Preface: The Magic What?
A broad strokes definition: The magic circle is the idea that a boundary exists between a game and the world outside the game.
Outside the magic circle, you are Jane Smith, a 28 year old gamer; inside, you are the Level 62 GrandMage Hargatha of the Dookoo Clan. Outside the magic circle, this is a leather-bound football; inside, it is a special object that helps me score -- and the game of Football has very specific rules about who can touch it, when, where, and in what ways.
Is the magic circle a verifiable phenomenon? A useful fiction? A ridiculous travesty? And who really cares? This essay endeavors to answer these questions by looking at the history, the use, and the misuse of the term. And along the way, I offer some correctives to how we think about the concept, about game design theory, and about the more general study of games.
Shoot Me Now
At game studies conferences, I often find myself browsing through the scheduled program and finding one or more presentations on the magic circle. If you've ever been to an academic game gathering, you know the kind of talk.
They are generally given by earnest graduate students, and have titles like "Beyond the Magic Circle," or "The Pitfalls of the Magic Circle." A few years ago, there was an entire conference called "Breaking the Magic Circle."
Invariably, these presentations have a single aim: to devalue, dethrone, or otherwise take down the oppressive regime of the magic circle. They begin by citing either Johannes Huizinga's Homo Ludens or Rules of Play (the game design textbook I co-authored with Katie Salen), and then elaborate mightily on the dangers of the magic circle approach. They proceed to supplant the narrow magic circle point of view with one of their own -- an approach that emphasizes something like social interaction between players, a wider cultural context, or concrete sociopolitical reality. Dragon slain.
I regularly get emails from budding game critics asking me if I think the magic circle "really ultimately truly" does actually exist. It seems to have become a rite of passage for game studies scholars: somewhere between a Bachelor's Degree and a Master's thesis, everyone has to write the paper where the magic circle finally gets what it deserves.
We all know it's fun to take down an authority figure. But what I want to ask here is: what is this oppressive regime that these well-intentioned researchers feel a need to overthrow? Who is this Voldemort that these papers dangerously invoke, in order to stage a final battle of good against evil? Does anyone really hold to the orthodox, narrow view of the magic circle, or is the phenomenon of taking down the magic circle just game studies scholars tilting at windmills?
The Magic Circle Jerk
The problem runs deep. It goes beyond just wide-eyed graduate students. Sometimes, I see it in the work of colleagues for whom I have the utmost respect and whose work I otherwise admire: game studies icons Mia Consalvo, Marinka Copier, and T.L. Taylor all have written about the need to overthrow the oppressive magic circle.
The argument goes something like this: the idea of magic circle is the idea that games are formal structures wholly and completely separate from ordinary life. The magic circle naively champions the preexisting rules of a game, and ignores the fact that games are lived experiences, that games are actually played by human beings in some kind of real social and cultural context.
My question remains: who is this ignoramus that holds these strange and narrow ideas about games? Where are the books and essays that this formalist-structuralist-ludologist has published? Where is this frightfully naïve thinker who is putting game studies at risk by poisoning the minds of impressionable students? Just who is this magic circle jerk? (Note that the word is "jerk" as in annoying person -- I'm using it as a noun, not a verb.)
I am here to tell you: there is no magic circle jerk. We need to stop chasing this phantasm. I offer this essay as a corrective. It is meant to clarify where this magic circle idea came from, what it was intended to mean, and to stop the energy being wasted by chasing the ghost of the magic circle jerk -- a ghost that simply doesn't exist.
Birthing a Straw Man
Perhaps I'm sensitive to the phenomenon of the magic circle jerk because I (or Katie Salen and I) often are identified as the embodiment of the worst of the magic circle.
In fact, game designer Frank Lantz and I started using the term in our game design classes years before work on Rules of Play began. In 1999, we co-authored an article for Merge Magazine called "Rules, Play, Culture: Checkmate" that referred to the magic circle as "the artificial context of a game... the shared space of play created by its rules."
However, the term only reached full fruition in Rules of Play. It's certainly true that in the nearly 10 years since the book was published, the idea of the magic circle is easily the most popular concept to come out of it. So in many ways I do feel responsible for the magic circle shenanigans that have followed the book's publication.
Where does it come from? Frank and I first read the phrase "magic circle" in Huizinga's Homo Ludens, where it appears a scant handful of times -- once each on pages 10, 11, 20, 77, 210, and 212 (of the 1972 Beacon Edition). Its most prominent and oft-cited mention is in this paragraph on page 10:
All play moves and has its being within a play-ground marked off beforehand either materially or ideally, deliberately or as a matter of course. Just as there is no formal difference between play and ritual, so the "consecrated spot" cannot be formally distinguished from the play-ground.
The arena, the card-table, the magic circle, the temple, the stage, the screen, the tennis court, the court of justice, etc., are all in form and function play-grounds, i.e. forbidden spots, isolated, hedged round, hallowed, within which special rules obtain. All are temporary worlds within the ordinary world, dedicated to the performance of an act apart.
Here "magic circle" appears in a list of phenomena that includes game spaces (card table, tennis court), spaces for art and entertainment (stage, screen), and even "real-world" spaces (temple, court of justice). The magic circle is yet another example of a ritual space that creates for Huizinga a "temporary world within the ordinary world, dedicated to the performance of an act apart."
The "magic circle" is not a particularly prominent phrase in Homo Ludens, and although Huizinga certainly advocates the idea that games can be understood as separate from everyday life, he never takes the full-blown magic circle jerk point of view that games are ultimately separate from everything else in life or that rules are the sole fundamental unit of games. In fact, Huizinga's thesis is much more ambivalent on these issues and he actually closes his seminal book with a passionate argument against a strict separation between life and games.
The magic circle is not something that comes wholly from Huizinga. To be perfectly honest, Katie and I more or less invented the concept, inheriting its use from my work with Frank, cobbling together ideas from Huizinga and Caillois, clarifying key elements that were important for our book, and reframing it in terms of semiotics and design -- two disciplines that certainly lie outside the realm of Huizinga's own scholarly work. But that is what scholarship often is -- sampling and remixing ideas in order to come to a new synthesis.
Game Studies eminence Espen Aarseth made a similar point about the origin of the magic circle in a discussion after his presentation Ludus Revisited: The Ideology of Pure Play in Contemporary Video Game Research at the most recent DiGRA conference. According to Espen, after trying and failing to locate the idea inside Homo Ludens, he had decided Katie and I should be blamed for the concept, and everyone should just let Huizinga off the hook.
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As a student of game design, I found the magic circle to be a simple concept (as you describe) but also very helpful. I tend towards very formalist, rule-centered design, residing entirely within the magic circle with my players. Identifying and discussing the magic circle from the outside encouraged me to examine the possibilities that come with social context. The concept took me in the direction exactly opposite to that which its critics feared.
I think that some are eager to position different techniques and methods of game design - into clear categories. That things are either right, or wrong - on or off. A simple system we can understand. But we are only just exploring this medium and there is nothing ultimate about anything yet! The magic circle is not really-ultimately-finally anything, it is just a tool, a thought-experiment or a concept like any other we should be intrigued to explore.
Thank you for clarifying, maybe "we" will stop chasing the jerk/voldemort and just pick it up, learn from it and take it to the next level instead.
Thank you for the great read !
In fact, before "travesty" meant cross-dressing, it meant simply "wearing a disguise" or "wearing someone else's clothes", with no reference to sex.
If you're so touchy about the use of "travesty" in its modern meaning, presumably you also object to "denigrate"?
Some people really dig deep to find something to be outraged about.
Personally, though, I think you hit the nail on the head when you said "It is a term that reminds us how meaning happens." I mean...what _isn't_ a "magic circle"? Our society? A company? A marriage? They're all a function of shared rules, shared commitments and shared values. It definitely does seem arbitrary to set aside a specific class of all the "meaning contracts" that we strike with each other, and say that because they're associated with play, that they're somehow different.
Games are only "different" if you believe that there is a "real", or intrinsic, meaning at the center of most relationships, and that games are different, because we construct the meaning in them, and so that's "magic", or "false". If you believe that we construct _all_ the meaning that we see in the world around us, then they're not so different, at all.
An academic impulse toward busting up someone else's beautiful theory is probably part of the reason for inventing the MCJ. But I wonder -- especially for those academics who publish in this field because they are also gamers -- whether the antipathy toward the concept of the magic circle is more personal.
One of the things I think I've seen in watching gamers (and people in general) is a bifurcation of preference toward either that which is concrete and "real" or that which is abstract and internal. In gaming, these lead to preferences for either "playing in" or "living in" gameworlds. Every mentally normal human knows he's sitting on a sofa reading a novel or playing a game. But some find it easier, and even preferable, to put the real world to one side and pretend that the world of the novel or the game is a real place. For these people, experiencing the world of the novel or the game as what Tolkein called a "secondary reality" -- the magic circle -- is a required part of what makes that created place enjoyable. They (unlike the "it's just a game" natural realists) don't just want to play in these worlds -- they want to (notionally) live in them.
How many, I wonder, of the anti-magic circle academics have pro-realism, "it's just a game" personalities by nature? How much of the invention of the MCJ is the result of wanting to find a way to deny the validity of the "live in" preference for deeply-realized gameworlds where a magic circle is necessary to maintain the glamour of such places?
This is exactly where I think these arguments come from. I've noticed it a great deal in the responses to my own writing (which often talks about limits and basics and what games are), an almost allergic reaction to any concept that places 'game' and 'limit' (or 'boundary', 'constraint, 'creative constant', etc) in the same sentence. In particular the sorts of folks who want to talk about the potential future of games when technology is infinite and Hollywood is dead get very put out by the idea that games may have ground rules, and it can be hard taking the discussion past that point.
In fairness, though, there are also a lot of people who take an almost feral joy in puncturing the ideas of others, in generating one constraint or risk or "rule" or "you're obviously ignorant of X" after another.
The people who can help are the ones who've made their way through both of these styles, and who are capable of seeing (and discussing) the world both as it is and as they believe it could be. It is possible to be both practical *and* creative!
No offense there, Zimmerman. It was just one of those books that I had to read a second time to understand the abstraction that you were talking about, and finally got the concepts for what they were.
The magic circle was one of those ideas you spoke about in your book, and I remember the explanation of how it was another dimension and how meaning was taken on when engaged in this circle. A key ingredient for keeping immersion involves this circle, too, and causes that moment of "flow" where you lose track of time. A fundamental game design.
I think you can point at a game and say "this is a special time/place" but that you can't forget that there is no neutral, non-special, normal space in life that isn't able to be labelled in a similar way. Domestic home life, work life, time you spend with certain friends, and not others, time at church, reading a book, time in the bedroom with your partner, etc etc. These are all special arenas where things take on different meanings according to rules, its just that these rules weren't all drawn up at the same time by someone working in a game studio.
That's not what I mean at all. I mean because it bounds your actions to specific rules and sets conditions for success and failure that are much less variable than real life. It's less about the extent of game content and more about the capacity to achieve meaningful success.
And then there are limits to the limits; a billiards table can host a game of nine ball, as well as other variants; a deck of cards allows for poker as well as solitaire, etc.
To illustrate, "Extra lives" is an expectation of many gamers about many games. "Extra lives" is an impossibility to many people about real life.
The context is inextricable from the definition, and the sooner the misunderstanding behind Zimmerman and Salen's concept is cleared up, the better; it really is, to use Mr. Zimmerman's words, "so simple as to be almost banal," and the more we bring up the Magic Circle only to tear it down again, the more it seems like a waste of time and opportunity to discuss other matters of game studies and design.
"What is most remarkable about the phenomenology of the sacred is that it can be described as a manner of inhabiting space and time. Thus we speak of sacred space to indicate the fact that space is not homogeneous but delimited ... Innumerable figures, such as the circle, the square, the cross, the labyrinth, and the mandala, have the same spatializing power with respect to the sacred ... All these phenomena and the related phenomena by which the passage from profane to sacred space is signified--thresholds, gates, bridges, pathways, ladders, ropes, and so on--attest to an inscription of the sacred in a level of experience beneath that of language." He goes on to make the same case for the heterogeneity of time (e.g. the festival, etc.).
I think that maybe some of the confusion around the magic circle is a focus on the circle as a thing, an object, rather than an ongoing process created and sustained by its participants--as Ricoeur put it, "to see the world as sacred is at the same time to *make* it sacred ... thus to every manifestation there corresponds a manner of being-in-the-world."
Your last paragraph puts it wonderfully. Btw, Mircea Eliade, Victor Turner, and Clifford Geertz are some others that contributed to such perspective.
Of course games exist in a "magic circle", it would be stupid otherwise. A computer screen is just a grid of pixels, but in the magic circle they take on meaning in the correct configuration.
An enemy might just be a picture on my screen, or an in game model, but he is the enemy. If he kills me, I am not really dead, but the "death" has meaning inside the circle that doesn't translate to the real world, i cannot respawn and kill that person in revenge. In the magic circle, things have a different meaning and that meaning is what makes a game, a game. Otherwise you might as well just be living a normal life.
One way of thinking about this is through the lens of Gilles Fauconnier's idea of "mental spaces" (in his book of the same name), in which he shows how human use "imaginary" spaces of reference to think (in phrases like "if I were you, I'd order the french toast.") The subjunctive, in a sense, can be seen as a kind of magic circle.
Example: When dogs are play-fighting, they exhibit almost all of the same behaviours they would when fighting for real. There are some important differences though - the secondary physiological reactions are absent (like the hair up on their backs), and the normal dominance hierarchies are not enforced (a subordinate dog can 'best' a superior dog in play without retribution). If you've spent any time watching dogs play, you will also have seen times when the magic circle is broken (someone breaks a rule) and suddenly it becomes serious.
There have even been studies that imply that this kind of play is essential to normal development: In one experiment, Irenäus Eibl-Eibesfeldt (human ethologist) discovered that polecats who are not given the opportunity to play with siblings did not know where to bite prey and rivals or how to hold females during mating once they grew up (Lorenz & Leyhausen, 1973).
I think we can argue over the precise definition - though personally I don't see the need, but that the concept exists and is understood by people and animals alike on a very deep level does not seem to be disputable.
What I love about Huizinga's concept is how curiously and neatly it fits the continuing scientific work in cognitive science, including neuroscience and comparative (animal) studies, particularly on emotion and play. While I think it's a bit of an egotistical stretch to expect that Rules of Play really did much more than to resurrect or champion the notion (insofar as it's actually a useful mnemonic for concepts already being explored by science, perhaps it really moved game studies forward: bravo!), I personally really thank the work because it nudged me to appreciate the necessary significance of context in emotional appraisal. For example, "Why can we enjoy being scared/sad/angry if the brain responses resemble actual fear/sadness/anger so closely?" "Because those emotions occur in an understood context of safety, or, more simply, they occur in the magic circle."
I care most about what is having clear, supportable models of what's going on in people's heads when they play, not so much what is going on in the construction of our formal tools to study them (though I value and amazed by that work). It's a problem is a widespread failure to appreciate that video games may technically evolve from traditional games, but the suite of stimulation that they can provide, right now, results in experiences that are quite different, even when the rule-structures are the same. In fact, there a many examples of games being used therapeutically (such as in wound care), where the "game part" is used to maintain patient attention but the other aesthetic components are the critical parts to creating the desired experience, and when the "game part" becomes too prominent, the therapeutic effects are diminished.
I've learned the hard way that models don't have to be "real" to be useful so I'm cool with formalisms and scholastic argument and people having opinions. As far as people demanding that the magic circle isn't good because it's not "real" or not "distinguishable" enough... funny how our minds don't seem unbothered by this every time we experience art in any form.
The tricky part about is that this somehow creates a problem with the definition of culture. A famous quote of Huizinga says that "play is older than culture", but if play requires a type of consciousness that can invent or deal with meta-languages, then problems arise: for one, we need to expand the term culture beyond one that only recognizes the "culture"s of humans; and on the other hand we probably cannot claim that play is older than culture, for culture seems to be a prequisite to play. Games are playing on already existing systems of meaning in order to create their own signfication processes.
http://lastowka.rutgers.edu/virtual-justice/ (free PDF)
I draw on Foucault's notion of heterotopia and Michael Walzer's "Spheres of Justice" to explain how there is something to the concept and that the rules of games are politically important -- especially when it comes to legal ordering.
I think you're right Eric, that you and Katie are largely responsible for all those who attack Huizinga -- and that Huizinga never would have never endorsed any sort of radical cultural exceptionalism for games. I think Richard does have something to do with it too, as do the State of Play conferences, where TL and Mia, for instance, listened to Richard and Ted Castronova making some pretty radical claims about the nature of the magic circle. Currently, I think Jane McGonigal may be carrying the banner of games exceptionalism and she cites you and Katie w/r/t the Magic Circle.
In a way, the whole thing reminds me of the ludology/narratology debate -- a great source of game studies papers about a provocative concept that can be (perhaps too easily) misunderstood.
More broadly, consider the strong magic circle position, which says that games as secondary realities must be free from real world stuff that's not already part of the gameworld. (E.g., you shouldn't be allowed to talk about baseball or current politics in a fantasy MMORPG.) Is anyone who holds this view necessarily also acknowledging the contention that games can change people -- for better or worse -- through the intensity of the constructed experience?
Conversely, is someone who denies that games can alter a person's behavior also embracing the "culturalist" view of the anti-magic circle academics?
Is this yet another way of framing the ludology("it's just a game")/narratology("virtual stories have real effects") split?
Yes, I think there are certainly some similarities.
I suggest N Katherine Hayles' book How We Became Post-Human as a great way to contextualise the whole concept of systems thinking/theory, which made it a bit easier for me to get into stuff like Bogost's Unit Operations approach (not a perfect segue, but it helped).
From an ethnological point of view, all is one: behavior and culture are what they are and we don't change the scientific rules for examining what happens within the game just because it's a game.
And yet... the magic circle does DESCRIBE something that people DO: attach artificial and arbitrary value to things. Men fighting hand-to-hand for their very lives on the deck of a Napoleonic warship would suddenly stop and move apart when the colors came down, and some would become victors and others prisoners. Because a bit of cloth was lowered. That's powerful magic. It can't be ignored.
Two things. First, as a concept devised within the relatively narrow field of game studies, it lacks any robust connection to the broader social theory with which our efforts to understand games ought to contend. Why should we do so? Because games are a significant enough social phenomenon that their study, like that of ritual, cannot afford the lazy luxury of no real engagement with social theory.
Second, and more directly to the point of what is lost under treatments that invoke the magic circle: It gets us off the hook. The concept directs our attention *away* from the social project of boundary maintenance that must be undertaken for each and every game, in each and every circumstance. That's something we should be very, very interested in, as game studies researchers witnessing games' incursion into more and more areas of our lives.
Relatedly, the concept supports rather lazy assertions about what brings about that boundary in the absence of looking at this social effort, most predominantly in the fetishism of "rules" surrounding games, as if games owe everything to their rules. That is like saying that a playing of Beethoven's 5th owes everything to the score. Games are governed by much more than rules, and also are uniquely contrived to generate new outcomes and new meanings due to the complex interplay of (yes) rules with a bunch of other things.
At the end fo the day, game studies will be better, in my opinion, when we give ourselves enough credit to join our conversations with those in other areas about the social and cultural phenomena which shape how we live. The study of ritual accomplished this and is enormously important in many areas of empirical inquiry. We ought to follow its model for games.
Eric is right that there is already a good amount of good work out there that avoids some of these problems, and in that sense discussion of the magic circle is, in a way, quite dated. The funny thing about social theory, however, is what one of my professors once said about it: it helps you avoid repeating past mistakes.
I think the pro-magic circle forces break down into 3 groups: 1) ludologists (Eric & Katie?), e.g. those interested in game rules in opposition to games as texts -- they can have a rules-fetish; 2) lawyers and policy makers who tend to see things through the lens of rules (myself included); 3) escapists/separatists -- and I think Ted Castronova and Jane McGonigal do this to some extent.
I agree that game studies is moving past all of these, but I think, for better or for worse, we'll still be hearing about the magic circle for awhile. (As the comments above seem to indicate.)
I think your comments help make the case *for* the magic circle, though, or at least do it no injury.
1. You assert that "damage" has been done by the magic circle theory. What damage? Done to whom? You seem to be implying that the damage is to "social theory," but you don't explain the mechanism by which this occurs, its form or practical effects, or even make a case that damaging social theory would be a bad thing. Some things deserve to be damaged.
2. In your first and second points, you imply that "engagement with social theory" and a "social project of boundary maintenance" are required of games. I can understand a proponent of social theory making this assertion, but relevance has to be earned. Game developers create tangible products with demonstrable real-world value. If anything, social theorists should be humbly requesting consideration of their perspectives by game developers, not demanding that practicing game developers should set aside functional concepts (such as the magic circle) merely on their say-so.
3. Games don't owe everything to their rules (there's a strawman for you). No players, no game. But rules are fundamental to games -- no rules, no game. A bunch of musicians could get together and start banging away on their instruments, but it's not Beethoven's Fifth -- or any other recognizable thing -- without the rules of that particular score, which every participant tacitly agrees to respect. To the extent that the magic circle is a mechanic for understanding the rules that uniquely define a gameworld or secondary reality (or, per Huizinga, any constructed human system), it has real value.
That doesn't mean the contribution of players is irrelevant to the construction of performative fun. On the contrary, I suspect most game developers would quickly acknowledge the requirement for players to their games. If social theorists want to try to make constructive contributions to that part of understanding play, I believe that would generally be welcomed.
Pooh-poohing the centrality of rules to games, however, or trying only to deconstruct working design concepts... that can only make it harder for criticisms of the magic circle concept to be taken seriously. If there's a better alternative, what is it? And why is it better?
The damage is not to "social theory," it is to the productiveness of our questions and the reliability/robustness of our answers. If the magic circle works in a practical sense for game design, this simply means that it does, and I would then say: Go for it! But in invoking it, I would hope that you not claim that rigorous empirical research has shown it to be a useful concept for understanding the role of games in human experience, writ large. On that question, it seems past its sell-by date.
Greg notes below that game studies should be "open to useful criticism from those 'outside' the discipline." I agree... and I see nothing wrong about his emphasis on "useful," not just to the critics but to practitioners in the field whose tools are being criticized.
_Rules of Play_, even as a hardback, remains at #44 is sales at Amazon.com in the Game Programming category. That suggests to me that a fair number of practitioners continue to find the ideas in it useful. Can the same be said for any text that disputes the utility or goodness of the magic circle notion popularized in _Rules of Play_? (That's not a rhetorical question -- if this question is to be resolved on empirical grounds as you propose, this is as good a place to start as any.)
I understand that there's not space here for a full explication of the anti-magic circle arguments. But I don't think it's unreasonable to ask for a succinct statement identifying the perceived harm (again: harm to whom?) of the magic circle concept, the mechanism by which that claimed harm is inflicted, and at least one better alternative way to understand games as games. That's not just for me (although I'd appreciate it), but for anyone following this discussion who is interested in what gives games their power.
If that criticism has no utility to game development, or is too subtle to be communicated in a few sentences, why make it here? That's not a "go away"; it's a request to help working game developers see clearly why they should take seriously the "magic circle considered harmful" claim that Eric's article rejects.
As for usefulness, I think it's quite interesting that you cite popularity as "empirical support" for Eric's work. Yes, I think we should turn over all of academia to the wisdom of crowds. That's a great idea! Or not.
Sorry to be glib, but that notion, that we can do away with expertise and empirical rigor in the face of market-like forces, is such a familiar one to me (in fact, I now study it and have named it in my work on Linden Lab as "technoliberalism") that it is difficult to resist a little sarcasm. Once, on TN, someone was attacking the "usefulness" of the humanities (or something like that) and Greg, in exasperation it seemed, said something like (apologies Greg, if I get this wrong): "Defend the project of the university here? I don't have the time." It was a wholly appropriate response, I think.
So I'm sorry, but I find the arrogance of practitioners in this area (after all, *I'm* not telling you what's useful for your work, but apparently you have no hesitation about presuming to tell me, and to impose your own standards of validation on to me to boot) to be galling, even if I know (historically) where it comes from.
A few thoughts: Greg and Thomas, your comments about "rules fetishists" and "reducing games to rules" describe exactly the magic circle jerk that it is the point of my article to banish. Greg, I admire your boldness in labeling Katie Salen and I rules fetishists - in the very shadow of an essay where I do my best to show that nobody (especially the two of us) actually takes kind of position.
Greg, you seem to lament that an uncritical understanding of the "magic circle" continues, as evidenced in the comments on this page. I'd say just the opposite! Comments from E McNeill, Laurent, Tadjg, Adam, William, Katrin, and others help me see that many are grappling rigorously with the subtleties, contradictions, and problematics of the concept.
Lastly, Darcy: I'm with you. Although I didn't go there in my essay, one of the things that I like about the "magic circle" is its magic. Play can be a transformative human experience, and if magic does exist in the world, it happens when we play games.
Sorry, I didn't really want to tag you and Katie as "rules fetishists" (did you see the appended question mark?) -- but at times you do seem to play the part of the rules-enthusiastic ludologist, right? What I guess I should have said is: 1) Your book is titled "Rules of Play"; 2) like Espen, I think you deserve the blame (if blame is the right word) for the magic circle concept, which is largely about separate rules (imho); and 3) what you said above: "If you want to look at games as a pure mathematician, or a strict ludologist, it makes perfect sense that you might adopt a more closed idea of games-as-rules." So can we agree that often you sort of *like* to look at games through the lens of rules? Or at least, you think a "strict ludologist" would be right in looking at games that way?
You're right, I think, that many game designers *do* like to look at games that way, because a large part of crafting games is crafting game rules, and there is much to learn from looking at games that way. But part of what's going on with attacks on the magic circle concept has to do with whether "game studies" should be treated by the rest of the academy as a separate "home discipline" along the lines of, e.g., your example, sociology. You say, e.g., "Rules of Play is not filled with research and footnotes from the history of sociological work, and its concepts do not build carefully on those from the well-heeled discipline of sociology."
So does that mean sociologists don't understand the discipline of game studies? As you note, at present "game studies" is a big interdisciplinary tent, and many people who come to the table come with disciplinary grounding in other fields. Resistance to "the magic circle" may be, in part, a resistance to game studies walling itself off, under the rubric of disciplinary independence, from certain ways of framing questions. This isn't a critique of ludology -- indeed, I completely appreciate and admire current efforts around the world to give game studies a home in standard academic settings rather than have it folded into some other disciplinary rubric. Here's a post I wrote about that five years ago:
http://terranova.blogs.com/terra_nova/2006/09/academic_instin.html
TLDR version: I think it's completely healthy for game studies to seek to carve out its own terminological turf, but I think part of that process has to include borrowing and building upon the work of other disciplines -- which includes being open to useful criticism from those
"outside" the discipline (and at this point, I'm not sure we have a firm "outside" of game studies) that question key concepts.
There have been those who have used the magic circle in controversial ways. At the State of Play conferences, Richard and Ted sometimes advocated for the position that game designers should have exclusive authority to structure the rules of social interactions within MMORPGs and to deny them that right (legally) would be to break a separate sphere called the magic circle. I realize that is not your position, but it is one way the concept has been presented, one that I think many folks on the cultural side of academia found problematic.
Again, the issue is that game studies is still a big tent. As a result, I think we need to continue to keep having these discussions -- What is the magic circle concept exactly? Is it helpful? Does it have political implications? What are its shortcomings? We should keep talking about these things and refining the discourse in game studies -- that's how you build a discipline.
http://gamestudies.org/1001/articles/lehdonvirta
My guess is when a designer or academic views the magic circle as kryptonite, they do so because they believe games should be about obstacles instead of victories, treasures or god forbid... a mainstream definition of fun. So they simply rationalize away the fact that their belief directly conflicts with real life, common sense and basic psychology.
For example, I'd never say that sociologists might not understand game studies, as you put it - because "game studies" is such a radically interdisciplinary field! My point in the article is that when we come together to talk about our overlapping work in *designing* and *understanding* games (as Thomas efficiently describes this difference), we should try and avoid the strong pull of wanting to see our own discipline as a master domain.
It's incredibly hard not to do this! The discussion going on between Bart and Thomas in this column of comments is a great example of this push and pull between disciplinary approaches. I do think we can all just get along. Game design and game scholarship are useful for different people in different contexts in different ways.
Thomas, I hope you realize I'm a superfan of your intellectual work and I very much see the point of this essay not to bring down others' positions but instead to lay groundwork for interdisciplinary exchange. Your social science-oriented critiques of the magic circle are perfectly valid: as a game design concept, it's never going to satisfy the requirements of your discipline. Rather than seeing something lost in that translation, I wonder what it is we can gain.
The push-pull is there, as you say; I think the conversation will improve to the extent that we recognize that (1) we're not all in this for the same thing; and (2) we're not just dealing with interdisciplinarity, in the classic sense (that is, within academia). We've got practitioners in the mix, and that means we're having conversations across professional boundaries. That calls for a more humble approach to what we might find useful in what the other side is working on, and an awareness that, epistemologically, we're coming at things differently.
One last thing: Magic circle-bashing has started, I think, to become the kind of thing one hears done in a kind of lazy, de rigeur way by younger scholars and graduate students, who have read this debate and think the best way to "fit in" is to join in a kind of unexamined bashing of the concept. This is not helpful. As I, and others have said, we are extremely interested in the same phenomenon that has been called the magic circle, but there are very good reasons we have laid out for why that particular way of framing it is unproductive, because it directs our attention away from the process of how the semi-boundedness of games is actually accomplished and also ghettoizes game studies by resolutely hewing to exceptionalist language without grounds for doing so.
Do games, as a cultural form, have unique characteristics that we should be very interested in? Are they (for example) something other (or more) than a text, or the like? Yes, absolutely. Does connecting our study of games to other aspects of our human experience mean that games are not special, that we've reduced them to some other form of understanding (again, like "text")? Absolutely not. Games, like ritual (or bureaucracy, I would suggest), are productively understandable as a unique cultural form with unique characteristics. But it's clear that we'll have to do hard work to create a robust set of tools for understanding them.
That reminds me of something I've said about the narratology-ludology debate: Narratologists, armed only with the hammer of textual analysis, saw every game as a nail, whereas ludologists created tools for understanding games entirely on their own – and it shows.
On to the issue itself. The magic circle is not simply a catch-phrase, it’s a metaphor that stands for a particular ontology – in this case that games are acts apart, bounded, in however porous a manner, from “ordinary life”. The apartness described by the metaphor of the magic circle is a salient feature of all the facets of culture Huizinga discusses and the magic circle becomes a short-hand for the notion of boundedness of play, and consequently other facets of cultural life which are ritualized in a similar manner. Huizinga, in fact, talks specifically about the magic circle in law: “But whether square or round it is still a magic circle, a play-ground where the customary difference of rank are temporarily abolished (Huizinga, 1955, p. 77)”; war: “Despite appearances to the contrary, therefore, war has not freed itself form the magic circle of play” (p. 210) and spirituality: “The human mind can only disengage itself from the magic circle of play by turning towards the ultimate” (p. 212).
When you borrowed the magic circle you didn’t just appropriate an idea, you borrowed an ontology. What a number of us are critiquing is that ontology (and the comments section of a design website doesn’t seem like the right place to make those arguments). Yourself and Katie have chosen to give prominence to the magic circle as the embodiment of that ontology. I disagree with Huizinga about that ontological perspective on games, and I thus disagree with you and Katie for taking it on for reasons I’ve laid out pedantically in a number of papers including the one you cite. When it comes to Huizinga, this ontology is present from The Waning of the Middle Ages, through In The Shadow of Tomorrow and culminating in Homo Ludens. It is also a major, if not the major area of critique his work has received amongst Literary and Cultural Theory scholars much before our current field Game Studies came about.
Of course, all this can be dismissed by standing behind the shield of game design and claiming that Rules of Play is all about design and thus not wanting to take on such pedantic theoretical discussions. Well, wherever a work derives from, if it is going to take on (positively or through critique) a particular concept derived from another field, it is responsible for making that statement – particularly when it takes such a salient position in the field (kudos to you both for such a comprehensive work!). I have a literary background, but have written extensively on player experience. Now if I take on a view on social agency, for example, as part of an argument I’m building I don’t expect to excuse myself from its critique simply by lifting the shield of literary studies and tag myself out of that discussion.
This doesn't mean that the magic will not be worn out at some point, or that every proposed contrivance will be perceived as such irresistible call, but when it's there, it's there. And I think good game design is the type of design that makes you see that it's there.
The proceedings of the whole conference, including Jesper's keynote, can be downloaded in pdf format here: http://opus.kobv.de/ubp/volltexte/2008/2007/pdf/digarec01.pdf
The conference website with links to videos of the various speakers in action is here: http://onscreendisplay.net/gamephilosophy/
Best regards
Patrick