SonSon2 said:why do games have to be entertaining? There have been many times when i've played a game with parts that weren't fun. For instance, losing isn't fun usually. Does that mean I wasn't playing a game all of the sudden?
ZealousD said:Well, being entertaining should be the game's purpose. It doesn't necessarily have to succeed in this arena.
Why does fun factor have to play any role either? DodgeBall is a game, but if you were weak as a child it wasn't that fun was it?SonSon2 said:By having parts that aren't fun, that can actually make something fun. For instance, difficult games make you lose a lot which over time can be frustrating. However, by clearing or "beating" these obstacles you feel a sense of accomplishment. Sometimes a game can be work, which by all means isn't fun.
ZealousD said:Well, being entertaining should be the game's purpose. It doesn't necessarily have to succeed in this arena.
Campster said:Still not comfortable with this idea of "purpose."
It's like saying a painting is only a painting if the painter intended it to be pretty. Sure, whether you think it's pretty or not is subjective, but if the painter didn't intend for the painting to be pretty then it's not a painting. Prettiness needs to be the intent of the work for it to be a painting.
Lostconfused said:The purpose of the painter was to paint, the prettiness of the painting might be a byproduct of the painters love for the art.
Unless you are talking about commissioned work, then that just might be the money.
Campster said:You're begging the question that space combat simulations are games.
Campster said:Right, and the purpose of the designer is to design a game. Whether his intent is for it to be "entertainment" or not is irrelevant in what we call the product of his work, just as the painter's purpose is to paint, not to make something that's "pretty."
TwinIonEngines said:The idea of an objective decision protocol for games, i.e. one that can separate that which is a game from that which is not a game in the absence of human judgment, may have to be abandoned. Therefore, I propose that this thread be devoted to the enumeration of all games and non-games for future reference in this matter.
I will start. TIE Fighter is definitely a game, not a space combat simulator.
Lostconfused said:/sarcasm
It really depends. Not every single person out there has exactly the same motivations. I am sure there are people that paint because they love to do that, some that want to create a beautiful painting and some might do it just to get money. Honestly i dont know about game designers, *cough*DenisDyack*cough*.
Campster said:But my point is that the designer's motivations are immaterial. They have no bearing on whether their work is or is not a game. The painting produced by the painters who are doing it for money, by the painters doing it for the love of doing it, and the painters who wanted to make something pretty are all still paintings.
AstroLad said:6. Negotiable consequences: The same game can be played with or without real-life consequences. A wonderfully simple feature that knocks out so much of the activities that people try to label as "games" simply by attaching the moniker. You may make a "game" out of trying to break out of a prison, or playing the stock market (with real money), but whatever terms you use, and whatever parameters and methods of recording you employ, you are not playing a "game" since your actions have non-negotiable real-world consequences. That is, you are (necessarily and immutably, until you stop) breaking out of prison and you are investing your money in the stock market.
kame-sennin said:Could you clarify this? For example, how would Russian Roulette fit into that definition?
kame-sennin said:Could you clarify this? For example, how would Russian Roulette fit into that definition?
Russian Roulette is more of a dare or a bet, as it is completely luck based. There are certain 'games', or rather toys, where you don't know when a mechanism will go off and the sole attraction of it is the thrill of not knowing who'll be the one to set it off.kame-sennin said:Could you clarify this? For example, how would Russian Roulette fit into that definition?
It's a tricky line. I'd say that Sim City isn't a game in and of itself, but because people make up their own games within the context of the activities that Sim City allows for, it can be difficult to avoid treating it as one. If Will Wright is anything, I'd say he's less a game designer than a designer of game design tools.Campster said:I do think there's an intrinsic difference between defining "What is a game?" and debating the borders of broader topics such as game design or the academic study of games.
I'm hard pressed not to agree that the academic definition of game holds up well for traditional notions of what games are - interactive systems with quantifiable outcomes.
But both academia and design alike can't concern themselves exclusively with competitive games with winstates; The Sims and MMOs and GrandTheftAuto are all some of the biggest and most talked about titles in either field.
In that sense, I think there's a contextual difference in the meaning between "I design games" and "Quake 3 is a Game, Sim City is not a Game." I.E., Will Wright is a game designer, but what he produces is not academically classified as a game.
Jiggy37 said:It's a tricky line. I'd say that Sim City isn't a game in and of itself, but because people make up their own games within the context of the activities that Sim City allows for, it can be difficult to avoid treating it as one. If Will Wright is anything, I'd say he's less a game designer than a designer of game design tools.
AstroLad said:I agree with that. There's nothing that says players can't provide their own values or modify existing values. That is the entire basis of folk games, after all. I agree with Will Wright that Sim City taken on its own merits, though, is not a video game. He calls it a "toy" but I find that word a bit too freighted, and I'd prefer to refer to it as "play."
Campster said:I think he chooses the word "toy" because it's a bit more formal than "play." Girls sitting around at tea parties are engaged in play. Kittens randomly tackling each other are engaged in play. There aren't any hard and fast rules; no well defined boundaries for the simulation.
A toy is more formal - there are certain things it can do and certain things it can't do. Toys also tend to carry with them a very specific metaphor - soldiers, cars, dolls, teacups, etc. Sure, hoola hoops and yo-yos lack a metaphor, but there's still a certain number of things they can do. When you're playing with a Yo-Yo you're interacting with a much more formal system than if you were playing house.
The funny thing is that "game" and "play" are one and the same word in German; "Spiel".He calls it a "toy" but I find that word a bit too freighted, and I'd prefer to refer to it as "play."
Rufus said:The funny thing is that "game" and "play" are one and the same word in German; "Spiel".
:lolThose Germans have a word for everything!
I completely disagree. Without the concept of winning or losing -- or, as others have said, "a set of quantifiable, differentiable end states" -- you don't have a game. There are other factors, of course, but this is a big one.sp0rsk said:Yeah, I don't think winning or losing has anything to do with the definition of a game.