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Boogy32

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#1 Boogy32
Member since 2007 • 49 Posts

@hxce:

I don't wanna leave a post that could be construed as angry, but please, for the love of God, just tell me what your point is already. I've read your comments a couple of times now, and I still can't figure it out. I feel like I'm running around in circles trying to understand, and I'm loosing patience. Sun Tzu said that if the orders aren't clear, and the men aren't obeying the generals commands, then the fault lies with the general. However if the orders are clear, and his soldiers are still disobeying, then the fault lies with the officers.

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#2 Boogy32
Member since 2007 • 49 Posts
@Jacanuk said:

Not sure what you mean? the debate has and is civil so ????

It´s kinda hard to disagree with something that is fact. Terraria is a game and in that game it has different difficulties so its the same in minecraft or any other game.

Also a game doesnt have to have all the elements, it has to have the ones that makes it a game meaning that if you look up the dictionary, it has to have some kind of failure state, that state can be death, timeloss, not getting all the clues and being unable to get any further.

So you are right there is no game out there that doesnt have it, the problem though is when we have some people trying to call tech demos and interactive novels games, like with Gone Home/Dear Esther etc...

Well the whole dictionary discussion didn't seem particularly friendly to me.

Anyway, if you take out all the elements that can make you loose Terraria and Minecraft, wouldn't they still be games? Minecraft and Terraria don't need failure states in order to qualify as games, that's something general we can say of games. I see two options. Either we disavow Terraria and Minecraft as games, because they can be played without loss-states, or we acknowledge that games don't need loss-states in order to be games. We can't have it both ways here, and I tend to go with the second option.

@hxce said:

Where did I say anything about elements of play innit?

What I understood from your initial comment on the traffic/work examples was that you meant that there were some elements of play in them. Which I absolutely agree with.

I guess I must have jumped the gun. I thought your first comment was meant to say that, what we're trying to do is irrelevant, because we already have definitions, like the one on Wikipedia.
I also didn't think that

@hxce said:

I have already read all the posts before I posted my reply. You need to stop assuming things. :)

I didn't think you'd read them all, since you weren't quoting a specific paragraph where you thought our reasoning was wrong. Why don't you do that, and we'll take it from there? I am more than happy to engage in a discussion, when I know what exactly you think is wrong with our reasoning.

@hxce said:

English is my second language. No point in being a grammar-nazi on the internet.

I wasn't trying to discredit you or anything, but I can tell you that I wouldn't have made a lick of sense if no one had told me when I was making errors. That's how we improve isn't it?
For instance. I'm still making punctuation errors, since the rules for comma usage is different in my own native language, and I haven't taken the time to learn all the rules yet.

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#3  Edited By Boogy32
Member since 2007 • 49 Posts

@hxce:

I don't think just because an activity has elements of play in it, that it automatically becomes a game. Traffic has elements of play, because there are certain rules in place. You can't run a red light, you have to stop when there's a stop sign, you can't drive faster than the speed limit etc. etc.
When you're in court, there's a certain way you're supposed to act. You can't make monkey sounds instead of defending your client. So you take on this role of an attorney. That's essentially roleplaying, but it's still not a game. I will update my first post, with our newest definition, and I'll keep it updated until we have a newer one. I strongly recommend that you read the rest of the thread. I know it's long, but there's some really good arguments in there.

As for the counting sheep example. I don't think it's a game. This activity lacks rules that can be agreed upon prior to the start of the game. Oh and the word sheep is an uncountable noun, so it's never in plural. :)

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#4  Edited By Boogy32
Member since 2007 • 49 Posts

@hxce:

Yes. All sorts of games, and much more. We've discussed The Hunger Games, gladiatorial combat, war, traffic, work, Saw and much more. Some seems to think that some of these activities should be included as games, while others thinks that if we come up with a definition that includes them, then the definition becomes too broad. Indeed many of the online definitions that people have copy/pasted from Oxford or Webster, could include other activities that we don't consider games, or exclude activities that we do consider games. Take Webster for example:

http://www.merriam-webster.com/dictionary/game

A game does not have to be a contest, and it certainly doesn't have to be done for pleasure. Their definition is flat out wrong. That isn't to say that Webster isn't useful, in fact, I use Webster all the time, and Oxford Dictionaries, and The Free Dictionary, but in order to define an abstract concept, such as games, you need to discuss it for more than two minutes.

The Wikipedia article itself even stated, in the third sentence no less, that the distinction from art and work isn't clear cut. In other words, they don't know what a game is either. They probably know what a game isn't, but that's not really the same as being able to say what a game definitively is. And thus we're discussing it.

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#5 Boogy32
Member since 2007 • 49 Posts
@hxce said:

Why not just call it simply 'Games'?

http://en.wikipedia.org/wiki/Game

Doesn't have to be more complicated than that I think.

Well we're not exactly looking for a wiki on a game. We're looking for a specific phrase that includes all activities that we consider games, and excludes all activities that we don't consider games. This requires abstract thinking, and I know that you are capable of that, so feel free to join in the discussion. :)

@loafofgame said:

I have made a 'game' called Bloody Butterknife. It's very simple: you have to cut off your hand with a butter knife. It contains goals, rules, the superfluous obstacle is provided by the butterknife (which is in no way the most effective way to cut off a hand), the player interacts with the system, etc. Now, most importantly, I'm forcing you to play it. How is it then not a demand or some task that is forced on someone? How is it distinctly a game? If I create an obstacle course and let a robot (and only a robot) run the obstacle course, how is that a game and not some process/system set and kept in motion by a robot? These are games, because we COULD play them. This is necessary. Forcing me to play them is not necessary. Playing them is not necessary. Not playing them is not necessary. The OPTION to play them is necessary.

So what I'm trying to say is that it does matter. Once you make voluntary participation irrelevant you allow for systems/processes and complex orders/tasks that have nothing to do with being a game to enter the definition of a game.

I think Bloody Butterknife qualifies as a game. But when it's being forced on you then I think it morphs into something else.
You have to do it of your own free will. And that's not even saying enough. If I tell you that you have to do it or your child will die. You'll probably do it, assuming that you haven't left your humanity on Vulcan, but you wouldn't want to do it if your offspring wasn't in danger. Furthermore isn't free will an external force itself? Isn't your willingness, or lack thereof, to play a game an external force? I don't think we should exclude external forces from the equation.

But then again Think of Starcraft. Exact same situation, except you don't loose your hand. Your child will die if you don't play a round of Starcraft. You might not want to play Starcraft at all but you'll still do it. Starcraft is still a game. However, does it morph into something else when you are being forced to play it? The construct of Starcraft hasn't changed, but to the player and everyone observing it's still more than 'just a game'.

As for the whole 'loose your hand part', that does not disqualify it as a game because, as we earlier talked about earlier, a game can have consequences, even severe ones, and as long as you accept those consequences it's a game.
And when I say accept, I mean accept without reservations. Not 'accept' as in "my child will die if I don't".

As for the robot example. If it's a course that can only be played by a robot, then I think it's no longer a game. It might as well just be a process/system. 'Living' things needs to be able to play the game, or else it's a process. Now if the robot was advanced enough to be sentient, then I think it would be a game.

Voluntary participation can't be irrelevant, and I don't think external forces are entirely irrelevant either. Maybe what we need are three categories.

  1. Games
  2. More than games (games that you play, under protest)
  3. Distinctly not games

What do you think of that?

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#6  Edited By Boogy32
Member since 2007 • 49 Posts
@EPICCOMMANDER said:

I'd just like to say that if we're coming up with a universal definition that applies to all video games, narrative or story should not be included in that definition. Whether or not narrative-based games are video games is irrelevant; adding that into a universal definition is confusing as it does not apply to certain games.

I agree. If it is redundant then it should be left out. If we start including things that a game might have, then it's going to be a long list. The first rule in my first post stated that the definition has to be as short as possible.

@mastermetal777 said:

@Boogy32: well if a game is able to include a narrative as part of its design, there should be some sort of side comment saying something like "may or may not include a narrative, plot, or other form of storytelling as part of its design"

We're trying to determine what makes a game in general. We are here encroaching on video-games in particular.

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#7 Boogy32
Member since 2007 • 49 Posts

@mastermetal777: Oh to the narrative part or just in general?

We don't agree in general, but I don't remember anyway saying that a game has to have a narrative. Indeed one of the first examples of a video-game didn't have a narrative. Pong.

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#8 Boogy32
Member since 2007 • 49 Posts

@EPICCOMMANDER: I think all of us here agree. :)

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#9  Edited By Boogy32
Member since 2007 • 49 Posts


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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#10  Edited By Boogy32
Member since 2007 • 49 Posts
@loafofgame said:

As for the voluntary aspect, it carries more weight in games than it does in war, traffic or work. It's easier to voluntarily enter and exit the game space than it is to voluntarily enter or exit the work, traffic or war space. Games present a much more separated and confined space. And as I said, once we enter we should have an option to exit. When we're in a war situation, there are no options to instantly quit and exit the war space, yet when we play Battlefield we can quit the game or press the pause button. Anyway, the voluntary aspect is only part of the definition, but I think it should be part of it, otherwise you can include a myriad of activities people do against their will and more importantly, you might be dismissing the fact that games need an actual player, instead of some instrument or object that simply keeps the game process going.

As far as I'm concerned these are the most important aspects of a game so far: goals, rules, a feedback system (which hasn't really been discussed, but still), voluntary participation and superfluous obstacles. I think those aspects make for a definition that is narrow enough to exclude most of the examples that have been discussed so far, like war, traffic and work.

Yes! I can accept the definition only if you get to quit at your own choosing. In a war, you can't just put down your rifle, and walk away from the battlefield. Even if you survive, you'll get court martial. You might have entered willingly, but you can't leave at will. I was actually tempted to rule out boxing as a game, but I think it qualifies because they can choose to give up whenever they want to.

@quit975 said:

@Boogy32 you say that it is not a game when there is a serious threat to at least one of the participants. To answer that claim, I'll propose the following argument: I will agree that a game that often results in people being seriously injured/dead may be immoral from a religious/ethics point of view, and illegal from the point of the law, but the game doesn't have to be legal/moral to be a game. For many religions, casino games like blackjack or hold'em are immoral, yet that doesn't mean these are not games. Not to mention morality and law are relative and different in each and every country/culture. Imagine this absurd scenario - we are playing a game of ludo with a small modification: whenever a player rolls '3' on his die, one of the bombs planted in the house where we play explodes (pretty nice, isn't it). Such a game would be insanely dangerous and most likely would result in killing at least one of us. But the rest of rules remain unaltered. Does a CHANGE (not addition/deletion) of a rule takes away a status of a game? For me it doesn't.

I think this insane game of Ludo is still a game, if you get to quit at your own choosing. It all makes sense now. I realize that all that was missing was the "leave at a time of your own choosing" part, because that rules out such activities as war, The Hunger Games and Gladiatorial match. But it of cause does change if there is now a rule that says you can't leave, or your life will be forfeit.

@Grieverr said:

A game is a series of interactions that is governed by a set of rules, agreed to by all players, to overcome superfluous obstacles, for the purpose of entertainment or leisure.

I wholeheartedly agree that the purpose of a game is to entertain, or pass the time, or to be done for leisure. You can play poker for free. People have made it so that money is involved, but you CAN still play for fun, there is no obligation from the game itself that makes it so that you have to pay. The goal of poker is to have the better hand.

That people gamble, or make a living, or add other consequences to the game, well, those are modifiers that can be added to any game.

I think you shoot down your own argument by saying that a game of poker can be played for free. Can, being the keyword here. It doesn't have to be played that way. We've talked about E-sports before, and Starcraft isn't played for the sake of entertainment. At least not for the professionals.

Edit: Yes! I can accept the definition only if you get to quit at your own choosing. In a war, you can't just put down your rifle, and walk away from the battlefield. Even if you survive, you'll get court martial. You might have entered willingly, but you can't leave at will. I was actually tempted to rule out boxing as a game, but I think it qualifies because they can choose to give up whenever they want to.