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Somebody asked me recently "Why do you make games?" I actually had an answer, and it is based on the idea that the nature of games has obvious implications for the nature of playing
games, and thus affects the nature of making games.
First, let's define Games. Eh, scratch that. Instead, let's talk about what games are about. It might seem like a semantic difference but for me it's really important. If you define game as "a set of rules with a goal etc", or "a feedback loop of bla bla bla" then you are, by literal definition, missing the point. Games, video or otherwise, are about exploration, education, and social interaction, and have been for millennia.
The Unique Properties of Game are interaction and feedback, in some form or another. This is what distinguishes Game from Pasta, or Movie, or Car (actually cars are a bit like games, aren't they?). These Unique Properties mandate that the first core quality of Game is exploration. Not in the Vasco da Gama sense, but in the experimental, Montesourri sense. You give the system input, it gives you output to let you know what your input did. This is the basic process you engage in, whether you're playing Backgammon or Solitaire or World of Warcraft.
Education goes hand in hand with exploration. It is a necessary process for altering and updating your internal model of how the game system works while you explore it. "Oh, I played a Spade that time, and lost. Noted." This might seem really obvious, but I am enamored of the apparent fact that this is not something that some games have; this is something all games (again, video or otherwise) have by default. If you can "play" it, then you are inherently exploring and learning. You might not be learning things that apply anywhere in this universe except to this particular game, but these are the core processes implied by the Unique Properties of Game.
These properties are not just limited to human games, either; they're pretty universal. Dogs play fight to learn their limits, explore who is dominant, and to interact with each other. I think we play Poker and Football and Street Fighter for all the same reasons. Even if it is a single player game, you still talk about it with your friends; it becomes part of your social framework for relating and empathizing with other people. Games are an excuse and a conduit to interact with other people. While you're a child, games are your whole way of relating to the world. When you're too old to work anymore, your social life migrates toward games again; lawn bowling and bridge are a way to meet people and relate.
I think this is more interesting than defining what games are. All three of these qualities are near and dear to me; I love to explore and learn things with my friends (this extends in a meta way to the game dev community even). But they have a lot of interesting implications that overlap my other areas of interest as well. If your medium thrives on or encourages exploration, that means you have to create something to be explored. I see games as a mandate to give players more questions than answers.
Hold that thought for a minute. Everything I've typed so far applies to all games ever created by humans or animals in recorded history, and probably longer. These are simple, essential qualities of "stuff with which you interact." Passion for these subjects is why I am obsessed with designing games. So why do I design video games, and not board games or sports?
My oldest answer to "Why do you make video games?" was something like "Well, I played a lot of video games growing up, and just want to make games." This is true, and is part of the whole truth. Nostalgia plays a role in my attraction to the form.
Then, I started to rationalize it and make it more academic: "This is the mixed media form with the lowest barrier of entry, and it is new enough that there is a lot of space to be explored." This is also true, and is also part of the whole truth. I adore mixed media, whether it's comics or movies or theater, but these things have been around for more than a hundred years. I am drawn to video games because they are a frontier; I can stay inside with my laptop for a weekend and make something that influences a lot of people. For me, this is hard to do in comics or film.
But now I've realized that all of these things: nostalgia, mixed media, and unexplored territory, these are all specific to video games, and are ancillary to my basic compulsion to create things that people can choose to explore. More than any other medium or art form, games require you to create something abstract and open to interpretation by their very nature.
I don't for a minute think that this means video games have to be "nonlinear" or literally abstract in an audio-visual sense in order to be a Game. I certainly haven't made any games like that, though I do enjoy them immensely. What I do think this means is that games are the best place for mysteries. And to be clear, I don't mean mysteries in the Miss Marple or narrative sense, even, although those are good too. I am simply talking about questions that don't have answers right away. Games are the place where the audience can finally scratch that itch.
Make something itchy.
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Your "Dogs play fight" comment hit home for me too, I think about that stuff all the time. (Of course, most animals play, not just dogs.) Gaming is in our nature... not just human nature, almost all living creatures. Video games take that natural instinct and put it on a screen with infinite possibilities. It's truly awesome!
A couple more points:
1. You say games have the lowest barrier to entry, but I don't follow. I would say games almost have the highest barrier to entry compared to: Books/comics (Pencil and pen), Movies (in today's world video capture and editing is everywhere.) Programming languages and/or learning/buying various game making programs is beyond most people's reach.
2. Going back to the dogs play fighting. I've always thought dogs would be great gamers; they're into playing games as we already said. They're short-term goal oriented, they learn fast and I think would be lethal game playing enemies or great co-op players (Pack mentality). I hope their time comes soon. I would love to play Fallout 5 with my actual dog playing Dogmeat. Although I think technology would have to get to brain controlled games because they'd be screwed trying to play 360 with those paws.
Although, I would imagine poeple bothered with you feeding fictional images on the poor dog brain... I would love playing with my dog :)
My dog LOVES to play (actually, he is annoying... When you don't want to play anymore he bites you... :/), I am yet to find a game that he is physically able to play that he don't love (except swimming... he does not get into the pool, although he plays around the pool alot, and fell into it more than once, coming out on his own), his favourite is tug of war (literally! Hand him a rope, and he grabs the rope and try to pull you, even getting more rope if you give the chance... Usually he win :P His tug of war skillz are mad!)
"A couple more points:
1. You say games have the lowest barrier to entry, but I don't follow. I would say games almost have the highest barrier to entry compared to: Books/comics (Pencil and pen), Movies (in today's world video capture and editing is everywhere.) Programming languages and/or learning/buying various game making programs is beyond most people's reach."
I would say that computer game creation's difficulty is at least on par with the mentioned art forms. Open source allows a full cross-platform development environment to be created for the cost of hardware. Also the sheer number of free programming languages allow creative types of any geek level to participate. Uber-geek? Use GNU C or C++. Semi-geek? Use Java or Perl. Does C code look like high-level algebraic nonsense to you? Use GAMBAS or another free BASIC derivative with SDL libraries.
When you think of games, try not to think of fifty million dollar crapfests like Call of Duty or Crysis, but games like Tetris, Ultima IV or Frozen Bubble. Spending your high school and early college years flunking out while honing the art of comic book writing is every bit as expensive as delving into a little code writing. Programming has come a long way since assembly and really isn't that hard anymore.
My take on the hole electronic games as a media is that the hardcore programming guys that makes engines and stuff are comparable or even from the same engineering or science educational places and hobby backgrounds as the guys that makes your paint, writing machine, microphone or camera. Most other jobs can with a little training be and are being interchanged between the electronic games and their "traditional arts field" like writing, movies, pictures, stage-acting, voice-acting *insert creative field*. As said else where I work a student job for Sennheiser and just like any other supplier for A/V we have loads of customers from traditional and new electronic industries and the customers often move fields or in case of audio guys typically are educated for movies or traditional audio/music/technical audio and get a job at a game audio developer.
I wanted to chime in on the thread that Tony/Kevin picked up on. I have to say that games have, by far, the single HIGHEST barrier to entry out of any mixed-media art form I can think of.
Consider all the trade skills involved in making a game. Gameplay design is not easy. Art is far from easy. Programming is very hard, and GOOD programming is even harder. Music creation? Audio engineering? UI design? Marketing? Any one of these skills take years to master, and very few individuals ever really master more than 2 or 3 of them. This is reflected in time investment: Jerry Bruckheimer recently acknowledged that the reason most game tie-ins to movies suck is because making a good game takes 2-3 times as long as making a good movie.
(Perhaps this difficulty is a function of just how very much of a "mixed media" games actually are. They literally either contain, or CAN contain, every single other artistic medium. And some of them really try to do so: Alan Wake contained a novella, AND a short film (cutscenes), AND paintings (on the walls in the environments), AND a musical score, AND gameplay, AND a TV show that you could watch inside the game! It's hard to think of an artistic medium that COULDN'T be put inside a game - if you really tried to.)
This is part of what makes games so exciting to me as a medium. But if you're just interested in "creating mixed-media", I'd say that games are about the worst choice you could make: you're guaranteed that more than other media, your creation will take a long time; involve more dependencies on other people to help complete your creation; and involve more frustration from technological barriers at every turn. I think you have to fundamentally love games themselves, and what they fundamentally are, to stick with this creative medium over any other.
Anyways, totally agree - lots of major barriers of entry, and mastery is just as intimidating if not more so than any other form. However, at least at this point in time you can have a huge impact by pairing new ideas with barely competent execution, and i believe that may be unique from film or comics...
I, for instance, like a lot to play single player games and I often don't talk about them with anyone. I don't have friends who like the types of games I like, but that is not a factor in my decision to play. I played FF7 just because I liked the feeling of playing it, and my friends couldn't care less about it, in fact, they hated it.