Level 1
Level 1
Level 1
For one thing, that’s my definition. Sure, it was adopted by the IGDA Education
SIG (mostly because no one argued with me about it). There are many other
definitions that disagree with mine. Many of those other definitions were
proposed by people with more game design experience than me. So, you can’t
take this definition (or anything else) for granted, just because Ian Says So.
For another, that definition tells us nothing about how to design games, so we’ll
be talking about what a game is in terms of its component parts: rules, resources,
actions, story, and so on. I call these things “formal elements” of games, for
reasons that will be discussed later.
Also, it’s important to make distinctions between different games. Consider the game
of Three to Fifteen. Most of you have probably never heard of or played this game.
It has a very simple set of rules:
Players: 2
Objective: to collect a set of exactly three numbers that add up to 15.
Setup: start by writing the numbers 1 through 9 on a sheet of paper. Choose a
player to go first.
Progression of Play: on your turn, choose a number that has not been chosen by
either player. You now control that number. Cross it off the list of numbers, and
write the number on your side of the paper to show that it is now yours.
Resolution: if either player collects a set of exactly three numbers that add up to
exactly 15, the game ends, and that player wins. If all nine numbers are collected
and neither player has won, the game is a draw.
Go ahead and play this game, either against yourself or against another player. Do
you recognize it now?
The numbers 1 through 9 can be arranged in a 3×3 grid known as a “magic square”
where every row, column and diagonal adds up to exactly 15:
6 7 2
1 5 9
8 3 4
Now you may recognize it. It is the game of Tic-Tac-Toe (or Noughts and
Crosses or several other names, depending on where you live). So, is Tic-Tac-
Toe the same game as Three-to-Fifteen, or are they different games? (The answer
is, it depends on what you mean… which is why it is important to define what a
“game” is!)
A game has “ends and means”: an objective, an outcome, and a set of rules to
get there. (David Parlett)
A game is an activity involving player decisions, seeking objectives within a
“limiting context” [i.e. rules]. (Clark C. Abt)
A game has six properties: it is “free” (playing is optional and not obligatory),
“separate” (fixed in space and time, in advance), has an uncertain outcome, is
“unproductive” (in the sense of creating neither goods nor wealth — note that
wagering transfers wealth between players but does not create it), is governed
by rules, and is “make believe” (accompanied by an awareness that the game is
not Real Life, but is some kind of shared separate “reality”). (Roger Callois)
A game is a “voluntary effort to overcome unnecessary obstacles.” This is a
favorite among my classroom students. It sounds a bit different, but includes a lot
of concepts of former definitions: it is voluntary, it has goals and rules. The bit
about “unnecessary obstacles” implies an inefficiency caused by the rules on
purpose — for example, if the object of Tic Tac Toe is to get three symbols
across, down or diagonally, the easiest way to do that is to simply write three
symbols in a row on your first turn while keeping the paper away from your
opponent. But you don’t do that, because the rules get in the way… and it is from
those rules that the play emerges. (Bernard Suits)
Games have four properties. They are a “closed, formal system” (this is a fancy
way of saying that they have rules; “formal” in this case means that it can be
defined, not that it involves wearing a suit and tie); they involve interaction; they
involve conflict; and they offer safety… at least compared to what they represent
(for example, American Football is certainly not what one would call perfectly
safe — injuries are common — but as a game it is an abstract representation of
warfare, and it is certainly more safe than being a soldier in the middle of
combat). (Chris Crawford)
Games are a “form of art in which the participants, termed Players, make
decisions in order to manage resources through game tokens in the pursuit of a
goal.” This definition includes a number of concepts not seen in earlier
definitions: games are art, they involve decisions and resource management, and
they have “tokens” (objects within the game). There is also the familiar concept of
goals. (Greg Costikyan)
Games are a “system in which players engage in an artificial conflict, defined by
rules, that results in a quantifiable outcome” (“quantifiable” here just means, for
example, that there is a concept of “winning” and “losing”). This definition is from
the book Rules of Playby Katie Salen and Eric Zimmerman. That book also lists
the other definitions given above, and I thank the authors for putting them all in
one place for easy reference.
By examining these definitions, we now have a starting point for discussing games.
Some of the elements mentioned that seem to be common to many (if not all) games
include:
Stories. Are games stories? On the one hand, most stories are linear, while games
tend to be more dynamic. On the other hand, most games have some kind of story
or narrative in them; we even have professional story writers that work on
multimillion dollar video game projects. And even beyond that, a player can tell a
story about their game experience (“let me tell you about this Chess game I played
last night, it was awesome”). For now, keep in mind that the concepts
of story and game are related in many ways, and we’ll explore this more thoroughly
later in the course.
Play. Are games a form of play? There are many kinds of play: tossing a ball around,
playing make-believe, and of course games. So, you can think of games as one type
of play. Games are made of many parts, including the rules, story, physical
components, and so on. Play is just one aspect of games. Therefore, you can also
think of play as one part of games. How can two things both be a subset the other? It
seems like a paradox, and it’s something you are welcome to think about on your
own. For our purposes, it doesn’t matter — the point here is that games and play are
concepts that are related.
So You're Going To Make A Game For The Very First Time? (Links to an
external site.), by Lewis Pulsipher
Pulisher give practical advice on creating your first game.
Additional Resources
For additional readings on these topics, click HERE. It is a list of resources that is
student generated and regularly updated.