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  What Is A Game? An Excerpt From Imaginary Games
by Chris Bateman [Design]
21 comments Share on Twitter Share on Facebook RSS
 
 
November 25, 2011 Article Start Page 1 of 6 Next
 

[In this abridgement of the first chapter of new book Imaginary Games, available via this Amazon link, game designer, philosopher, and writer Chris Bateman, best known for the game Discworld Noir and the book Game Writing: Narrative Skills for Videogames, examines the game-as-art debate from an interesting new angle.]

What is a Game?

In April 2010, esteemed film critic Roger Ebert walked unknowingly into the teeth of a rancorous beast when he posted on his blog that not only were video games not art, they could never be art. Given that the internet is packed to its virtual rafters with belligerent gamers who will argue to the death over the insignificant minutiae of their preferred forms of play, this inevitably unleashed a storm of criticism.



In many respects, it was a boon for the games industry that Ebert had chosen to wade in on this topic, since there were enumerable critics in various media who would simply have treated the entire subject with disdain. Whatever one makes of Ebert's claims, he at least had the respect for the medium of digital games to consider this topic seriously.

But what is art, and what is a game? There is a temptation, as Ebert observed, to think that this is simply a matter of semantics and thus not a big deal -- an attitude embodying a rather wide prejudice against philosophy which Ebert, thankfully, does not share.

He quotes from the Greek philosophers in saying that art "improves or alters nature through a passage through what we might call the artist's soul, or vision," and constructs an argument based on the premise that, as goal-oriented activities, games are precluded from being considered art or, to put it another way, the possibility of winning in a game is anathema to artistry.

Yet not all things we call a 'game' include the notion of winning. A child's game of make-believe need not, and neither do most tabletop role-playing games, which are, at heart, a more sophisticated form of exactly the same thing as children's make-believe.

A rhyming game like 'ring a ring a roses' doesn't involve winning either, and certain computer games are equally divorced from an overarching goal -- Will Wright has called his game SimCity (Maxis, 1989) a "software toy", and there are many other games with ambiguity in this regard, such as the classic 8-bit title Deus Ex Machina (Croucher, 1985).

Before we can do justice to Ebert's argument, we must first establish with some confidence what we mean by the term 'game', and this is no easy matter. In fact, this has been recurring theme in the literature of game studies, which from the outset has involved nearly endless discussions concerning the boundary conditions of games. For the most part, we are no closer to an answer than we were when we began, but it is interesting to note that a great deal of the debate presumes that there is a definitive answer to be reached. The fact that people seem confident the term can be unraveled gestures at an underlying unity to the concept of a game, and thus suggests that the problem is not wholly insoluble.

In his 2009 keynote for the Digital Games Research Association (DiGRA), Ian Bogost admits that so much of the discussion within game studies has been dominated by this very question, "what is a game?" In an insightful summary of the 'moves' offered thus far, Bogost covers the history of this crucial investigation.

First, there was the ludology vs. narratology debate, which hinged upon whether games were best understood as a system of rules, or as fictions. But as Bogost notes, there is a false dichotomy in this approach. The question being asked is akin to "is a game a system of rules, like a story is a system of narration?" -- and worded this way, the sense of disjunction is removed and the answer is simply returned in the affirmative.

Jesper Juul provided the next major move in this debate, by suggesting in his seminal book Half-Real (2005) that:

...video games are two rather different things at the same time: video games are real in that they are made of real rules that players actually interact with; that winning or losing a game is a real event. However, when winning a game by slaying a dragon, the dragon is not a real dragon, but a fictional one. To play a video game is therefore to interact with real rules while imagining a fictional world and a video game is a set of rules as well a fictional world.

Games are thus suggested to be both systems of rules and fictions. Bogost criticizes not this claim, but an underlying assumption that even if this is the case, the rules somehow have a kind of precedence -- some part of a game is more real than the other part (usually the rules). It is here that we reach the philosophical domain of ontology, where questions of being and reality are discussed. If someone makes a claim concerning what is real, they are asking an ontological question. This point will become important shortly.

Juul once again provides Bogost's "third move" -- the question of what is the appropriate area of study in respect of games: is it the games in themselves, or the players?

It leads to an idea that games 'exist' when players occupy them, which Bogost compares to Kant's breakthrough realization that whatever things may exist, we as humans only have access to them via our thought and senses. Once again, seen in this way we are no longer addressing the question "what is a game?" so much as we are dealing with the ontological implications of games.

Bogost has his sights in this keynote on introducing his own ontological move, based on the platform studies he has conducted with Nick Montfort. Here, a number of different component levels of digital games are systematically uncovered -- looking as games as just rules misses out on many key aspects.

In the case of the Atari VCS that Montfort and Bogost study in Racing the Beam (2009), the hardware and software constraints had distinct effects on the games that were (or could be) made. There are hidden elements in the nature of digital games to be teased out.

Drawing on the work of Levi Bryant and Graham Harman in ontology, and in particular the notion of a "flat ontology", Bogost boldly suggests that we entirely abandon attempts to claim a hierarchy of some kind in understanding games.

A game, he offers, is better understood from the perspective of such a flat ontology, one in which no one kind of entity has precedence over another (as in the case of the rules taking precedence over the fiction in Juul's half-real paradigm). Bogost goes further, suggesting we can look beyond the ontological elements that involve humans and throw the remit far wider such that:

...game studies means not just studies about games-for-players, or as rules-for-games, but also as computers-for-rules, or as operational logics-for computers, or as silicon wafer-for-cartridge casing, or as register-for-instruction, or as radio frequencies-for-electron gun. And game is game not just for humans but also for processor, for plastic cartridge casing, for cartridge bus, for consumer... and so on.

It's a fascinating discussion that Bogost develops, one that takes a great deal of contemporary philosophy in its stride, and offers a refreshingly wide stance of its subject matter. But while his application of Harman and Bryant's object oriented ontology reveals some interesting questions, it's not clear that it answers the question we set out to explore in this chapter.

The matter at hand, you may recall, is "what is a game?" and it's far from clear that this is best dealt with as an ontological question. Ontology is principally concerned with what exists, the nature of being, or, in its wider scope, the grouping and relationships between entities. There is an ontological aspect associated with games, as we've already seen with Juul's concept of half-real, but to get to this kind of discussion requires a prior conception of what we mean by "game".

Bogost could not reach the conclusion that game studies should include such esoteric areas of exploration as the relationship between registers and instructions, or radio frequencies and electron guns, had he not already established that registers, instructions, radio frequencies and electron guns were all involved with games in some way. His conclusion presupposes a certain concept of a game. It is only by deploying this concept (whatever it is) that he is able to recognize the many things involved in digital games.

Treating "what is a game?" as an ontological question will not settle it once and for all, although that is not to say that ontology doesn't have an important role in a philosophical investigation of games. There are in fact some rather crucial questions in the intersection between games and reality -- and particular that nebulous concept "virtual reality" -- that warrant addressing.

For the time being, though, we must set this domain of philosophy to one side in order to undertake a philosophical investigation as to what the unifying concept behind "game" might be given that we can so easily and confidently act as if we know what a game is, despite not actually agreeing on any particular answer to the question "what is a game?"

 
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Comments

Joseph Miller
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I really like the way that you phrased everything, and the recent examples are extremely handy, but I wonder how you can go the whole chapter without mentioning Homo Ludens by Huizinga when he basically had the same conclusion more than 80 years ago?

Chris Daniel
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True.



I am always waiting for Huizinga in the "What are games" articles but he never comes.



Is he so unknown? If he wasn't it would help this discussion a lot.



The article is nice anyway especially the Malaby parts are intriguing. I will read into him since it basically mirrors my understnading of why we play.

Chris Bateman
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The book talks a lot about Huizinga and Caillois in this part but this abridgment had to hit a word limit so I had to cut them. If this interests you, though, check out the book as it goes into a lot more detail.



Cheers!

Tony Ventrice
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That was one hell of a preamble. I would love to see a similar treatment applied to the subject of art, particularly if the two are to be compared.

Yet, personally, I can't help but feel any discussion that hinges on defining the value of art is destined for inconclusiveness. If there is one topic that by its nature defies universal definition, it is art. The only standard of art seems to be: if someone thinks it is art, it is.

Which, in my eyes, makes Ebert's stance ridiculous. If the 'anti-art' of dadaism is considered art, anything can be art.

Chris Bateman
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There's some discussion in respect of the definition of 'art' in the preface of the book. I agree with your general complaint here, but inconclusiveness has never been a reason not to wade into a particular battleground. ;)



All the best!

Luis Guimaraes
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Art is anything that, if any arbitrary number of people do, make or perform, their results will always be different.

Dan Felder
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So attempting to draw a perfect circle is art, attempting to remember an event is art, copying text in handwriting exercises is art...



I think your definition is way, way to broad and ultimately not what people refer to when they think of art.

Luis Guimaraes
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"pursue the things you love doing and then do them so well that people can't take their eyes off of you." ― Maya Angelou

Keith Burgun
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A game is a system of rules in which agents compete by making meaningful decisions. Done.

Christopher Federici
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That definition is far too strict. Competing and decision making need not be a part of a game, this is seen in games played by a single person such as "how many times can I bounce this ball off the wall without it hitting the ground?" The game only features competition when scores are compared over multiple play sessions in a effort to improve, and the game certainly features no meaningful decisions.



There are many valid definitions of a game. The cut-and-dry, single sentence definition you have proposed does not accurately define many games that people play, although it does properly define a portion of them.

James Coote
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You mean until you make it a game, the ball is just a toy?



So my toy, Sim City, I can make into a game by seeing if I can fill the entire city limits without going broke?

Christopher Braithwaite
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@Keith:



That definition is far too broad. Work, war and school also fit that definition, none of which would be described as a game.

Chris Bateman
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Keith: Snakes and Ladders is a game but contains no meaningful decisions. Your definition doesn't fit a whole host of things we call 'games' including all solitaire games and any with no decisions, or no meaningful decisions. Are you going to claim a lottery is not a game?



But to be fair, any static definition of game runs up against this problem - it's just not that easy to collect the diversity of play activities we call 'games' into one description. Fortunately, we don't actually need to do so to study or make games. :)



Thanks for commenting!

Kaylin Norman
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Good read Mr.Bateman. Really gets you to think about the base concept of a game.



Guys, Art like most other expressive forms, is simply a matter of opinion; the beauty lies not in the presentation but in how it is percieved. Not everyone likes Picasso yet we still see it as art, and I'm sure there are people out there who hate Shakespeare yet it is still regarded as art in its own way.

Michael Joseph
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To some all fiction is literature.



Some are often wrong.



Maybe we can just get rid of all these fuzzy words and end the demarcations and insert smurf or fnord or something in their place. Let's celebrate the idea that everything is everything because it's all a matter of opinion so why try to interject your opinion, just let the people you're communicating with choose their own meaning so they'll be happy.



Games are smurfy.

Gary LaRochelle
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Question: "Is it a game if you can not play it?"



If you want to play a game, you access the game and then start interacting with it. But what if you accessed the game and the game stated that you don not have enough energy/experience points/mojo to do anything in the game? Is it still a game if you can not play it when you want to?

James Coote
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How could you not play a game? If you know the rules, you can just imagine the whole thing in your head



You might not be able to play that specific instance of the game. You can play soccer but you can't play in the specific game of Newcastle vs Chelsea on Saturday, 3 December 2011 at 12:45



You could always watch the game. That is still a game as it has that unceratainty and you learn from it, even if you have no effect on the outcome



But say there is no uncertainty in the instance of the game you play in your head, because try as you might, you cannot BE the opposing player. You imagine what they 'might' do, but it is just a simulation because your brain is just a mechanical device and incapable of anything truely random?

David Serrano
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Gary LaRochelle



What you ask is exactly where core gaming is heading. Increasingly, the goal of designers is not to allow everyone to play on a balanced playing field. Instead, the goal is to unbalance the playing field to always favor one narrow group of players. Unfairly unbalancing the playing field renders games inaccessible to the majority of the people who buy and play them. Which is why only 1 out of 10 players can complete the AAA games they buy and it's why there's a never ending supply of trade in's to fuel the used game market.

Altug Isigan
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I think where Malaby and Wittgenstein meet is their shared notion on adapting to a particular attitude that is recognized as "play" based on the cues that ask us "to operate in a playful manner". Basically the unsolved problem to this is how an act of communication cues our counterpart into adopting the playful stance that is being proposed. It could be said that "games" (with all their definitions, rule sets, boundary definitions) posit the norms of "the playful" right from the start: The "game manual" invents a world scheme in terms of another world scheme (say, in soccer, it invents a world using existents and laws from the real world, and re-configures or renders these into objects that now function in the invented reality of the game). Goals are stated, the spectrum of actions and happenings is being defined, settings and time are being framed and outlined etc...



But in paidea, this process of invention is much less formalized, especially when it comes to it's broadest lines. This is play in a process of becoming, you can't really tell whether it can maintain the invented world scheme that it is in search of. Rules may change all the sudden, the sequence of action may flow into a different direction, and the meaning of an act or happening is much more open to different interpretations. But then, it just seems to work, generating meaning that can be shared and enjoyed by all participants. That was in particular, I believe, what was so striking for Wittgenstein; that you could not really tell how the passage to the language game happened. You just knew it when you saw it, and you wouldn't really know what shapes it takes, or how long it continues, yet you could participate in it, and it seemed to work. Gadamer, on his works on dialogue, dealed a bit with these issues, when he tried to nail down how a dialogue would stay "on track".



To mimic is not putting forward a statement, says Foucault, in his "This is not a pipe". So, when I pretend to be very angry, and bite; my bite doesn't state that I am angry at you. What I depict, together with its label, has lost its identity. It is play now. It is no longer subject to the "ought-zone" that Heidegger refers to when he speaks of elementary understanding. There is some higher understanding going on, and we just know that there is no surface that serves as a common ground to this our understanding of the play event. As Hunicke et al state in their MDA model, there is no syntax to it really; in every game/play we deal with a different set of intersubjective protocols. Yet we can recognize that what we deal with resembles the members of a "family" we are acquainted with; hence Wittgenstein maybe therefore preferring to call it family resemblances.



As a note on puzzle solving: Solving a puzzle is merely about finding the truth about a state of affairs. This state of affairs has a certain chrono-logical or spatial order, and that is basically what we try to reconstruct: things as they were, or must have had happened, or how they ought to be. This is basically a player-driven discourse on reconstructing the fabula out of the mess we are dealing with. It is quite story-like, resembling murder mysteries.

Chris Bateman
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Nice commentary!

Jan Kubiczek
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omg, there is a few games i know which you actually cant win. you "win" by losing. period.


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