They're games. You can very much make the argument that they are life simulators, visual spectacles, or virtual novels, but they are videogames nonetheless first, defining traits and genre second.
Zachary Amaranth said:Kingjackl said:Apparently Jim's being dogpiled on Twitter for saying Gone Home is a game. Supposedly by people under the GamerGate banner, and of course they only appear to take issue with him saying it about Gone Home.
This just further goes to show how insecure the "not a game" argument really is.Epic response.It is telling that, for a small portion of gamers, they need to insert violent rhetoric and conflict into debates about games with none.
I can't speak to whether it was actually GamerGate advocates[footnote]see folks? It's this easy to not simply assume bad things about the other "side."[/footnote], but some of Jim's responses have been gold.
To me it's a little too far for the video game definition to push away hint systems. I think we have to clarify when a hint system is too invasive. I can tell what you might mean by a hypothetical tell's the whole game hint system. However, even the most talkative and hintiest of games like Zelda: Skyward Sword are still games. They may give you some answers or make them really easy to figure out, but you still have to... figure them out. And Skyward Sword, for instance, doesn't give you all of the answers. I still had to learn my way around temples and solve puzzle's without you know who's help. Despite how brain-dead it might feel to us, it's enough interactive/problem solving stimulus for some. Did I enjoy the game? Not really, but it still has enough qualities to be a game. We just have to be very careful about which instances clearly define this "non-game" vs. "game".Karadalis said:Yes.. yes it can.OldGrover said:The re-releases and the new games all have hint systems. The original releases did not.Agayek said:There's a hint system in Monkey Island? Since when?OldGrover said:Even with the hint system? It will tell the player the answer if they like - no skill at all required.
Which makes it an interesting question - can the addition of the hint system take something that was a game (the original) and make it not a game (the re-releases)?
Because at this point the game plays itselfe and you are just there to make the necesary clicks it tells you to do.
Honestly thought... who would ruin the game for themselves by using such a system? I mean i remember the first phantasmangoria also had a hint system (damn fine horror game with hilarious acting btw) but what it did was pointing you in the right direction... not really outright tell you what to do.
However theres still a difference in ruining the game for yourselfe by using what basically is a cheat tool... and having it ruined for yourselfe simply by watching a video....
The interactivity in these games is just a pacing tool and for a more involved atmospheric overall feeling. However interaction =/= gameplay
Yeah this is very good philosophical and literary debate. We'll just have to mull through it. And consider all the possible points.gargantual said:Well so this can of worms opened up again.
I used to be more of the open perspective after I saw Campster's vid year or few back, but have come around to stricter definitions and realized that titles with EXTREMELY implicit senses of accomplishment could have very gamey systems of pattern mastery and skill that further encourage the player to perform certain actions and might not break the creative mold an avant garde dev is going for.
Get your thinking caps on people. I'm putting Mark Ceb from Action Points vs. Campster. Good arguments on both sides.
One comes from the perspective of highly contextual definitions like what is art? what is jazz? (we still can't agree on those)
The other acknowledges those esoteric considerations, but comes down on the side of (if it doesn't have specific components to enrich your participation, is it serving you the way a game naturally would?)
CAPTCHA: Moot point..
Me: Moot point?! Dem's fightin words captcha. *reaches for digital glock*
See, this is how I feel about this. I mean hell, your Xbox/PS's "dashboard" main menu or my DVD player's menu or the start menu on ANY DVD is a video game under Jim and some other people's definition. Because I mean hey... it's played on an electronic medium. It's just not enough information to conclude something a video game reasonably.Therumancer said:With things like video games and such it's a medium I suppose that could create art, but largely in the same way literature can be considered art (and frequently put into it's own category). That said it's not a classic form of art, nor is it one that has any definition, being overly broad in terms of what could be considered a game, especially given the way Jim wants to define it, which is pretty much to say that if it runs on an electronic device it can be considered a video game. By his standards I fail to see how playing a movie on a VCR wouldn't be considered a video game (after all you can interact with it by using the remote control). There is no point to anything being called a video game if literally everything is, there is no point to the label, just like there is no point to "Art" when by definition anything you want to call art can be art.
I actually don't believe video games are inherently art either. It seems to me that there can be art "inside" of the game, but the game itself isn't art. See art doesn't serve an actual function. Art isn't built for the purpose of working for others. Art by some people's definition, mine included, cannot be hindered in it's creator's image if we attain to call it art.A big part of the whole "games as art" thing is that legally speaking one of the big things protecting video games right now is them being granted artistic protections, the same way movies and such are. Put into the existing context they are art, but overall chances are they should not be considered real art, nor should movies. Some people might appreciate them as art, but in the overall sense of things "Art" should officially refer to very specific classic mediums. Movies, video games, etc... should be protected under other protections like free speech and expression,
though I understand why people might think otherwise. One of the big problems I have with a lot of modern media being considered "art" is that it doesn't produce anything lasting. A movie, painting, or piece of metalwork can in theory survive for thousands of years if properly taken care of. Movies and video games are by definition dependent on the technology of the time, and people feeling they are worthy of bringing forward to new levels of technology. With each step things are lost. What's more in thousands of years it's doubtful if technology will still be compatible with what we have now, and indeed a lot of the concepts and such involved in current games and movies probably won't even apply or be relatable other than as perhaps an amusing anachronism showing how backwards we all were if they even survive. If say tomorrow some massive EMP pulse destroyed all the technology or whatever, paintings and statues could very well survive, in a hundred years it doesn't matter how emotional the works of David Cage were, chances are there will be no real trace of them left at all. I'd personally argue that real "art" is something that should be able to endure on it's own independent of a civilization or the need for supporting technologies. In a thousand years the Lincoln Memorial will still be there and future people will probably be able to marvel at it, almost guaranteed, heck if we all die out an aliens visit there will probably be traces of it for a long time to come. What will be left of say "Silent Hill 2"? Could they even get that to work, and what's more how could they relate to it? At least with Lincoln the basic idea... a memorial to a great leader, is communicated just by it being there. "Silent Hill 2" might have a lot to say about the human condition in it's own way, but a genuine work of art? Something lasting? I have my doubts. In a thousand years it's doubtful anyone will have any idea about that (though I could be wrong) no more than anyone will remember the dude who pisses on things as a form of performance art.
Seeing as the whole episode is talking how "video games" are defined, defining words is a pretty basic step of the process. Sure, it is a loose definition, but also one found in the dictionary:Nion said:Dear Ester is not a "video game": "game" in this case referring to a mammal living underwater. Discussions sure do get easier if you redefine words to back up your argument.maffgibson said:I am pretty sure that you are missing the point: Jim is talking about forms of digital entertainment, and whether they can be defined as "video games": "game" in this case referring either to a competitive activity or an activity engaged in for leisure. None of those things that you list are designed as entertainment. To put this in perspective: Google is not a video game, but a particular interactive doodle might be.Nion said:By the definition in this video, the Steam store, the menus on my phone, and the digital clock on the dashboard of my car are all video games.
Do I really need to point out all the holes in defining every activity done for leisure as a game? I'd rather spend my time playing a game of read a book, before heading out to a game of hang out with some friends.
If you want to introduce a definition of your own and argue its merits, go ahead: maybe an interesting discussion will come of it. But Jim is clearly talking about things that are designed as entertainment. Your original post deliberately ignores this, and therefore misses the point.disappointed said:game
noun
1. a form of competitive activity or sport played according to rules.
2. an activity that one engages in for amusement.
"a computer game"
See also:
http://www.merriam-webster.com/dictionary/game
http://www.oxforddictionaries.com/definition/english/game
If, as you say, the dictionary definition decides this argument, then any old pastime can be a game.
You are incorrect. "Knowing when to hold them and when to hold them" refers to poker, a game where competing players are each given a set of random cards, and each player will wager based on the strength of their cards, other's players' betting behavior, and other players' physical dispositions. There is a great amount of skill and strategy involved. This is why national poker championships exist.immortalfrieza said:Actually, it would be pretty easy to justify. They all have a challenge, and thus a fail state and a win state. All of the games you mentioned require one to use good judgement and some form of strategy, therefore are not completely luck based. The challenge is as Kenny Rogers would say, in "knowing when to hold em, knowing when to fold em". The win state is to win more than you lost and the failure state is to lose more than you won.Abnaxis said:snip
What you said was irrelevant to anything I was saying anyway. Those are real world games made electronic, they aren't relevant to video games.
What makes you think that the attempt of gamers to distinguish between traditional games and these narrative and non-competitive/skill/intellect based titles isn't itself linguistic drift? If there's no competition, no chance of failure, and maybe even no "fun" (bear in mind that fun is also a highly subjective term and some games aren't necessarily fun so much as a necessary experience to have), then it could easily fail to meet the criteria of being a game for some people so much as something else that we haven't yet created a name for.LoneWolf83 said:A look at the etymology of the word "game"
http://www.etymonline.com/index.php?allowed_in_frame=0&search=game&searchmode=nonegame (adj.2)
"brave, spirited," 1725, especially in game-cock "bird for fighting," from game (n.). Middle English had gamesome (adj.) "joyful, playful, sportive."
game (n.)
Old English gamen "game, joy, fun, amusement," common Germanic (cognates: Old Frisian game "joy, glee," Old Norse gaman, Old Saxon, Old High German gaman "sport, merriment," Danish gamen, Swedish gamman "merriment"), regarded as identical with Gothic gaman "participation, communion," from Proto-Germanic *ga- collective prefix + *mann "person," giving a sense of "people together."
Meaning "contest played according to rules" is first attested c.1300. Sense of "wild animals caught for sport" is late 13c.; hence fair game (1825), also gamey. Game plan is 1941, from U.S. football; game show first attested 1961.
game (v.)
Old English gamenian "to play, jest, joke;" see game (n.). Modern usages probably represent recent formations from the noun. Related: Gamed; gaming.
Words and usages change over time, that make this whole "it's not a game" argument dumb.
If you would read my post closely, you will note that I am arguing against broadening the definition of "game" in common language. Also, the examples I brought up aren't just "fun." They are a set of arbitrary rules that serve no purpose other than being "fun." Jacking off by itself, while it may be enjoyable, isn't a game. However, as soon as you invent rules for it that don't directly facilitate jacking off, it becomes one. For example, in one fraternity at the college I went to, the initiation rites allegedly involved a group of inductees standing around a piece of food and jacking off onto it. Whichever participant was the last to ejaculate had to eat the food. If the rumor was true, then they turned jacking off into a PVP game. THAT'S what I mean when I say everything can be made into a game.Therumancer said:The thing is your goofing off, not gaming in most of what you say. See, if you want to broaden the definition of game, then anything can be defined as gaming to make the point. I could basically be jerking off and since I'm playing with myself call it gaming, but really that's not accurate. I suppose technically something like counting traffic lights could count as a game of sorts, but only because your setting a goal, and by being distracted or something you could lose count and thus "lose" by failing in the task you set for yourself. What's more we're talking about using the products as intended, not trying to use them as not intended and claiming it can apply to the definition. If I use a game CD as a coaster that doesn't definitively mean it stops being a video game because I've turned it into a coaster. If your going to get that absurd, why even bother to have a discussion?Abnaxis said:Snip
Understand something can be fun without being a game. Something like "Gone Home" isn't a game, there is no intrinsic risk or challenge, no failure state, and at the end of the day it's not even that interactive when you get down to it. The entire thing is a way of delivering a fairly heavy handed social statement.
There is nothing wrong with entertaining yourself with things that aren't video games, we just shouldn't be calling things like David Cage productions games. Back when they first started making products like that, right around the time CDroms were new, the term was "Interactive Movie" which is pretty accurate. For things that can't be easily defined things like "Electronic Entertainment Experience" works well, as does "Interactive Social Statement" for products that exist specifically to promote a social or political message like "Gone Home". You might have an incredible amounts of fun experiencing these things, but that doesn't make them games, unless you want to get so broad with the definition of games that there is no point to having any defining terms at all. If anything can be a game, anything can be art, etc... those terms might as well might not exist because they fail to designate or differentiate anything anymore.
I was speaking metaphorically with the hold em line. All games of chance require some level of strategy on the part of the player, the most important and sometimes only being knowing when to press one's advantage and when you've lost enough and thus giving up.Abnaxis said:You are incorrect. "Knowing when to hold them and when to hold them" refers to poker, a game where competing players are each given a set of random cards, and each player will wager based on the strength of their cards, other's players' betting behavior, and other players' physical dispositions. There is a great amount of skill and strategy involved. This is why national poker championships exist.
There is no skill involved in any game I listed. In each instance, a player pays money and random numbers are generated--if the numbers turn up favorably, the play wins more money, otherwise they lose. There is no strategy involved in (say) roulette, and in fact it is a mathematical fact that if a player's goal is to make as much money as possible, the winning strategy is not to play. This is why national roulette championships do not exist.
Also, how are real world games made electronic not video games? Would you say a paintball simulator or a racing simulator is not a "video game" because those activities exist in real life?
Please tell me what the winning strategy is for roulette.immortalfrieza said:I was speaking metaphorically with the hold em line. All games of chance require some level of strategy on the part of the player, the most important and sometimes only being knowing when to press one's advantage and when you've lost enough and thus giving up.Abnaxis said:snip
No, they are not video games, because you can get the exact same experience without having to pick up a controller or keyboard. To put it simply, if one finds themselves questioning whether something is a game or not, ask yourself this: Can you get the same experience in any other entertainment medium besides video games? If the answer is yes, then it's not a video game. If the answer is no, then it is.
Why do people keep bringing up board games and games of chance and so on anyway? They have nothing to do with video games at all.
Yeah but we where talking click and point game where the whole gameplay is figuring out all the puzzles yourselfe. In zelda despite having navi remind you where you need to go you still have to figure out how to get there, you still have to beat the enemies, and you still have to solve the puzzles yourselfe.Demonchaser27 said:To me it's a little too far for the video game definition to push away hint systems. I think we have to clarify when a hint system is too invasive. I can tell what you might mean by a hypothetical tell's the whole game hint system. However, even the most talkative and hintiest of games like Zelda: Skyward Sword are still games. They may give you some answers or make them really easy to figure out, but you still have to... figure them out. And Skyward Sword, for instance, doesn't give you all of the answers. I still had to learn my way around temples and solve puzzle's without you know who's help. Despite how brain-dead it might feel to us, it's enough interactive/problem solving stimulus for some. Did I enjoy the game? Not really, but it still has enough qualities to be a game. We just have to be very careful about which instances clearly define this "non-game" vs. "game".Karadalis said:Yes.. yes it can.OldGrover said:The re-releases and the new games all have hint systems. The original releases did not.Agayek said:There's a hint system in Monkey Island? Since when?OldGrover said:Even with the hint system? It will tell the player the answer if they like - no skill at all required.
Which makes it an interesting question - can the addition of the hint system take something that was a game (the original) and make it not a game (the re-releases)?
Because at this point the game plays itselfe and you are just there to make the necesary clicks it tells you to do.
Honestly thought... who would ruin the game for themselves by using such a system? I mean i remember the first phantasmangoria also had a hint system (damn fine horror game with hilarious acting btw) but what it did was pointing you in the right direction... not really outright tell you what to do.
However theres still a difference in ruining the game for yourselfe by using what basically is a cheat tool... and having it ruined for yourselfe simply by watching a video....
The interactivity in these games is just a pacing tool and for a more involved atmospheric overall feeling. However interaction =/= gameplay
Thats why games where there is no skill involved are called gambling games and you have to follow a huge box of laws should money be involved.Abnaxis said:You are incorrect. "Knowing when to hold them and when to hold them" refers to poker, a game where competing players are each given a set of random cards, and each player will wager based on the strength of their cards, other's players' betting behavior, and other players' physical dispositions. There is a great amount of skill and strategy involved. This is why national poker championships exist.immortalfrieza said:Actually, it would be pretty easy to justify. They all have a challenge, and thus a fail state and a win state. All of the games you mentioned require one to use good judgement and some form of strategy, therefore are not completely luck based. The challenge is as Kenny Rogers would say, in "knowing when to hold em, knowing when to fold em". The win state is to win more than you lost and the failure state is to lose more than you won.Abnaxis said:snip
What you said was irrelevant to anything I was saying anyway. Those are real world games made electronic, they aren't relevant to video games.
There is no skill involved in any game I listed. In each instance, a player pays money and random numbers are generated--if the numbers turn up favorably, the play wins more money, otherwise they lose. There is no strategy involved in (say) roulette, and in fact it is a mathematical fact that if a player's goal is to make as much money as possible, the winning strategy is not to play. This is why national roulette championships do not exist.
Also, how are real world games made electronic not video games? Would you say a paintball simulator or a racing simulator is not a "video game" because those activities exist in real life?