What are games, exactly? It’s a tired question in the videogames industry, but it’s tired mainly because nobody has been able to agree on an answer. Many game designers are fed up with the whole debate and find all the semantic squabbling rather pointless, yet I think it’s telling that the debate persists. No other medium causes such confusion–everybody knows, and can easily identify, a book or a film or a sculpture or a painting. Videogames, on the other hand, are more ambiguous. Take Feed the Head, for instance–is it a game? Is it a toy? Is it something else? This is not a deliberately experimental work meant to push the boundaries of definition, this is a relatively modest (though delightful and admittedly surreal) work of simple entertainment. What about David Cage’s Heavy Rain? Is it a game, or is it an “interactive film”? Is there a difference? What about SimCity? Its own creator, Will Wright, attests that SimCity is a “toy”, not a game. Does this make other simulation games toys as well? And what does that mean for the toys? Could a toy, typically associated with the frivolous play of children, ever be art? Could one use a toy to tell a story, or convey emotion?
Tag Archives: game design challenge
Congratulations! You’ve completed level three of the GDC! Here are the secrets you discovered:
- You discovered Jason Rohrer wants to fight inflation by destroying real money
- You learned what Eric Zimmerman thinks about games and the “ludic century”
- You compiled a list of games to play this year