To all the people who say "'not a game' is just code for 'a game I don't like,'" please, point me at a single instance in this thread where someone in favor of an exclusive definition of "games" is using it that way. Yes, I know it does happen, but the people who write off the entire discussion like this without listening are really not helping.
Therumancer said:
I disagree just about 100% with what you say, except for the conclusion the that it's useful and important to define things as "not art" or "not games."
I think the real phenomenon you're describing is, that there is a micro-level definition and a macro-level definition for both "art" and "game"--both are defined in terms of how they affect the audience. On the micro-level, anything can be made into a game. I can count how many traffic lights I go through without stopping while driving to work, and if my score is higher than ten I'll buy myself a candy-bar when I get there. In doing so, I have just gamified my morning commute--for me the drive is now, by virtually any concrete definition, a game.
At the same time, if my colleague calls me while I'm en route, I'm not going to tell him "I'm playing a game." That would be nonsense, he would never understand what I was trying to communicate if I did that, because the general consensus for the word "game" does not include the mandatory daily drive to place of employment. Incidentally, the reverse is also true--with mods, I can automatically summon every NPC from Skyrim in narrative order and watch all the cutscenes take place without any other interaction, and in so doing I will personally be de-gamifying Skyrim. However if I tell someone else "Skyrim is just a movie," they will not understand my meaning.
This is where the macro definition of "game" comes into play--not "what does this work mean to me?" but "what do I imply to the listener when I describe this thing as a game?" Yes, I can entertain myself dicking around with physics objects and running around the yard in Gone Home and I will be gaming. However, it's disingenuous for me to heartily defend describing it as a "game" just because I can come up with a way to make it into one. I can literally make a game out of
anything.
Now, for all the "what's the point it's all just semantics?" arguers, this discussion is important, because these definitions guide creators, designers, and audiences in how the work is judged and how the art is improved. For example, if something is a "game," then there is an expectation set for the designers to make it as interactive as possible. In fact, I have seen multiple critics fault a game for using cinematic cutscenes in lieu of environmental storytelling, because they consider a fundamental failure for a game to take the reins away from the player.
This can lead to radically different design decisions and radically different receptions of the same work. For example, let me compare Mass Effect to The Walking Dead. The former is a game, the latter is not. Now, obviously the actual mechanics vary greatly between the two games, but they both follow the general design template of gameplay -> dialog -> gameplay. Now, let's say I want to add a super mega crossbow into the game that shoots flaming bolts into enemies. In ME, this might stretch credibility a bit--space crossbows are a little silly--but if it enhances the mechanics enough as a developer I will shoehorn the crossbows in and utilize the cutscenes to lampshade my new fun, contrived game mechanic. Meanwhile, if I want to add a flaming crossbow to TWD because it's fun to set zombies on fire, as a developer I will quickly abandon the idea because it is contrived and destroys the tone I'm trying to convey through dialogue and cutscenes.
Fundamentally, ME is trying to be fun to interact with, and the story serves a supporting role in crafting compelling mechanics, while TWD is trying to tell a good story, and the mechanics serve a supporting role in crafting a compelling story. Because let's face it: the mechanics in TWD, taken on their own,
are not very fun. How many gamers have uttered the words "mechanics are the most important thing about games"? I agree with that statement, and at the same time I think applying this principle to TWD would absolutely destroy the experience.
TWD really is in a different category--different, not lesser--and I think it would behoove us to come up with language that accurately describes things for what they are, instead of writing off all the people who disagree as haters.