hentropy said:
mfeff said:
hentropy said:
-|- said:
hentropy said:
I personally don't think anyone should be able to tell anyone else what a game is.
I like this idea. We shouldn't need unnecessarily restrictive so-called "definitions" for the words we use. Now, excuse me while I turn on my toilet roll so I can spend some time writing my turnips.
The problem is that the word "game" has no real definition and it's a subjective concept, not an objective one. It's not tangible. And like so many abstract concepts, its definition changes wildly depending on who you ask or what the context is.
snippers
Well I bet you're a blast at parties.
I do alright for myself, you just have to get to know me.
Look at it this way- how did most "games" get made? Way before video formats and age-old games like chess existed. People just made up their own rules for activities to entertain themselves. If a rule was bad and took away from the experience, it wasn't codified into some kind of stone tablet, they just changed it to make the game more fun. And then they changed it more and more. They certainly didn't try and define what a game was. You claim there is a rational definition of a game, yet there is no classical definition. A game is just whatever people wanted it to be.
Most games that are played today that have long running histories where codified and formalized so that there would be clear winners and losers. Many games where structured around military or economic principles and could easily be seen as the first "simulations". The attempts at codifying games especially those which revolve around competitiveness or act as simulacrum to military stratagem where designed intentionally and where not as emergent as you describe, more like a by-product of the culture. The games you are describing are "narrative", the games I am describing are a set of formalized abstracts known as "game theory". Modern "ludology" from an engineering perspective attempts to quantify as many variables as possible, ultimately, to produce better products.
It's easy to sit around and say "Skyrim thus and such..."
Now code it. Budget for it. Advertise for it. The list goes on and on and on...
I used to be amazed at how few people I ran into could "codify" a simple game of black-jack.
It's work and effort, not impossible, and not subjective.
Like I hinted at before, when my nephew plays over at my place I try to make "cleanup" a game. It's not really a game to me, I just want my floor clean.
Gunna stop you right there, and quote myself from a previous post...
A confidence trick (game) is an attempt to defraud a person or group by gaining their confidence. A confidence artist is an individual operating alone or in concert with others who exploits characteristics of the human psyche such as dishonesty and honesty, vanity, compassion, credulity, irresponsibility, naivety and greed.
But it's a game to him. It's the same with many children's toys, pressing a button to make an animal sound might not be a game to you or me, but it's entertaining enough to them.
Like you just said, it's not a game. He only thinks it is a game as he has been deceived by pretending it is something that it is not. A confidence trick.
Some abstract concepts do have more structured ideas that have been established over the period of centuries and have evolved and changed over time as well. A game is not some new-age abstract concept. It's just a borderless concept that encompasses a wide range of undefined activities that could or could not be enjoyable to certain people.
But I am not some ancient thing that evolved a definition over a long period of time. I simply observed what was to be observed and began to rationally explain the cause and effect of the observation, then predictions, based on evidence. Appeals to antiquity are as much of a logical fallacy as a false dichotomy, or an existential fallacy... which is "borderless concept... wide range... of something... maybe maybe not..." It's basically saying it is unknowable, but clearly, your nephew "knows" when a game is a game, and you "know" when a game is a game, now all one has to do is "explain"
how you know... and your journey to the dark side will be complete.
I know, that's a FRUSTRATINGLY vague definition, and as humans we look to define everything so our brains can logically process it better, but that doesn't mean that defining every inherently meaningless abstract concept is beneficial or even useful either way. Take the idea of "love", one we constantly try and define but a concept that is ultimately extremely different depending on the context in which it is used. We WANT to define it, but the fact is that it can't be usefully defined in any direction, especially when some people don't even believe it exists.
That does not frustrate me though, heck I predicted easily 70 percent of your response possibilities. There is nothing particularly frustrating about it, I am familiar with the frame of reference, which is quite modern, relativism. It's all good in the hood, written plenty of papers on Wittgenstein.
Love is difficult to fully explain, but it can be coerced into happening. Manipulated into being I think is what the artist would say. Soliciting emotional responses from folk is almost as easy as paint by numbers. Though that isn't love. Like anything love may be formalized... it's just a lot of work, so much easier to make shit up and explain it away with relativistic nonsense. It's lack of coherence in a post post modern world is just a by-product of the poorly educated self indulgent culture that is attempting to play games with "what they want it to be", as opposed to accepting it "for everything that it is at face value".
Think about Monopoly. You're given a board, game pieces, and play money. Does that mean I have to follow the rulebook to play? Hell no, I can make up my own rules with my friends and play an entirely different game with the same pieces. Monopoly is a concept, not a tangible thing, and just because you change to rules doesn't mean it's no longer a game.
Ah Monopoly... come here wiki:
Elizabeth (Lizzie) J. Magie Phillips created a game through which she hoped to be able to explain the single tax theory of Henry George (it was intended to illustrate the negative aspects of concentrating land in private monopolies).
A formalized system to describe the effects of an economic policy that could be used to simulate an abstract concept in a meaningful way. We call these things games. Now once you change the rules you are no longer playing Monopoly, you are playing a game that is decidedly more "yours". Once that game gets into a realm where you are changing or inventing the rules at whim (see pretending), it is no longer structurally a game. It's imagination. It's play, sure, but it is not a formal game with formal rules. It's an informal game, with informal rules... as it degrades further and no semblance of a rule may be detected, it is no longer a game.
In this case, the "button" is the just the board and game pieces and play money, the "game" is to thank people more and you get some kind of mental reward by pressing the button, the same way I get a mental reward whenever someone lands on my hotel in Monopoly. Sure, someone might hand me tangible paper money, or in chess I might take someone's Queen, but it's not any different at it's core.
Cripes! So many fallacies n' non sequiturs.
The button is a button.
These rules you are inventing. They are not codified in the formal structure of the button or it's back end code.
You believe you get a reward. There is no reward. Imagination.
You've been data mined and so are those people you have thanked. That is fraud, insisting that something is a game (such as to your nephew) when you know it's not a game, is a confidence trick. That is what the button does.
It's not a game, but it presents a case in which "it must be" because it "is saying so" in it's title. There is no game. That is a lie. Plain ole' deception, nothing more nothing less. The best part is you get to spend time defending the lie. I am simply offering an explanation as to why you defend it, as a part of "the button" insidious use of psychological trickery.
as I said before...
ANY rules that one applies are rules that the person is applying, not "the button". Hence, without the player contributing a cognition to make the button "suffice" the self-referential "game" in it's title, it is not a game. A "rule", any "rule" is needed to make this button "a game", the person has to create, pretend, summon the pixies for it to be so. The button, has no such convention in it. It's philosophy paper and title are the catalyst for the cognitive dissonance, the player eliminates this by "pretending" rules, to make "the button" become "a game."
It is implying that it is a game, the player makes it explicit through pretend. The game does not satisfy on it's own merit. It requires 3rd party pretend to make it so. You hafta' "believe" it's a game.
To transfer the discussion to the idea of a video game, the software and platform you use to run the software, and even the graphics in the game isn't the game. Two of my favorite video games are LSD and Yume Nikki, in case you know nothing about them they are unlike any games because it's just about navigating a dream world of some sort. That's it, there's no other goal, you just walk around and look at the different environments.
There is an internal structure to both these products which (while weakly interactive systems) are still in place, and are systems. The narrative is strongly interactive. This is common in products which use the "game" aspect as a delivery system for a secondary or tertiary product. These are still games. It's presentation and interaction are inherent in the product through the play of the game. As long as it has a formalized system inherent to the game it is a game, albeit a very weakly formalized structure, which normally is in the service of a strong narrative element.
There's no real incentive to do this, in Yume Nikki there are different "effects" but no real incentive or real goal to pursue them, you can pursue those goals if you want, but there's no pressure to. But yet I want to keep playing despite this, because I'm intrigued by the different trippy environments and the randomness of it all.
If it has "any goals", or even a single rule, it is a game. Thus it has a rule system explicit in it's design. Ergo, it is a game. You don't pretend it has a rule, because it has a rule, it requires no pretend. That rule is that "rule" simply must be greater than 0.
Another kind of game I like are visual novels. Most people consider these games to some extent (actually called "doujin games" in Japan in many cases), at least the ones that offer alternate paths and different endings. But I'm not really doing anything other than clicking and reading. Most people wouldn't really consider a choose-your-own adventure novel a game, though they're basically the same thing in two different formats. So are people wrong to call it a game? By what standard? Is Yume Nikki not a game because it has no goal and no competition? If it isn't, then what should we call it instead? Is there a word that accurately describes it?
These are games, "point and click" adventure games favor strong narrative at the expense of strong formal systems. It has a structure, the outcomes follow structure which must be formalized during the development of the product. It's a game.
Like I have been saying... and repeating... over and over again...
Strong formal systems -> weak formal systems
Weak narrative systems -> Strong narrative systems
Typically as we go from strong on one side, the other side picks up the slack. If "the button" has no formal system, it is a 0, it has no narrative system implicit to itself, that narrative is meta/existential/make believe and pretend on the part of the participant.
It's no more a game, than you sending an email to someone. It is a chain letter designed specifically to data mine, calling itself a game. I call these products "phishing" and "fraud".
I call interactive text adventures, "point and click adventures", or "text adventures", I have enjoyed them since Zork.
I call strongly formal systems, "pure analytic" games, as in "game theory" games. They do not need a board to be played. A good chess player can play chess with other good players without any board simply by referencing the moves. These are "strongly interactive formal systems".
"The Button", is not a game, it's formal system = 0, it's narrative isn't substantiated in it's own context, it's meta... so narrative = 0. It's a tool, like a ball... it's not a ball - game.