[MUD-Dev2] [DESIGN] What is a game? (again) was:[Excellent commentary on Vanguard's diplomacy system]
cruise
cruise at casual-tempest.net
Wed Feb 28 16:19:18 CET 2007
Thus spake Michael Sellers...
> cruise wrote:
>>> But when all you have is a hammer...
>> I agree we need more in games than combat, I really do. But games are
>> inherently about competition in some form, in that they present a series
>> of challenges which you must overcome.
>
> See, this is what I'm talking about. Games are not inherently competitive.
> That is one kind of game ("agon" in Caillois' terminology), but by no means
> the only kind. But when you design to competition from the get-go, you
> drastically limit the breadth of possible design.
>
> Others have said that games are inherently a series of contingencies, which
> I think is a better way of putting it: they enable and require decisions
> that change some meaningful state in the game-world; your state in the world
> is contingent on your decisions. These decisions may or may not be
> challenges, much less competitions.
We've had these discussions here before, and it looks like we're no
closer to agreeing on what the heck a game is than last time :P
No wonder we're stuck in such a rut, if we're not even sure if what it
is exactly we're making!
Here's my reasoning for claiming all games are competitive:
I consider something competitive if it includes challenges - I'm
competing against the challenge (and indirectly against whoever created
the challenge, which could be myself).
I consider a decision a challenge if I have to think about which choice
to make. But a choice I don't have to think about is not really a
choice, anymore - you could take the option I will never pick away, and
change nothing. Therefore, any decision worth the name is a challenge,
however small.
A game is, as you say, changing the state of a system by making one or
more decisions. Since, as above, I consider all decisions to be
challenging, and any challenge involves competition, I view all games as
fundamentally competitive.
I don't recognising this is limiting the game-design at all - finding
the smallest atom of "game" possible gives much wider and finer-grained
control over the final product, and enables more diverse results.
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