Luderary, adj. Of or related to video games or gaming. From the Latin "ludus", meaning game, or sport.
I was thinking about how nobody in academia really takes video games seriously as an art form. This might come as a surprise, but even the modern novel wasn't considered "high art" until somewhat recently. For instance, Dickens' _Bleak House_, which is now generally considered a masterpiece, was considered to be just the latest trendy, ephemeral thing, with not much lasting value. At their conception, operas were about as seriously received as Jerry Springer is today.
So what is it about high art that makes it high art? The most obvious thing is that most high art has been around for a long time. But most criticism of high art has an extensive vocabulary to help discussion. Not only that, but there's also usually quite a bit of theory behind what makes a literary or musical work appealing.
So to be considered seriously, and to facilitate discussion, maybe we need to start developing our own vocabulary. The first one, Luderary, is above.
Luderary appeal - n. An aspect of gameplay that makes a game enjoyable or have artistic or luderary merit. The luderary appeal of "I wanna be the guy" mainly consists of challenge for the sake of challenge.
Phalid - n. 1. A luderary appeal meant to satisfy the gamer's repressed violent or sexual urges. Allows gamers to vicariously go through experiences that would be socially irresponsible otherwise. Duke Nukem is a highly Phalid character
adj. 2. Of or related to these luderary aspects. The luderary appeal of God of War is mostly phalid in nature.
From the Sanskrit, phalita, meaning "fulfilled", and id, from Freudian psychology.
Praedis - n. Refers to the desire of the gamer to "win" or complete some goal. A luderary appeal.
A game would be insufficient if its only appeal was praedis.
Praedisical - adj Of or related to this desire.
The appeal of Achievements on Xbox Live is mainly praedisical.
From the latin, praesto, meaning "fulfill", and the sanskrit "dista", meaning goal.
All these terms also attempt to answer the question: what makes games enjoyable?
I was thinking about how nobody in academia really takes video games seriously as an art form. This might come as a surprise, but even the modern novel wasn't considered "high art" until somewhat recently. For instance, Dickens' _Bleak House_, which is now generally considered a masterpiece, was considered to be just the latest trendy, ephemeral thing, with not much lasting value. At their conception, operas were about as seriously received as Jerry Springer is today.
So what is it about high art that makes it high art? The most obvious thing is that most high art has been around for a long time. But most criticism of high art has an extensive vocabulary to help discussion. Not only that, but there's also usually quite a bit of theory behind what makes a literary or musical work appealing.
So to be considered seriously, and to facilitate discussion, maybe we need to start developing our own vocabulary. The first one, Luderary, is above.
Luderary appeal - n. An aspect of gameplay that makes a game enjoyable or have artistic or luderary merit. The luderary appeal of "I wanna be the guy" mainly consists of challenge for the sake of challenge.
Phalid - n. 1. A luderary appeal meant to satisfy the gamer's repressed violent or sexual urges. Allows gamers to vicariously go through experiences that would be socially irresponsible otherwise. Duke Nukem is a highly Phalid character
adj. 2. Of or related to these luderary aspects. The luderary appeal of God of War is mostly phalid in nature.
From the Sanskrit, phalita, meaning "fulfilled", and id, from Freudian psychology.
Praedis - n. Refers to the desire of the gamer to "win" or complete some goal. A luderary appeal.
A game would be insufficient if its only appeal was praedis.
Praedisical - adj Of or related to this desire.
The appeal of Achievements on Xbox Live is mainly praedisical.
From the latin, praesto, meaning "fulfill", and the sanskrit "dista", meaning goal.
All these terms also attempt to answer the question: what makes games enjoyable?