Gundolf S. Freyermuth

Games | Game Design | Game Studies


Скачать книгу

What is a Game? Systematic and Historical Approaches

      Parallel to the cultural advancement of digital games, an almost infinite variety of competing and contradictory suggestions have emerged regarding how games—as the object of game design as well as Game Studies—should be defined.

      ATTEMPTS AT SYSTEMATIC DEFINITIONS

      Three notable examples from the area of game design are:

       “A game is a form of art in which participants, termed players, make decisions in order to manage resources through game tokens in the pursuit of a goal.” (Greg Costikyan)1

       “A game is: a closed, formal system, that: Engages players in structured conflict and: Resolves its uncertainty in an unequal outcome.” (Tracy Fullerton)2

       “All games share four defining traits: a goal, rules, a feedback system, and voluntary participation [...] Everything else is an effort to reinforce and enhance these four core elements.” (Jane McGonigal)3

      Comparatively, Jesper Juul approached the problem two years later in Half-Real by distilling his “classic game model” from seven definitions:

      Similarly, Jesse Schell examines diverse definitions in The Art of Game Design and abstracts ten qualities that are assigned to games:

      “Q1. Games are entered willfully.

      Q2. Games have goals.

      Q3. Games have conflict.

      Q4. Games have rules.

      Q5. Games can be won and lost.

      Q6. Games are interactive.

      Q7. Games have challenge.

      Q8. Games can create their own internal value.

      Q9. Games engage players.

      FAILURE OF SYSTEMATIC DEFINITIONS

      HISTORICAL DEFINITION:

      THE ALTERITY OF DIGITAL GAMES