Showing posts with label definition. Show all posts
Showing posts with label definition. Show all posts

Saturday, March 23, 2013

Videogames as Possibilities

Let’s resume what I said in my last two articles: on one hand, the representational aspect of videogames is always shifting, in the sense that the moving image in front of the player is different in each playthrough, and that no two players will ever see the same game in the same way. On the other hand, we should not forget that the mechanics governing the movement of this image are quite fixed, and are not wholly under the player’s control, because it is the designer who decides how much freedom exactly he’s going to allow in his game. Our question now: what lies between these two extremes of the player’s agency and the designer’s control?

In one word: possibilities. So, here’s my proposal: instead of Sid Meier’s “game as a series of interesting decisions”, let’s try out “game as a series of interesting possibilities”. Or even better: “a good videogame is a series of interesting possibilities”, because I’m thinking mainly here of videogames (although I think this qualitative statement can also stretch out to traditional games), and I’m less trying to understand what games are than what games are good at. Truth be told, I’m not fond of definition (that’s usually when name-dropping Wittgenstein is expected), and this is not a rigorous academic paper, so consider this idea as a modest proposal, without any presumption of being all-encompassing or definite. Still, I have my reasons: I prefer thinking in terms of “possibilities” because it stands closer to this intersection of player and designer while “decisions” puts the focus on the player. These decisions have been designed beforehand, so the designer is not completely neglected in Meier’s canonic definition, but it’s the player who ultimately decides, and therefore the emphasis is on him. “Possibilities”, though, is probably closer to the designer’s end, because he created these possibilities in the first place, but it also represents how the player sees a game, how he experiences it: “this or that may happen, I may do this or not, etc.” Also, “possibilities” is more inclusive since it can cover these so-called not-games like Proteus or Dear Esther, in which the player doesn’t have a lot of options, even though these games are rich in possibilities (the procedurally generated island of Proteus or the random selection of the fragmented narration in Dear Esther). It thus removes the idea of challenge, which I do not find necessary: to use a classic example, how is Snakes & Ladders challenging? The player has no decision to make (he merely follows the dice), but the game is fun because of its numerous possibilities, which are born out of the game’s design, the careful arrangement of snakes and ladders on the board.