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  •    The Yawning Gap of Game Studies  
     
    Monday, July 12 2004 @ 09:42 PM UTC
    Contributed by: David

    Let’s study games.

    In a giant pile place all the games anyone has ever come up with--from Senet and Poker to Pong and Everquest, from Badminton and Bingo to Chess and Grand Theft Auto III. Now ask yourself, “What do all the things in this pile have in common?” Or, to borrow Jesper Juul’s finely worded inquiry: What is the heart of gameness?

    Gameness is one of those tricky qualities. It doesn’t seem to be particularly hard to seperate games from not-games—some things fit, other things don’t. But when you really try to describe why football and Solitare go together, it gets difficult. Jesper’s keynote on gameness both proves the complexity of answering the question and underlines the general lack of consensus on a best and final definition of games. You can easily point toward gameness, but it’s hard to put your finger right on it.

    Still, without descending into that lexical quagmire, we can surface a couple of common features. While some might argue these features are not sufficient to describe games, they are certainly necessary pieces. So, we can say that games needs rules and something that makes the game entertaining. And even if you think that a game needs all kinds of other things to be fully realized, these two features, or characteristics are essential. They are the only things that reliably link puttering around in The Sims to undoing your competitors in Monopoly or returning a Tennis serve.

    The trouble is, and the point I want to focus on here, is that video games have one extraordinarily distinct component that other games don’t have. There is something about video games that makes them very different from all other sorts of games. And this difference that makes a world of difference, (to paraphrase Gregory Bateson) is the difference that separates video game studies from the rest of game studies as much as motion separates film study from the study of still photography.

    The essential difference between traditional games and video games is that video games are hermetic--the rules sealed tightly in an occult chamber. That is, the rules of the game are never fully articulated and must be discovered through practice.

    Or put it this way—when you play Poker, you may not know what the other player will do. But you know what he can do. When you start playing a traditional game, you must know what to do and what is possible. In order to play Monopoly, you have to know all the rules. And even if you don’t, someone does. Two people and a set of Checkers don’t make a game. Someone has to know how to play. Someone has to have internalized the rules.

    Further, imperfect knowledge of the rules leads to bickering and hollow victories. This is why sports employ referees, umpires and judges—people who are paid to take the ambiguity of exceedingly complex rules.

    But video games are different. They are different because our experience of these rules is different.

    Think about how you encounter a new video game. Common practice and protocol demands that you start up a new video game before even looking at the few pages of rules inserted with the disc. The video game player expects that the game will provide important rules in context of the play or that they will figure out what is important from the play itself. The printed “rules” included with a video game have the standing of a strategy guide for traditional games. You rely on the printed rules as a sort of performance edge, a coach to hone game play—rarely as an actual source of game rules.

    (It is worth noting too that gaming strategy guides, in a perfect ironic symmetry, are actually detailed rule guides that attempt to outline every operating rule in the game system.)

    Sidestepping the staggering gnostic aspects of video games, the point I want to make is pretty simple—in traditional games the rules must be absolutely visible. In video games the transparency of the rules is entirely optional and in most cases necessarily obscured.

    Take a game such as Tetris. Nominally all the rules are known—shapes fall, you twirl them and make solid lines of blocks. But how is the number and type of falling blocks determined? If you imagined a card game based on Tetris, the answer to this question would be obvious: “Well, this stack of cards here has the shapes and you draw the top one to determine the falling shape. When the draw pile is empty, you shuffle the discard pile and turn it face down on the draw pile.”

    But there is no parallel in a computer version of Tetris. We don’t know if the mind behind the piece selection is benevolent or malevolent. We don’t know if the choice of piece is an intelligence test or purely random. Would a smart player see the pattern in the selection of pieces? Are we missing something? Or is it simply that the selection is random and we are subject to fate? Perhaps no one knows that answer other than the person who wrote the algorithm that produces the sequence of falling pieces.

    Tetris, in all its apparent simplicity, is actually hermeneutically complex. Tetris is occult, hidden.

    Certainly, it is possible to make too much of this hidden nature of video games. But in the common case, too little is made of it. We homologize Chess with Warcraft never realizing that they are as different in nature as live and recorded music,

    This is not to say that video games are somehow superior. Rather, the difference between traditional games and video games may actually point to something non-obvious about rules—their possible low-importance in a game experience.

    Games with fairly simple rules, such as Chess or Go but which allow for a lot of strategic complexity, are often very popular. These sorts of games minimize the cognitive load of memorizing rules and the consequences of imperfect rule knowledge. You might loose a game of Chess because you didn’t think through that the knight would hop into that particular place, but you don’t loose because you didn’t know that the knight could make that sort of move.

    Another way of starting this is that with traditional games, the challenge is not in the rules, it is in the variability or uncertainty in your opponent. This is the genius of Poker. The rules are simple so the game is played out in a complex reading of your opponent’s personality and motives, dreams and desires, passion and self-image.

    Video games work in a different way. They isolate uncertainty and provide a promise of regularity and pattern. I may not know what is stored in the algorithms of my computer opponent. But I believe that it is knowable, rationally sortable and recognizable. And this is why Chess with a human opponent is so much more complex than a video game, because your opponent is ultimately unknowable.

    In the world of video games, the realm of the video game occult, knowledge is attainable, the world is knowable.

    And this is why I think that video games resonate so much with the philosophical pursuits—the dream that the world makes sense with the right models and enough effort. This is also the promise of the occult arts, to know the unknowable and is a key aspect of some theology.

    Of course, the world of traditional games and video games abut. And at this borderline there reside interesting philosophical and aesthetic questions that have been explored in the past.

    Alan Turing questioned the line between human and computer and proposed his famous Turing Test to ascertain machine intelligence. I have argued elsewhere that all video games are a form of his test. Likewise then, it is possible to see all games, video games and traditional games, as a form of the Turing Test. Or put this way, “What is the difference between playing chess with a human or a computer via email?”

    There is also precedent for exploring algorithm as a generator of unique art. The Oulipo provides some perfect examples. Raymond Queneau’s Hundred Thousand Billion Poems combines traditional literature with algorithmic techniques. So, a poem, cut up such that the stanzas in it can be interchanged by flipping pages offers an interesting experience. The rules are known. You can observe how the poem is sliced up and how the substitution of stanzas occurs. Regardless, the variety of outcomes is so great (thus the hundred thousands billion poems) that the experience is unfathomable. You can encounter Hundred Thousand Billion Poems but you cannot fully know the work. This is an interesting example because it shows the invisible dividing line between hiding potential experiences inside a computer-stored algorithm and ones published in the open in traditional media. In relationship to the current discussion, this puts Queneau’s work at the artistic intersection of video games than to traditional games.

    So while there are reasons to look at games as a global category, and even reasons to see video games and traditional games as two geographical areas on a continuous surface, the central point remains: Video game and traditional games are different. They share genetic similarities in the same way the all mammals are cut from the same biological cloth. But no one tries hard to see the world of people through the eyes of a dolphin. Likewise, we should recognize the sui generis of video games, and not try to unnaturally mate them continually with traditional video game theory.

    ***

    Note: This article relates closely to my work with critical elements, specifically the notion of algorithm. For more information on the critical elements, see the downloads section.






     
             


    The Yawning Gap of Game Studies | 26 comments | Create New Account
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    The Yawning Gap of Game Studies
    Authored by: C. Foust on Tuesday, July 13 2004 @ 09:27 PM UTC
    Well, for the record, I am one of those people who read the instruction booklets and readme files before I play. Trial and error is not my idea of a fun way to learn how to play a game.

    The job of a referee is not to explain the rules--players should already know them--but to act as an impartial judge. We all know where the out-of-bounds line is, and not to step over it; the referee is there to tell us definitively whether we stepped over it or not.

    I think a distinction needs to be made between explicit rules--those which are written down and enforced to the letter--and implicit rules--that which is possible. In normal life there are no explicit rules. We attempt to make rules that explain the universe through math and science, but nothing makes the universe adhere to those rules. If an object suddenly decides to defy gravity, we can't give it a penalty and make it behave, all we can do is revise our theories to include what we've observed.

    Games take the implicit rules of life and add explicit rules. For example, there are no rules in any sport prohibiting flying, because it's assumed that people can't fly. Poker relies on the assumption that people can't read minds, or see cards that are facing away from them.

    Video games are unique because the designer has to create a world, with all its implicit rules, and a game, a set of explicit rules. More often than not, these sets of rules merge. Since a game world needs not have any resemblance the real world, the designer can fold his game rules into the world. When the two sets of rules are one and the same, it's safe to leave it to the player to discover what is possible (however, If they are having trouble getting started, a little hand-holding is a good idea).

    In this way the computer game is a simulation of life, as well as a game. First we must learn what is possible, then what our goals are, and finally we form strategies on how to reach our goals.

    Strategy is not the same as rules. A strategy may manifest itself as a direct reaction to a specific rule, or it may be a gradually refined approach to several different elements of a system. Rules of thumb, if you will, but not rules of the game.

    Tetris blocks: The player has no way of knowing how the blocks are decided upon. Because there is no predictable pattern, and because the player cannot knowingly influence what blocks come down, It may as well be random. the game is unchanged as the player sees it. Her strategy remains the same: stacks the blocks in such a way that you will be ready for any new piece. Tetris is actually as transarent as it can be.

    You talk about the added uncertainty of a human opponent. This challenge to draw patterns out of human behavior can be seen in any multiplayer game. Why do you think someone will play deathmatch for years even after they've learned all there is to learn about the rules of the game? AI is starting to get good enough to provide this kind of excitement, however a human brain is still much more fun to mess with.

    I think the line is more of a blurry one than you suggest. Some computer games are able to provide you with all the rules at the start; some will only place you in a world and say "good luck". But because the compuer has the power to run this world in the background, it certainly is unique as a medium for games.
    [ Reply to This ]
  • The Yawning Gap of Game Studies - Authored by: David on Wednesday, July 14 2004 @ 07:34 PM UTC
  • The Yawning Gap of Game Studies - Authored by: C. Foust on Thursday, July 15 2004 @ 03:31 AM UTC
  • Pulling the curtain back.
    Authored by: gamefiend on Friday, July 23 2004 @ 11:34 AM UTC

    What distinguishes video games from other games in my experience is the intensity of variables and complexities they can handle. The "black box"-ness of the games, while a common characteristic, is a function of the computer as "superclerk" , as Jim Dunnigan points out in the The Complete Wargames Handbook.

    What you're implying here is that if you don't know the rules, the play of a video game would be somehow altered (otherwise it wouldn't be very defining). Yet, here is a completely system breakdown of a popular fighting game. I can tell you from having read it and playing the game myself, that that knowledge doesn't alter the experience of play much -- in fact it heightens it. One can find similar information for many games in many genres, full disclosures of how they work.

    You can choose to not know the inner workings of a game, but being composed as such of feedback systems that reward and dispense information, all videogames are highly knowable.

    My thought is that videogames are seperated from their brethren by the intensity of the variables that they can juggle. Games that are meant for human processing and funcitoning of the rules must remain simple and elegant to be playable. If you were handed the rules system I link above, could you play it? Run it as a pen & paper RPG perhaps? Probably not (I know that I can't at the very least :)). It's unplayable in the space of a human brain, whereas Chess, despite its deep complexities and dynamic play, is relatively simple in its rules, and the amount of variables to analyze. This is what makes it beautiful, and playable by mere mortals.

    Videogames relieve players of the burden of processing and enforcing rules as they attempt to play. This typically leads to a deeper immersion, a deeper sense of illusion that can enhance the ludic state (sometimes, but not always). You can "pull the curtain back", but most players prefer not to, as videogames become so complex that relatively little is gained.

    That's my $.02. Great article!

    [ Reply to This ]
  • Pulling the curtain back. - Authored by: David on Wednesday, July 28 2004 @ 05:55 PM UTC
  • Pulling the curtain back. - Authored by: gamefiend on Saturday, July 31 2004 @ 10:47 PM UTC
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