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| 08.13.2007RE: Ian Bogost's feature on Persuasive Games Thank you, Ian, for another thought-provoking article. I have a few opinions on your topic, which in true internet fashion, I will put out there as if they were facts:
1. Games have expanded beyond the 'entertainment' category. They form a medium that can entertain, inform, train skills, spark creativity, channel communication and inspire introspection. They are part of the choices people face about how they will be receiving information.
2. They have evolved beyond being only a "win/lose" paradigm to another level completely. The word 'experience' has been thrown around for a while, mostly with the result of triggering our gag reflex. But the pain of evolutionary forces expanding the scope of 'games' to 'interactive experience' is really the heart of this discussion. Games are more than win/lose, they are ways to experience something. And they are in competition now not only with other entertainment media, but with taking a hike, reading the newspaper, talking on the phone with your friend, going for a run, playing your guitar or any of the countless other ways we spend our time. Can you lose when you go for a walk? (Maybe if you 'fumble' and sprain your ankle.)
We are well into the era of games that you cannot lose; you get into them just to have the experience inside the gamespace. These are often derided as 'toys', but I refuse to accept that as a bad thing. Win/lose can add spice, but it's not mandatory. The most successful games such as GTA, WoW and The Sims offer win/lose play as a core option, you can just boop around and do your own thing too, playing with the 'toys'.
3. It's great to be here to see and be part of this evolution. We are creating something new. How cool is that?
-Chris 'Wombat' Crowell |