| | Next Generation – A Theory of Games For Just About EveryoneSeptember 1st, 2006 |
Aaron Ruby, co-author of Smartbomb: The Quest for Art, Entertainment, and Big Bucks in the Videogame Revolution, has written an interesting article on NextGeneration entitled “A Theory of Games For Just About Everyone.” In it, he tries to tackle the big questions about what play is, what games are, and so on.
Traditionally theorists have made a distinction between freeform play (paideia, etc) and goal-oriented play (ludus, etc), and even gone so far as to deny the former the status of “game.” Aaron is out to demolish that:
…’play’ and ‘game’ have been largely defined without reference to the other. And in both instances, definitions have proved incredibly hard to come by and tremendously slippery. Inevitably they have ended up being both too narrow and too broad at the same time, excluding items we accept in our day-to-day life as qualifying while including others that don’t.
His approach: to define “play” as an “intentional attitude” rather than an activity, and to define “game” as any set of objects that one applies this “play” attitude towards objects.
On the intentional attitude side, I’m pretty much in accord with Aaron. As he points out, this puts interesting wrinkles on the old “magic circle” idea, by allowing one participant to be “playing” while the other is treating the activity as a job; it’s even possible to be doing both at the same time, as in a pro sport.
Now, I’ve focused primarily on “fun” in the past, and not on “play.” To my mind, these are different concepts; play isn’t necessarily always fun (we’ve all had that experience) and you can try to apply the intentional attitude of play and just not have it click into fun. Conversely, we’ve also all had times when we came to something with some other serious intent, and it became fun for us. I suspect that having the “play” attitude is a prerequisite for fun, and I further suggest that people can train themselves to immerse in this attitude by learning to exclude outside concerns (such as the fact that maybe you are paid to play). This then robs the interaction of its heavy load of consequence and permits fun to emerge. Athletes and performers of all sorts learn to focus in this manner as part of their training…
The set of objects that Ruby references, he calls “a model of a possible world.” This certainly seems like a workable starting point, though I might quibble with the word “world” because of all of its implications. He goes on to suggest that this raises the question of whether there is a distinction, then, between a toy and a game. His solution is
Still, I agree that there is a distinction to be made between game designers and toymakers. The difference between the two is that, unlike toymakers, game designers make models that do almost all of the heavy lifting of world building for the user—while a toymaker might build a model car, for example, a videogame designer typically builds the car, the physics that govern it, the terrain it rides on, and maybe even adds virtual drivers to race against. Again, it’s a fine line between the two, and it’s often difficult to say where one leaves off and the other begins, but the same situation holds for baldness—how many hairs can one have and still be considered bald?–and yet we still find a meaningful distinction between the bald and the hirsute.
So then what videogame designers really do is create digital worlds that invite play.
Here we part ways. To start with, I believe it is important — critical, even — to consider videogames are being no different from board games, sports, or indeed any other form of game. I even believe it important to encompass activities such as playing a musical instrument that are peripherally related. After all, language itself tells us that we “play” the piano (though interestingly, in other languages, there are other verbs used). Not all games model space, particularly in these other arenas, so “world” to me is an inaccurate word.
Steve Jackson’s Chaos Machine at Worldcon
(photo Quinn Norton from Wired –
My photo got lost along with my entire camera!)
Secondly, I think that the “heavy lifting” bit is not at all accurate either. A complex toy, like say Steve Jackson’s Chaos Machine, provides a fair amount of heavy lifting. Tic-Tac-Toe does very little heavy lifting. Rather, a toy is typically defined as a model where there is no specific goal or challenge presented to the user; instead, the user provides the challenge, if any. A game is a model where there is a specific challenge presented to the user.
In the terms of my “game grammar” stuff, this distinction is literally one of whether there is an endpoint to the model. A game is designed with end points (not necessarily to the whole experience; possibly only to a given “module” or branch); a toy always loops back to the top node in the tree. Toys can therefore easily be embedded in games, and games can easily be embedded in toys.
space provided is arbitrary and you can kick ball, where feedback is ball moves
A game that is substantially similar:
space provided is arbitrary but bounded and you can kick ball
Videogame designers are still just creating models, not worlds; worldness is a characteristic of the model, not a defining quality. This is easy to lose track of in today’s AAA game world where most games have world characteristics. But the weight of the model, its heft in terms of modelled features, has little to do with whether it is a game or a toy. Its sense of self-directedness is much more critical to understanding the distinction.
Aaron concludes that
many of the things that folks from Callois to Crawford, Koster to Costikyan, and Bogost to Juul have variously considered essential features of videogames—things like uncertainty, conflict, fun, competition, and goals—as part of a palette of strategies for luring gamers into playing in their worlds rather than simply manipulating them.
I think most of those things have usually been considered essential features of games in general, not of videogames specifically. But toys can provide conflict, uncertainty, and fun with no problem. Not all games are competitive. But goals — all things that we usually term “games” have goals.
Are these all strategies for luring people in? The theory of fun says that not everyone will be wanting or needing the same cognitive stimuli in order to have fun. So sure, you can and should be mixing and matching here. You may not end up with what someone calls a game, but who cares? If your goal is fun as opposed to game, you have a much wider palette. This is precisely the stage we reached with the last version of the Andean bird project; by making it a game, we actually robbed it of some fun. Fun is not confined to games.

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president John Smedley writes in his blog a critique of Aaron Ruby’s opinion-editorial published by Next Generation. Aaron Ruby, who co-authored Smartbomb with Heather Chaplin, also recently instigated commentary from former Sony Online creative chief Raph Koster. “The ESRB certainly isn’t the problem here. It’s the lazy reactive approach we as an industry have taken,” says John. “For too long we have sat on the sidelines and reacted to events rather