4 ms·
Your premise requires an invalidation of modes of interactivity as meaningful. To transpose Twine works into a book is actually a considerable adaptation in man
by chipsy 12y ago
Your premise requires an invalidation of modes of interactivity as meaningful. To transpose Twine works into a book is actually a considerable adaptation in many cases, because the form of discovery in Twine requires clicking hyperlinks and watching text appear or disappear - not turning pages!
What the critical majority is going for in their understanding of "game" is this idea of "novel interactivity" - that the author is primarily interested in the mode of interactivity, vs. communicating through an established mode like a book or song. The status quo that you're pointing to is "systemic interactivity" - the part of "game" that employs rules, player agency, and simulation. The issue with upholding systemic interactivity is that then you can reason your way into a situation where many video games are not games because on a broad level, they reach predetermined outcomes in the service of a designed story. And then you will say that adventure games are not games, puzzle games are not games, etc. There are some designers who take this kind of stance[0], but as you acknowledge, they're in the minority.
[0] http://keithburgun.net/are-games-a-storytelling-medium-guest-article-by-fabian-fischer/ http://keithburgun.net/are-games-a-storytelling-medium-guest...
- A_COMPUTER 12y ago>Your premise requires an invalidation of modes of interactivity as meaningful. I feel this is worded a little strongly. I alluded to the fact that even just books can have modes of interactivity, but we don't consider them games. >then you will say that adventure games are not games, puzzle games are not games, etc. I believe that this is where some people's intuitive sense that something isn't a game comes from. Thanks for the link, I liked it a lot. I bob in and out of this stuff but I'm inspired to take it more seriously again.