing games, and we could be forgiven for trying to project our own expectations onto others. It raises the question though, why anyone else genuinely cares what gets called what. I think that’s the real issue here. That some people feel that their way of life, or their hobby is being threatened. It’s a weird, relatable-yet-irrational sort of paranoia. That seems to be happening a lot lately. Tags:#Destructoid Originals#Editorial#Feature#features#Halo 4#Indie#Minecraft#Skyrim#tetris#The Walking Dead Did you know? You can now get daily or weekly email notifications when humans reply to your comments.
11:30 PM on 05.22.2013 Sunset Riders: How the west was fashionableWhen we think of the American west, we think of outlaws and lawmen, settlers trying to eke out a new life in an inhospitable place and, most of all, stylish dress composed of pastels and fringe. It is in that spirit that Jordan and I approached Sunset Riders for the Super Nintendo, knowing that while it was important to be good, that should be secondary to looking good.
4:00 PM on 05.22.2013 One Xbox to rule them all - Office ChatIn this special, singularly-focused edition of Office Chat, I'm joined by Jim Sterling and Jordan Devore as we discuss our reactions to the Xbox One reveal. From the frustrations of having to figure out what to now call the ...
4:00 AM on 05.22.2013 The horrible secret behind EA Sports' Ignite EngineI'll admit, when EA Sports' Andrew Wilson took to the stage during Microsoft's Xbox One reveal, I tuned out. If memory serves, I used the opportunity to take a much needed trip to the bathroom because I was certain there would be nothing there to hold my interest. I was wrong. Hopefully, it's not too late for us.
6:30 PM on 05.21.2013 Team Fortress 2sday: Yes, this is still a thingI have a confession to make: I'm terrible. Here in the Dtoid offices I have two jobs. One of those is driving wheelbarrows full of money down the aisles. The other is TF2sday posts. Sadly(!) we have waaaaaaay too many wheelba...
4:00 PM on 05.21.2013 Comparing the Xbox One and PlayStation 4 revealsThe highly anticipated reveal of the next Xbox, Xbox One, has just come to a close, and I find myself sitting here thinking back a few months to Sony's own reveal of the PlayStation 4. The two shows couldn't be more different...
1:30 PM on 05.21.2013 Xbox One reveal: What are your thoughts?All day long we've been bringing you hard-hitting news from Microsoft's Xbox One reveal event. Now that you've seen the new console and some of its games and features, it's time to weigh in with your thoughts on the whole ord...
2:30 AM on 05.21.2013 To the depths and back in Fallout: Brotherhood of SteelJordan and I are pushing further in our play of the tragically existent Fallout: Brotherhood of Steel. The mayor of Carbon, Texas is sending us down to the bottom of a crater where he swears the people we're looking for...
4:30 PM on 05.20.2013 Should publishers try to profit from user-created videos?Last week, it came to light that Nintendo has started making content claims for popular videos on YouTube which feature their products, including "Let's Play" and other forms of walkthrough content, taking the ad revenue whi...
2:00 PM on 05.19.2013 Communitoid 013, featuring special guest JJ McCallum!In this extra British episode of Communitoid, we're joined by special British guest JJ McCallum! JJ recalls the time he fiddled with Conor's no-no place, Jo gets all hot and bothered by JJ's accent, Aaron is the worst host ev...
1:30 PM on 05.19.2013 Sup Holmes burns bright with Jasper Byrne[Update: Full re-run of this episode here.] The last time we had Jasper Byrne on Sup Holmes, he had just released his critically acclaimed survival horror title Lone Survivor. Like his Silent Hill 2 remake Soundless Mountain...
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