Guys I was sincerely hoping we could keep things civil here. I think it's fair to say that I am a bit disappointed. Not that I should be of cause, it always devolves into this in the end doesn't it?
Anyway. Moving on with the discussion.
@Jacanuk said:
And the softcore mode of terraria is only part of the game, in normal and how the game is intended you can die etc.
You're saying that softcore mode Terraria is part of the game. If we agree that it is, and we also agree that softcore mode isn't competitive, then we have an example of a game that isn't competitive at it's core. Now correct me if I am wrong, but isn't a competition a struggle of power between people? That excludes the AI.
As for the loss/win-state, I don't think they are necessary. When I fly around in creative mode in Minecraft, there's no way I can die. I also can't win that game no matter what I do. Now most games have got a loss-state and a win-state, but there are instances of games without these artifacts.
@quit975 said:
And death in games =/= loss. Sure, in old games it was the case (Contra, Castlevania etc). In newer games maybe it still is although thanks to save games/checkpoints a death is no longer percieved as a loss (is it really a loss? After all, a loss implies you need to start over again. In Counter Strike, if your team loses, you need to start the next match anew. If you lose at a game of monopoly, you cannot 'load game', you need to start over in the next game). And then there are games where death isn't percieved as a loss at all (i.e. platforming minigames that give you unlimited lives and only keep track of how many deaths you 'scored' during a game/level)
I think I'd still call it a loss, but it doesn't change the fact, that there are games out there, where they have either disabled the loss-state, or didn't include one to begin with. Are those games still games? Absolutely. Most games have got them, but it's just not needed in order to qualify as a game.
Now guys what do you think of the following definition?
A game is a system comprised of rules, that govern the interaction among players and/or between the system itself. The existence of the game itself cannot be justified by the necessity of everyday life, while allowing the player(s) of the game, to quit at any given time.
Was there anything I missed?
I take no credit for the proposed definition. It all goes to you fair people. :)
Feel free to phrase it differently if you feel like some parts of it isn't proper English. English is after all not my first language, and the small intricacies of the language is sometimes lost on my poor mainland European brain. Although I do try my best.
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