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  •    Defining Games: Screensavers and Chess  
     
    Thursday, June 09 2005 @ 06:01 PM UTC
    Contributed by: David

    Like every other games researcher, I’ve had to come up with some useful definition, or at least a general notion, of what a game is. Unlike many others, I’ve dispensed with a lot of the obvious stuff to get to what I find to be most essential.

    In my definition, gone are victory conditions or even explicit goals. I’ve discarded conflict and competition and, perhaps most surprising, even interaction.

    I’ve boiled and sifted, reduced and sorted until I came up with a definition that I think works:

    Games are algorithmic entertainment.

    While many of the classic definitions have trouble figuring out what to do with Tony Hawk and kite flying, Second Life and professional soccer or playing Grand Theft Auto for the sheer thrill of viewing sunsets on the beach, my own definition is plagued by the fact that I have to consider screensavers a form of game.

    And I do (although a very limited sort). This has always bothered people who entertain this definition out of curiosity or, perhaps politeness. But I think I’ve come up with an example that helps connect the lowly screensaver to the broader ecology of games.

    Thinking Machine 4 is a fascinating and beautiful little program that lets you play chess against a computer. It adds the extra dimension of illustrating the chess program’s move analysis by showing thin threads of color as it traces each considered move across the board. The selection of colors and the simple geometric representation of the pieces add to the effect, creating an active, animated 2-D sculpture.

    It also happens to show visually why games are so much fun to play and watch.

    As Raph Koster points out in his book “A Theory of Fun” we are pattern-matching creatures. More so, we are a race of beings that likes to watch patterns work over time. An algorithm is a way to talk about patterns that operate over time, because in a sense, that’s exactly what they are.

    Whether you can visualize the lines of possible chess moves streaming out across a playing board or not, you see this dance inside your head. This is a fundamental pleasure of chess—watching the patterns play out. On top of this enjoyment we add the challenge of solving puzzles and beating an opponent. But underneath, we watch a delicate flicker of possibility and actuality played out. If you didn’t think so before, play with Thinking Machine 4 for a while. Whether you play to win or not, you find yourself wrapped up in the patterns each move spins. It is easy to find yourself only watching the patterns, disregarding the outcome of the game.

    Thinking Machine 4 turns chess into a screensaver.

    And that’s what I’ve argued before. A screensaver is a limited form of videogame because it lets you enjoy the unfolding of pattern over time. And this is algorithmic entertainment—patterns over time that give us pleasure. Thinking Machine 4 just helps make that more clear.

    Why does any of this matter?

    I know that spending time erecting definitions for things everyone already knows about seems like the worst kind of ivory tower thumb-twiddling. And maybe it is.

    But from my point of view, a failure to understand what makes a game a game is at the heart of the game design problem. You can argue that money-hungry, risk-adverse publishers strangle the creativity out of game designers, demanding cookie-cutter derivative games. Then again, are designers really brining the most interesting new ideas to the table? Or are they just piling new cargo on the same old, creaky cart?

    As long as we see games as stories or graphics or even collections of ever-expanding piles of verbs (with apologies to Chris Crawford), we can miss the heart of the game—the algorithm.

    A good game might have a fabulous story, elegant graphics and a staggering array of things for the player to do. But none of it matters much if they don’t find the choices interesting, And the game system, the algorithm as I like to call it, is fundamental.

    When I saw Spore this year at E3, my first though wasn’t,“Will Wright is a genius,” or “Ah, what a fabulous combination of genres,” or even “This game elaborates on the inherent potentials in the connection between procedural content and interactive narrative.” Nope. My first and most furious thought was, “Can I have the mouse? I want to play with that!”

    Will Wright is a genius, Spore does tear down genre barriers and shows the promise of the computer as a storytelling tool. But it’s all because this game itself has come to terms that what is really fun, the system, the algorithm.






     
             


    Defining Games: Screensavers and Chess | 23 comments | Create New Account
    The following comments are owned by whomever posted them. This site is not responsible for what they say.
    Defining Games: Screensavers and Chess
    Authored by: puppetmaster on Friday, June 10 2005 @ 12:35 AM UTC
    I'm interested in why you chose to discard 'interactive' from
    the definition. You don't really explain why.

    The chess game in your example is still interactive. But if you
    only watched other people play chess, would you argue that
    you are also playing? I would say no. So surely something
    that can't be played, can't be a game.
    [ Reply to This ]
  • Defining Games: Screensavers and Chess - Authored by: David on Friday, June 10 2005 @ 03:37 AM UTC
  • Defining Games: Screensavers and Chess - Authored by: mizzle on Friday, June 10 2005 @ 04:28 AM UTC
  • If a game is in the woods and nobody is there to play it... - Authored by: CapCom on Friday, June 10 2005 @ 03:23 PM UTC
  • Screen savers and chess
    Authored by: CapCom on Friday, June 10 2005 @ 03:03 PM UTC
    I was reading through the Difficult Questions on Game Design book and jotting down some notes (sometimes trying to answer the question before reading through the chapter). While I find the book to be more of a collection of data than any real conclusion on the matter, it did get the brain going for trying to understand what a game really is. Incidentally, bringing some ideas from the Gameplay chapter, I have made my somewhat facetious definition of games as "software with gameplay." All videogames have gameplay, right? ;P

    It gets even more interesting when you take a look at different types of games and compare them. For instance:

    1. Does a board game have gameplay?
    2. Does a video board game have gameplay?
    3. Does a sports game have gameplay?
    4. Does a video sports game have gameplay?
    5. What about that neat little program that plays Tetris by itself? (and can apparently go up to several million lines before it loses). Is that a game?

    I think examining different types of games, not just videogames, and then finding where they are similar and where they are not is crucial to better understanding games. It's all about finding patterns, right?

    ---
    "Until next time..."
    Captain Commando
    [ Reply to This ]
    Defining Games: Screensavers and Chess
    Authored by: cfoust on Friday, June 10 2005 @ 07:39 PM UTC
    I agree that "algorithmic entertainment" can give you the same kind of pleasure whether you are playing or not. However, to get the full benefit from an algorithm (especially one that is hidden as in a computer game), you must see it run over and over again in varying ways.

    There are two ways to get variance from a computer simulation: a random number generator*, and human input (which can be pretty random at some times, and oh so predictable at others). If you wrote a simulation that started with the same data and never used random numbers or human interaction, it would run exactly the same way every time, and one could hardly call that a game**.

    What I'm trying to say is that is that all "algorithmic entertainment" is interactive because it requires many plays with sets undetermined data in order to fully manifest itself. You don't have to be the one interacting in order to get the lesson, but it helps. And human input is, of course, much more interesting to us as humans.

    *even random numbers are a form of outside input, because it requires a varying seed number--such as the current time--to produce numbers that are hard to predict. If you had a superhuman mental capacity and perfect timing, you could "play" a random number generator just by deciding when to start it.

    **If you wanted, you could say that all art is created by an algorithm in the artist's brain. The difference there is no interaction. When the piece is made, the artist runs his creation program on the thoughts that are in his brain at that moment. If you could go back in time and watch a writer write the same story multiple times, it wouldn't give you any more insight on the story. A story is like a simulation that runs the same way every time.
    [ Reply to This ]
  • Defining Games: Screensavers and Chess - Authored by: David on Friday, June 10 2005 @ 11:59 PM UTC
  • Defining Games: Screensavers and Chess - Authored by: cfoust on Saturday, June 11 2005 @ 02:57 AM UTC
  • Defining Games: Screensavers and Chess
    Authored by: zach on Thursday, June 16 2005 @ 09:31 PM UTC
    Here's how the State of Illinois defines a video game in the infamous "Violent Video Games Law" : "Video game" means an object or device that stores recorded data or instructions, receives data or instructions generated by a person who uses it, and, by processing the data or instructions, creates an interactive game capable of being played, viewed, or experienced on or through a computer, gaming system, console, or other technology. So I guess that settles it. :)
    [ Reply to This ]
  • Defining Games: Screensavers and Chess - Authored by: goose_bumps on Saturday, July 09 2005 @ 03:18 PM UTC
  • Defining Games: Screensavers and Chess - Authored by: CapCom on Tuesday, July 12 2005 @ 03:23 AM UTC
  • Defining Games: Screensavers and Chess - Authored by: CapCom on Tuesday, July 12 2005 @ 03:34 AM UTC
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