Therumancer said:
Abnaxis said:
The thing is your goofing off, not gaming in most of what you say. See, if you want to broaden the definition of game, then anything can be defined as gaming to make the point. I could basically be jerking off and since I'm playing with myself call it gaming, but really that's not accurate. I suppose technically something like counting traffic lights could count as a game of sorts, but only because your setting a goal, and by being distracted or something you could lose count and thus "lose" by failing in the task you set for yourself. What's more we're talking about using the products as intended, not trying to use them as not intended and claiming it can apply to the definition. If I use a game CD as a coaster that doesn't definitively mean it stops being a video game because I've turned it into a coaster. If your going to get that absurd, why even bother to have a discussion?
Understand something can be fun without being a game. Something like "Gone Home" isn't a game, there is no intrinsic risk or challenge, no failure state, and at the end of the day it's not even that interactive when you get down to it. The entire thing is a way of delivering a fairly heavy handed social statement.
There is nothing wrong with entertaining yourself with things that aren't video games, we just shouldn't be calling things like David Cage productions games. Back when they first started making products like that, right around the time CDroms were new, the term was "Interactive Movie" which is pretty accurate. For things that can't be easily defined things like "Electronic Entertainment Experience" works well, as does "Interactive Social Statement" for products that exist specifically to promote a social or political message like "Gone Home". You might have an incredible amounts of fun experiencing these things, but that doesn't make them games, unless you want to get so broad with the definition of games that there is no point to having any defining terms at all. If anything can be a game, anything can be art, etc... those terms might as well might not exist because they fail to designate or differentiate anything anymore.
If you would read my post closely, you will note that I am arguing against broadening the definition of "game" in common language. Also, the examples I brought up aren't just "fun." They are a set of arbitrary rules that serve no purpose other than being "fun." Jacking off by itself, while it may be enjoyable, isn't a game. However, as soon as you invent rules for it that don't directly facilitate jacking off, it becomes one. For example, in one fraternity at the college I went to, the initiation rites allegedly involved a group of inductees standing around a piece of food and jacking off onto it. Whichever participant was the last to ejaculate had to eat the food. If the rumor was true, then they turned jacking off into a PVP game. THAT'S what I mean when I say everything can be made into a game.
The problem is, the above definition of game, while true, doesn't do any good when it comes to actual discussion of the medium. While anything (and I do mean ANYTHING) can be made into a game if the participants want it to be one, we need to separate that individual definition from what we're actually talking about, which is a common understanding of what is meant when the word "game" is used to identify an object. I can make a game out of kicking a can as far as possible, but if you ask me to give you a game for Christmas and I give you a twelve pack of Mountain Dew, you're going to be rightfully pissed, because the cans aren't games without user input. This might seem pedantic, but arguments based on "you can shoehorn [Gone Home/Dear Ester/etc.] to fit your definition of game" abound in this thread.
Fundamentally, a game is a set of rules that exists for no practical purpose. When I say "If I manage to get to work in fewer than 4 red lights, then I get a candy bar," I am in no way affecting the nature of my commute (assuming I was already trying to get to work with as few red lights as possible). All I have done is play a psychological trick on myself, laying out a specific set of rules in order to make the drive more pleasurable. Rules that only exist to produce pleasure makes it a game.
Again let me reiterate, The Walking Dead (and probably Gone Home, but I haven't played the latter) isn't a game by this definition in my mind, because the "rules" (which in gaming are usually termed "mechanics") serve a purpose other than to be directly pleasurable on their own merit. To me, this is evident in the fact that if you created an experience that was "walk around a featureless plain" or "press A really fast" or "click the dot," stripped of all story contextualization, it would not be fun. The mechanics themselves aren't fun, but they enhance the story being told, and effective delivery of a story is the primary purpose of TWD and GH as collective works.
TWD can certainly be made into a game, but without user intervention it is not one. That means that they are fundamentally different than games, and as such when we look at them we should judge them based on different merits--namely, how well they succeed in conveying the ideas and themes of their respective tales. Incidentally, I think this is why TWD is so well received in many cases despite its clunky mechanics. If you are playing TWD for tight zombie shooting mechanics,
you are missing the point because TWD isn't intended to be a game.