When do you call a game a Game?

Yesterday I happened across an article about comic books in a local newspaper (See Magazine for fellow Edmontonians). In his fantastic article (please, read it first!), When Do You Call a Comic a Comic?, Kenton Smith reasons out the essence of comic books. Kenton laboriously works through all of the usual options: it is an expression of the imagination through illustration, a “juxtaposition of words and pictures”, a non-linear narrative medium, a dynamic moment expressed in a static frame?

All of those answers – yes they are, and no they aren’t, X – get us no closer to answering his initial question. And that’s the same question we’ve been trying to face for years in the gaming world. When do we call a game a game? Michaël Samyn and Auriea Harvey’s (Tale of Tales) creations The Endless Forest, the Graveyard, and The Path all provoked a response from gamers. Some praised their willingness to experiment with what has become a starkly conventional medium. Others simply raged with incredulity at what they saw lacking in terms of gameplay, while others said things akin to, “I want to tell you that, in its most banally distilled form, The Path is a game about exploration, risk, patience and vulnerability – but I’m hampered by the obvious fact that The Path is just not a game. At all.”

That last response is the one that interests me most. In some ways, it reflects the problem that Kenton Smith runs into in trying to define comic books in terms of their essential structure. Although Kenton is obviously sensitive to the importance of a reader’s experience in defining what a comic book “is”, he does not approach the question that way. Similarly, I think that most of us get caught up in using language that tries to define a game as “a thing” rather than as a kind of experience that we have. We create a problem for ourselves when we think of games only as things with definable properties separate from ourselves, when really no problem exists at all. We continue to try defining games as objects with properties – as Igor Hardy attempts to do in this recent article on adventure games – and end up confusing ourselves over what they really are for us. (Edit: Be sure to read Igor’s article and the comments below it, as well as the exchange between Igor and I. We have a lot more in common than I originally assumed!) In this article, I provide an alternative to the current understanding of games, and hope that it gets us out of this foxhole.

(Note: Chris Crawford’s wonderfully written The Art of Computer Game Design is a step in the right direction I think, but not a complete one)

We call it a game when we are gaming.

I think Kenton’s original question sets us off in the right direction. The question isn’t “what is a game?” (that leads straight into the territory of the confusion I mentioned earlier), but rather, when we’re doing some activity – when do we know that activity is called gaming?

In my opinion, the only place to turn to in order to answer that question is everyday experience. I know I’m playing a game by the kind of activity I’m engaged in. If I’m playing a console game, I hit the PS button on my controller and walk to the kitchen while hearing the familiar orchestra tuning bootup noise. I grab a coke from the fridge and a glass full of ice. My fiancee isn’t home – I take a sip of the ice cold drink with guilty pleasure, because I know she’d scorn me for it if she was there.

I lazily slump down on the couch and load up Trine. After the first few awkward minutes I’m drawn in by the introduction, and begin to lean forward. My elbows are now perched on my knees and my wrists are perfectly parallel to my legs, thumbs resting comfortably on the thumbsticks. My eyes are fixed intently on the screen and they dart around as they attend to highlights and surprises that appear out of nowhere. The rest of the room disappears from around me – literally disappears.. our three cats (despite their annoying whines) are no longer part of my perceptual scene. As I traverse the levels my thumbs do the work on their own accord, although at times my index fingers still haphazardly fumble with the R1/L1 triggers, trying to switch to the right character quickly. The more intense the action, the more I lean forward, until my face is closer to the TV than my hands are. I’m tense, even though the game is not very demanding. When I’m done playing – usually in bored frustration – I don’t even bother saving the game and toss the controller into the corner of the couch. That’s the last I see of my PS3 for a few days.

With PC games, it’s a whole different – yet similar – activity. I walk into my office, and turn on the machine, letting the glow of my cinema display light up the room with its warm blue glow. While the computer boots, I walk over to the kitchen and put on a kettle of tea. While the kettle heats up, I run back to the office to get Mass Effect 2 loading, because I know it’s going to be a few minutes. Stacey says that she’d like to work on her paintings in the office while I’m playing, and I’m glad to have the company. I pour both of us a cup of rooibos and honey, and I turn my complete attention to the game. I get the sense that an entire world is waiting to be explored. I lean back in my chair and watch the introduction cinematic. At first, I can hear Stacey turn her chair to watch it with me – but after the first couple of minutes she loses interest and goes back to her painting. I turn down the sound a little to allow her to concentrate on her artwork; my ears strain even more to involve me in the game’s world.

A very young Chris sits back with nerd pride after finishing Ghostbusters II, while his mom takes a photo of the credits rolling for posterity. That’s Slimer on the screen left side of the screen. (Note the Strongbadesque 3.5″ low-density diskette box behind the printer.)

As I play through the tutorialized introduction, my vision darkens around the peripheries… already the office has begun to disappear around me. A few minutes later, I am fully drawn into the game, I am speaking with fellow marines and scientists around me and shooting at droids that are patrolling the area. When I run, my eyes pay attention only to the center of the screen and allow the details at the fringes to blur around me. When I scrutinize an area for equipment lockers, I walk and check every  dark area of a room, my eyes on the hunt for anything cube-like on the screen. When I’m speaking with other characters, my eyes move between the text at the bottom of the screen and the physiognomy of each character; I find their motion-captured gestures distracting, so I spend more time reading the text. Mostly, I hear their voices – no I feel their voices… the actor’s voices and the text are more tangible to me than the visual scene. Eventually, my body becomes weary and Stacey has long gone to bed – I did not even notice her leaving. It is 1am, and I’m remorseful for not talking with her tonight. But I feel satisfied, as if I’ve completed the first leg of a long journey ahead of me. I am putting my character to sleep, just as I put myself to sleep.

In both of these cases, I have no confusion about what I am doing. I am gaming; I am playing games. I do not need to seek an essential structure in each game, because both evoke from me a certain kind of response – one I recognize as a demand “to sit back and play this for a while”. When the space between me and the game collapse, either due to frustration, boredom, or exhaustion, I know that I am done gaming. The game does not exist for me all of a sudden, and I have other more important things to do.

What does this view afford us?

If we came to understand games as interactive experiences that create “a space for playing”, we would be much closer to figuring out why they are so different (and perhaps similar to) other kinds of activities that we do. And, it would also help to define – I think – the difference between an RPG, an adventure game, or an FPS. They are experientially different and technologically the same. From this view, there is no such thing as a game mechanic outside of the way I play the game.

Developers no longer should focus on trying to get “the right mechanic” – but rather to try setting up a certain kind of experience for the player. If you want the player to play an adventure game, do not introduce control schemes that draw out an FPS experience. If you want the player to experience your game as an RTS, create a space in which their eyes are drawn in all four cardinal directions of the screen, waiting for the ensuing invasion. If you want your game to be experienced as an RPG, you better be able to draw the player into a world they experience as real and meaningful. In the end, the designer has to know a lot more about how players experience a game than what the rules of the game are. That’s why playing your game over and over again – and allowing other people to play it – turns a mediocre game into one worth talking about.

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  1. gnome’s avatar

    I’m shocked and I know you’ll be shocked too, but -yes- I mostly agree with you. A bit more than mostly actually. I need a drink.

    Reply

    1. chris’s avatar

      When we both agree on something, that’s clearly a sign of communal psychosis. Better see the doctor today.

      Reply

  2. gnome’s avatar

    Think it could go away with some rest, a cup of tea and extensive readings of Chomsky discussing everyday language?

    BTW, that’s a great pic of yours mate…

    Reply

    1. chris’s avatar

      I think reading Chomsky can only provoke more mental distress. But if you insist, you can always start here: http://rubberducky.org/cgi-bin/chomsky.pl

      Ah yes, I am sporting some embarrassingly 1989 “hockey hair” in that pic. Not to mention the grey sweat pants and tucked-in socks. Definitely the picture of sauve.

      Reply

  3. gnome’s avatar

    oooh, my head hurts…

    Reply

  4. Igor Hardy’s avatar

    It’s certainly a good idea to acknowledge the importance of direct human experience in defining things (any things that we humans try to understand). However, this “experience” element is (consciously or not) included in the traditional ways we define things (as objects). As what are “the rules of a game” if not the most general descriptions of ways in which players play that game? “The rules of a game” are definitely not some hidden structure which the player isn’t even aware of.

    And my definition of adventure games is all about the player’s experience – even if I was cold and analytic about it. The first of the defining conditions I gave is my direct and straightforward response to one of the strongest player expectations towards adventure games. But the second condition is what might have made you question the accuracy of the whole definition, as it allows for a wider use of the term than it has been the practice. By creating it this way I wanted that people look beyond the stereotypes of what an adventure game is and see that there are many unexplored possibilities to tease the brain in exactly the same manner as the most traditional inventory based puzzles. It’s an invitation to innovation for future adventure game designers.

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  5. chris’s avatar

    @Igor

    To clarify – I didn’t write my post as a critique of yours (as it was already written by the time I found yours – thanks gnome!). In fact, I found your post lucidly written and enjoyable for what your goals were. I’m very sympathetic to the need for more creativity in the adventure genre, believe me! Adventures were my first games, and I’ve seen all different variations on the theme… and honestly, the scheme has become purty darned stale for me. I find myself playing the original LucasArts and Sierra adventures just because they have some originality to them lacking in adventure games lately.

    Back to your points. I know what you’re getting at regarding the idea that rules of a game are a general description of our styles of play. And yes, I agree – there are no rules that aren’t somehow perceived by the player. But I think what I was trying to suggest was that the “cold and analytic” language is exactly what sets up the problem in the first place… it defines a game as a set of rules or conventions per se, rather than making the experience primary. The experience of playing a game is of course my following certain rules, but that is not the whole picture. The cold and analytic language *implies* an player somewhere in there, but it doesn’t make the player the central object of your scrutiny. And that’s what I’d like to do – I want to really see how players play the game, how they organize their lives around it, how they prepare themselves for playing, before they ever sit down in front of the PC. And when they sit down I want to know *how* they’re playing and understanding the “rules”. Most of the time they don’t even see the rules at all – they just see a bunch of opportunities for experimenting and exploring.

    So I guess we probably don’t disagree on anything here – it’s more a case of what the focus is. Since I’m a social/cultural psychologist, obviously I want to spend a lot of time understanding the player’s total world (not just the game world). That is probably not something of interest to most game designers unfortunately. :)

    Thanks again for the response Igor – it’s great sharing a conversational space with like-minded thinkers.

    Reply

  6. Keith’s avatar

    I believe there is a difference between “play” and a “game.” A game is structured play. You can play video games and not be playing a game–and games are not synonymous with “fun” or “pleasure.”

    I recently wrote my definition of what a game is here:

    http://interactive-illuminatus.blogspot.com/2010/03/definition-of-game.html

    It’s a fairly specific definition and it will knock out a few video games that people might have thought of as games, but a lot of discussion about video games like Heavy Rain would find a little more focus if we had exact, working definitions for the terms we are throwing around. That’s my opinion, anyway.

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  7. chris’s avatar

    Hi Keith,

    Thanks for the response. I agree with you – one can distinguish between ‘a game’ and ‘play’, and perhaps I did not focus enough on that difference here. However, differentiating between ‘a game’ and ‘my playing’ of it is practically impossible when I’m actually playing one. That might seem awfully irrelevant to most, but what I’m getting at is that our talking about “games” as if they were an object of some kind is an intellectual, after-the-fact, rational judgment that we make when we disengage ourselves from gameplay. That disengaged judgment of game vs. player is obviously very useful as you’ve (and many others have) pointed out, but when it comes to understanding the dialogue that exists between game-and-player the distinction falls apart. After all, what’s “a goal”, “a progression”, “an obstacle”, or “a strategy” without a player who perceives all of those things in a game? What you perceive as ‘an obstacle’ might be perceived as ‘an opportunity’ to me.

    I guess what I’m saying is that I don’t disagree with any existing definition of what a game ‘is’, it’s more that the definitions are often so absolute and limiting that the whole experience of playing a game goes out with the bathwater.

    Perhaps what we’re both after is the distinction between ‘gaming’ and ‘playing’. Those are two very distinct modes of interaction I think, and your definition of ‘a game’ seems to be much more apropos to the first term, and much less apropos to the second?

    Whew. Your post/comment really got me thinking on this one. Thanks!

    Reply

  8. guttertalk’s avatar

    I want to say that the definition of “games” is simple, but things keep getting in the way.

    I can play a game anywhere at anytime. I can make a game of almost any situation, so what is a game? For a while, I have thought that a game was nothing more than a problem or goal that isn’t real. It’s a definition that works well for most any example I can think of. It allows a game to be relative as well to the gamer and experience. But it doesn’t accomplish what it sounds like some want from a definition, which is to separate games from non-games. (I’d argue that problem is a non-issue–a game in itself, if you will.) At least, it doesn’t force consensus on those answering the question. Endless Forest is a game by that definition–for those that accept the premise of its simulated problem or goal. I think that’s as good as we can get and probably all that’s worth getting from such a discussion.

    But the problem of my simple definition is what it excludes . . . or doesn’t exclude. How is a novel, movie, or comic not a game? I’m not sure they’re not. :) Yet, we know that a game is not a movie. Perhaps a game is the equivalent of a rectangle, and a movie is like a square.

    Then, there’s the confusion that a Baudrillard brings–that most of us live among simulacra anyway so when do we not deal with a problem that isn’t real.

    Well, I have to leave for a meeting that’s bogus, but I have to pretend it’s real. :)

    Reply

  9. chris’s avatar

    @guttertalk –

    Ah you brought up the Endless Forest. I think that’s one “game” that distinguishes itself from all other games in that it has no prescribed goal or “point”… it is a space that exists to only invite “play”.

    I’m with you on the idea that “a game” is not reducible to video games, board games, or any other thing we traditionally call a game. For instance, when I read books I try to take a playful attitude to it – sometimes I re-read dialogue in my head or out loud in a different voice, playing with the meaning. But it doesn’t *quite* become a game for me, because there are no bounds to my imagination.

    I haven’t read much Baudrillard, but I think you’ve hit the nail on the head as far as (post-)modernity is concerned – most of our lives are spend living in relation to simulacra and games are now ingrained in us. We don’t even distinguish between material and immaterial reality anymore – an email is just as ‘real’ to a person as a letter is. Following your train of though – perhaps that is why we can’t distinguish between video games and material games (soccer) – we actually think they’re the same activity!

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  10. God at play’s avatar

    I like your focus on experience here. Nice perspective. I think you need to get just a little more specific than that, though. A (material) sandbox is not a game, but it is an interactive experience that creates a space for playing. Sandbox games are something more specific you do while playing in the sandbox.

    And I like how you bring up the point of videogames vs. material games. From a purely artistic perspective, I see videogames as a combination of an as-yet-unnamed medium (i.e. the “video” part) and the medium of games. I like your definition because that video part is basically a computer-based “interactive experience that creates a space for playing.”

    I guess I subscribe mostly to the Rules of Play definition of games – a game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome. The authors very thoroughly dissected definitions of games throughout history and came up with a pretty good definition IMO. Note that their definition describes games as completely abstract – a system – and thus (intentionally it seems) avoids certain fundamental aspects of specific game forms. Their view of games covers rules, experience, and culture all together, but the definition focuses more on the rules part since it’s describing an object. Therefore, the playing of an instance of a game would be this abstract system expressed through a particular experiential form – board games, videogames, etc. – existing in a particular culture.

    Note, the culture part is something that shouldn’t be ignored; in fact you highlight its importance when you talk about your fiancée and glow from computer screens (you play at night).

    I have come to believe that the difference between games and videogames includes a mysterious medium based on a virtual, fictional interactive experience. And videogames add on the games to this medium. The experiential part of videogames has a lot to do with this other medium I think.

    Reply

    1. chris’s avatar

      @God at play -

      You’re absolutely right about distinguishing between play and games, or perhaps between playing and gaming (as mentioned earlier in the thread). My only goal was to avoid separating the social-cultural practice from the game, which is very difficult to do when writing… hence my turn to experience as a way of getting around the problem.

      The Rules of Play definition works well enough I think. It is consistent with the idea that a game is a means-ends project with a specifiable “winner” or outcome. It works for a large majority of activities that we call “gaming”. At the same time, part of me wonders at the human value of an operational definition – I don’t define a game as anything in the article on purpose, because I think our gaming practices are a tacit form of understanding what gaming really is for us. My (really cruddy) social-cultural phenomenology is an attempt to get at that tacit understanding. I guess what I’m interested in is understanding gaming as a form of play – that’s not something captured by the Rules of Play definition. In some ways, I’d like to see a book called “The Play of Rules”, if you get my meaning! :)

      Regrading your third point – yes! I’m with you on that definition, as I find that the kind of experiences I have playing games are very similar to the kinds I have with all sorts of other “mediums” .. reading, writing — all spaces that demand imaginative (fictionalizing!) activity from me. I’d love to see this thought pursued somewhere.

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