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    What Is a Game?

    In the German language a game is
    any activity which is executed
    only for pleasure and without
    conscious purpose. In this
    definition every activity that
    brings pleasure is a game. For
    example, people dance, play
    musical instruments, act in plays,
    and play with dolls and model
    trains.
    This definition people use today
    comes from the works of Johan
    Huizinga (Homo Ludens, 1938)
    and Friedrich Georg Jünger (Die
    Spiele, 1959). But there are more
    ways to define games. Manfred
    Eigen’s and Ruthild Winkler’s
    definition for game goes beyond
    the definition used by Huizinga.
    They see a game as a natural
    phenomenon: half necessity and
    half coincidence (Das Spiel, 1975).
    Their definition of games comes
    closer to Adornos’ definition, who
    set himself apart from Huizinga
    by identifying games as an art
    form.
    But in our sense these definitions
    are too wide, we define game
    more succinctly. Thus, I am writing
    about games which belong to the
    class that includes Chess, 9 Man’s
    Morris, Checkers, Halma, Go,
    Parchisi, Monopoly, Scrabble, Skat,
    Rummy, Bridge, Memory, Jack
    Straws, Dominoes, and so on.
    Unfortunately, our language does
    not have a good term to call
    these games. Terms like table
    games, society games,
    tournament games are too
    narrow. In my opinion, the best
    term would be “rulegames” =
    “games with rules”.
    I will now try to find the criteria
    for defining “game with rules”.
    Kevin Maroney defined game in
    his Games Journal article, My
    Entire Waking Life. Scott Kim
    defined puzzle in his Games Cafe
    article “What Is a Puzzle?” as
    separate from a game. Kate
    Jones writes about less
    aggressive games in her Games
    Journal article Non Predatory
    Games. My definition is a further
    attempt to explore the nature of
    games.
    2. A game always has
    components and rules.
    In most games, the rules are
    more significant than the
    components. But there are games
    where these roles are reversed:
    where the components are
    significant and the rules not very
    important at all. Usually, these
    are action games like Looping
    Louie.
    The components are the
    hardware, the rules are the
    software. Both define the game.
    Both can exist independently
    from each other, but separately
    are not a game.
    Archeology finds ancient game
    boards and game pieces, but no
    one knows what rules these
    ancients used to play their
    games. We will never know how
    these games were played.
    Components and rules can be
    combined:
    a set of components may be
    used with different rules.
    a set of rules can be used with
    different components.
    Suppose we just had the rules for
    Halma, but not the board and
    pieces and had to reconstruct the
    game.
    What should the board look
    like?
    How many spaces should it
    have?
    What shape do the spaces
    have: square, hexagonal, or
    round?
    How are the spaces laid out?
    Are all the spaces the same
    size or are they of different
    sizes?
    How many pieces are there?
    What do the pieces look like?
    Does a piece take more than
    one space when played?
    The rules are not sufficient to
    define a game! (Unless the rules
    have pictures of the components
    and game situations.)
    3. What criteria must a game
    have?
    There are criteria which apply to
    all games and those that apply to
    the “games with rules”. First, I will
    describe the criteria that apply to
    “games with rules”.
    Game rules
    Goal
    The course of the game is
    never the same – chance
    Competition
    3.1 Game rules
    As already discussed, the rules
    and the components define the
    game. Everything that is in the
    rules is part of the game.
    Everything that is not in the rules
    does not belong in the game. The
    rules are the borders and the
    heart of the game. They only
    refer to the game and never
    exist outside of the game.
    Although the game has rules
    which are like laws, playing a
    game is voluntary and cannot be
    forced on the players. Whoever
    plays a game, voluntarily binds
    himself to the rules. Where force
    is involved, there is no game. All
    games without rules are not
    “games with rules”.
    3.2 Goal
    Every game has a goal. Thus,
    there are two definitions:
    The victory condition or
    requirement.
    The strategy needed to win
    the game.
    I would like to make clear the
    difference between the two
    definitions with an example. In
    the game Go, the victory
    condition is to earn the most
    points. In order to achieve this, a
    player must win space. Thus, the
    strategy, which players use
    during the game, is to win space.
    Therefore, I define the game goal
    as the strategy, which the
    players work on to win.
    There are thousands of games,
    but only a small number of game
    goals. That means that most
    games have the same game goal.
    At first this seems surprising. But
    when we look at it closely and
    see that every has a winner and
    a loser, the goal of the game
    must be something measurable,
    relatively simple to measure, and
    depicted in a game.
    3.3 The course of the game is
    never the same – chance
    This attribute, of all
    entertainment media, is only
    found in a game. Someone who
    reads a book, watches a movie, or
    listens to music, can repeat the
    experience at any time, but the
    course and the content is always
    the same. You can play a game
    any number of times, however,
    and the course will always be
    different. Also, with each game,
    the course is unknown and it is
    uncertain who will win the game.
    Uncertainty and unknown, that is
    what make games so exciting and
    delightful. The reason for this is
    in the game rules and the chance,
    which play a larger or smaller role
    in each game.
    Playing is experimenting with
    chance (Novalis). Chance will be
    experienced in a game by luck (or
    bad luck). Games, which are
    mostly based on chance, offer
    little development possibilities for
    a player and are usually boring.
    On the other hand, chance makes
    games unpredictable and
    interesting, and causes the
    game’s course to develop
    differently each time. How does
    chance get into a game:
    with a random generator (e.g.
    dice)
    with different start-up
    situations (e.g. dealing cards)
    with incomplete information
    (e.g. moving at the same time,
    unknown strategy of your
    fellow players)
    with a very high number of
    move options
    Pure strategy games have some
    chance elements. If that were not
    so, the game’s course would be
    too deterministic, and we
    wouldn’t like a game whose result
    was known at the beginning. In
    strategy games, chance is shown
    in the large number of possible
    moves. Because of the many
    moves, no player knows the
    winning strategy, which leads to
    victory.
    All games which have the same
    course, by definition, do not
    belong to “games with rules”. For
    example, this would be puzzles,
    quizlets, and brain teasers, which
    lose their attraction when they
    have been solved. Solitaire games
    which follow a different course
    each time belongs, for me, to
    “games with rules”. For example
    the card game Patience. Very
    interesting and informative in this
    connection is the Games Cafe
    article What Is a Puzzle? by Scott
    Kim.
    3.4 Competition
    Each game demonstrates
    competition. Players compete in a
    game. There are winners and
    losers. Even in cooperative games
    or when players work as a team,
    competition exists. In this case,
    the players compete against one
    of the predetermined situations,
    that means the players play
    cooperatively against the game
    system. The same applies to
    solitaire games (e.g. Patience,
    Solitaire). A competition needs a
    system, in which the game results
    can be compared. The competition
    and the measurement of the
    game results are criteria which
    limit the game and the cause that
    certain feelings won’t be fulfilled
    throughout the game as in books,
    movies, and music. For example,
    love, freedom, harmony, pain,
    sorrow, etc. The criteria
    “competition” is also the reason
    why it is so difficult to develop
    games which are not aggressive.
    Please see the Games Journal
    article Non Predatory Games by
    Kate Jones.

    The post What Is a Game? appeared first on Trickbd.com.



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