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	Comments on: Who owns the word &#8220;game&#8221;? (A definition of definition)	</title>
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	<link>https://www.jesperjuul.net/ludologist/2003/11/20/who-owns-the-word-game-a-definition-of-definition/</link>
	<description>My name is Jesper Juul, and I am a Ludologist [researcher of the design, meaning, culture, and politics of games]. This is my blog on game research and other important things.</description>
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		<title>
		By: Aubrey		</title>
		<link>https://www.jesperjuul.net/ludologist/2003/11/20/who-owns-the-word-game-a-definition-of-definition/comment-page-1/#comment-157</link>

		<dc:creator><![CDATA[Aubrey]]></dc:creator>
		<pubDate>Tue, 16 Dec 2003 12:19:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.dk/ludologist/?p=50#comment-157</guid>

					<description><![CDATA[If we agree that games are a kind of art, then aren&#039;t we just trying to define a section of art? Or am I being stupid here?

I guess I&#039;m resigned to the fact the &quot;game&quot; is one of those incredibly loaded terms. Pub-philosophers say &quot;life&#039;s a game&quot; while soccer moms say &quot;life isn&#039;t a game&quot;. I can appreciate the need to define games in terms of their cultural relevances, but as far as using the word &quot;game&quot; in a fixed and well defined context within ludological discussions, I don&#039;t hold up much hope. Instead, I say, harness the power of the adjective, which will help you express exactly what aspect of &quot;game&quot; you mean.

Then again, I&#039;m forever missing the point...]]></description>
			<content:encoded><![CDATA[<p>If we agree that games are a kind of art, then aren&#8217;t we just trying to define a section of art? Or am I being stupid here?</p>
<p>I guess I&#8217;m resigned to the fact the &#8220;game&#8221; is one of those incredibly loaded terms. Pub-philosophers say &#8220;life&#8217;s a game&#8221; while soccer moms say &#8220;life isn&#8217;t a game&#8221;. I can appreciate the need to define games in terms of their cultural relevances, but as far as using the word &#8220;game&#8221; in a fixed and well defined context within ludological discussions, I don&#8217;t hold up much hope. Instead, I say, harness the power of the adjective, which will help you express exactly what aspect of &#8220;game&#8221; you mean.</p>
<p>Then again, I&#8217;m forever missing the point&#8230;</p>
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		<item>
		<title>
		By: Jesper		</title>
		<link>https://www.jesperjuul.net/ludologist/2003/11/20/who-owns-the-word-game-a-definition-of-definition/comment-page-1/#comment-153</link>

		<dc:creator><![CDATA[Jesper]]></dc:creator>
		<pubDate>Thu, 11 Dec 2003 09:12:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.dk/ludologist/?p=50#comment-153</guid>

					<description><![CDATA[How would you make a definition of a cultural thing like games without referring to cultural usage?
Of course you can make your own definition of anything you want without referring to anybody else ... but does it make sense?]]></description>
			<content:encoded><![CDATA[<p>How would you make a definition of a cultural thing like games without referring to cultural usage?<br />
Of course you can make your own definition of anything you want without referring to anybody else &#8230; but does it make sense?</p>
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		<title>
		By: Squirrel		</title>
		<link>https://www.jesperjuul.net/ludologist/2003/11/20/who-owns-the-word-game-a-definition-of-definition/comment-page-1/#comment-152</link>

		<dc:creator><![CDATA[Squirrel]]></dc:creator>
		<pubDate>Wed, 10 Dec 2003 17:39:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.dk/ludologist/?p=50#comment-152</guid>

					<description><![CDATA[I&#039;m tempted to agree with Greg solely to avoid entagling the meaning of &quot;game&quot; in a culturally founded definition. I&#039;d wager that you don&#039;t need to rely on cultural usage to put forth a strong definition. Rather, we can work out a robust structure for what is an is not a &quot;game&quot; and then employ it under the term game. I&#039;d also have to argue that we would rather have a definition that based an existent objective system rather than a sysnthesis of historical usage. or perhaps I&#039;m simply babbling

&lt;a href=&quot;http://www.alphavilleherald.com/archives/cat_philosophical_issues.html#000037&quot;&gt;My two cents&lt;/a&gt;]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m tempted to agree with Greg solely to avoid entagling the meaning of &#8220;game&#8221; in a culturally founded definition. I&#8217;d wager that you don&#8217;t need to rely on cultural usage to put forth a strong definition. Rather, we can work out a robust structure for what is an is not a &#8220;game&#8221; and then employ it under the term game. I&#8217;d also have to argue that we would rather have a definition that based an existent objective system rather than a sysnthesis of historical usage. or perhaps I&#8217;m simply babbling</p>
<p><a href="http://www.alphavilleherald.com/archives/cat_philosophical_issues.html#000037">My two cents</a></p>
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		<title>
		By: Teemu Nurminen		</title>
		<link>https://www.jesperjuul.net/ludologist/2003/11/20/who-owns-the-word-game-a-definition-of-definition/comment-page-1/#comment-149</link>

		<dc:creator><![CDATA[Teemu Nurminen]]></dc:creator>
		<pubDate>Tue, 09 Dec 2003 17:29:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.dk/ludologist/?p=50#comment-149</guid>

					<description><![CDATA[MMORPGs are not so unique in this respect if you think of sports. Single tennis and boxing matches and tournaments have very goal or victory condition or whatever you want to call it. Now, they also have rankings (ATP in tennis, several at boxing), which get updated forever, and there&#039;s no victory condition there. Sure, you can be the best at end of the year, or be the one with most weeks on #1 position, but &quot;you can continue playing&quot;, and soon someone passes you.

I&#039;d equate Ultima V, tennis tournament and your usual time-limited quest in MMORPG as rule-bound... games(?) with goal / victory condition, and then equate ATP scoring system and MMORPG system as gaming milieus/environments (my poor english fails here), INSIDE which gaming takes place.

I&#039;m not a theorist really, so I&#039;ll let you do the thinking, but answer this: currently, NBA basketball league has annual play-offs and finals as &quot;goals&quot;, but what would NBA be, if - instead of this seasonal cycle - the teams would play only regular matches, every week, around the year and ad infinitum? Would it be quite similar goal-wise to most MMORPGs?]]></description>
			<content:encoded><![CDATA[<p>MMORPGs are not so unique in this respect if you think of sports. Single tennis and boxing matches and tournaments have very goal or victory condition or whatever you want to call it. Now, they also have rankings (ATP in tennis, several at boxing), which get updated forever, and there&#8217;s no victory condition there. Sure, you can be the best at end of the year, or be the one with most weeks on #1 position, but &#8220;you can continue playing&#8221;, and soon someone passes you.</p>
<p>I&#8217;d equate Ultima V, tennis tournament and your usual time-limited quest in MMORPG as rule-bound&#8230; games(?) with goal / victory condition, and then equate ATP scoring system and MMORPG system as gaming milieus/environments (my poor english fails here), INSIDE which gaming takes place.</p>
<p>I&#8217;m not a theorist really, so I&#8217;ll let you do the thinking, but answer this: currently, NBA basketball league has annual play-offs and finals as &#8220;goals&#8221;, but what would NBA be, if &#8211; instead of this seasonal cycle &#8211; the teams would play only regular matches, every week, around the year and ad infinitum? Would it be quite similar goal-wise to most MMORPGs?</p>
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		<title>
		By: Nikolaj Hyldig		</title>
		<link>https://www.jesperjuul.net/ludologist/2003/11/20/who-owns-the-word-game-a-definition-of-definition/comment-page-1/#comment-146</link>

		<dc:creator><![CDATA[Nikolaj Hyldig]]></dc:creator>
		<pubDate>Sun, 23 Nov 2003 19:52:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.dk/ludologist/?p=50#comment-146</guid>

					<description><![CDATA[Hi guys
To my mind the definition of &#039;game&#039; (as any definition) should be based on the pragmatics of the subject - how and why do we use it? The answers to these questions can, as hinted in the debate, be found through the perspective of evolutionary psychology. In this perspective games are devices that allow us to practice behaviour and strategies, without risking the otherwise potentially harmful consequences (in this sense games are very much productive, as they allow for the accumulation of experience). As a result games can be said to exist of a framed conflict, in which the player(s) participates. The frame consists of resources to be manipulated and the rules for this manipulation, in order to achieve a certain goal. Simple as that. Whether the game ever ends (by achieving the goal) or not does not matter. There should be a defined goal, but that does not necessarily mean that the goal is ever reached. Without a defined overall goal, as in some MMORPGs, it is not a game but a simulation. But notice that simulations often contain lots of small goals to strive for, as this activity forms the basis of much of our understanding of the dynamics of the world. This half-state of gameness (refered to as borderline games) might be part of the reason for the controversy around this subject.
Regarding the computer&#039;s &#039;affinity&#039; for mediating games, this comes about because the computer is nothing less than a revolution in game-mediation ? for the first time it is possible to combine real-time rule-governed symbol manipulation with a complex and sophisticated narrative frame in which to &lt;a href=&quot; http://www.participant.dk/&quot;&gt;participate&lt;/a&gt;. The novel can mediate a deep narrative frame because it is pre-designed; the game cannot because it has to allow for instant changes, which puts restrictions on the scope of the resources being manipulated.
As for the player&#039;s reaction (attachment of the player to the outcome), this does not happen by convention or by being agreed upon. It happens automatically as soon as we invest ourselves emotionally in the game (as in anything), as a consequence of goals being reached or lost. That games without real-world consequences can evoke emotion at all shows our compulsion for make-believe, which is the foundation for emotional reactions to fictional events in general.]]></description>
			<content:encoded><![CDATA[<p>Hi guys<br />
To my mind the definition of &#8216;game&#8217; (as any definition) should be based on the pragmatics of the subject &#8211; how and why do we use it? The answers to these questions can, as hinted in the debate, be found through the perspective of evolutionary psychology. In this perspective games are devices that allow us to practice behaviour and strategies, without risking the otherwise potentially harmful consequences (in this sense games are very much productive, as they allow for the accumulation of experience). As a result games can be said to exist of a framed conflict, in which the player(s) participates. The frame consists of resources to be manipulated and the rules for this manipulation, in order to achieve a certain goal. Simple as that. Whether the game ever ends (by achieving the goal) or not does not matter. There should be a defined goal, but that does not necessarily mean that the goal is ever reached. Without a defined overall goal, as in some MMORPGs, it is not a game but a simulation. But notice that simulations often contain lots of small goals to strive for, as this activity forms the basis of much of our understanding of the dynamics of the world. This half-state of gameness (refered to as borderline games) might be part of the reason for the controversy around this subject.<br />
Regarding the computer&#8217;s &#8216;affinity&#8217; for mediating games, this comes about because the computer is nothing less than a revolution in game-mediation ? for the first time it is possible to combine real-time rule-governed symbol manipulation with a complex and sophisticated narrative frame in which to <a href=" http://www.participant.dk/">participate</a>. The novel can mediate a deep narrative frame because it is pre-designed; the game cannot because it has to allow for instant changes, which puts restrictions on the scope of the resources being manipulated.<br />
As for the player&#8217;s reaction (attachment of the player to the outcome), this does not happen by convention or by being agreed upon. It happens automatically as soon as we invest ourselves emotionally in the game (as in anything), as a consequence of goals being reached or lost. That games without real-world consequences can evoke emotion at all shows our compulsion for make-believe, which is the foundation for emotional reactions to fictional events in general.</p>
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		<title>
		By: Jesper		</title>
		<link>https://www.jesperjuul.net/ludologist/2003/11/20/who-owns-the-word-game-a-definition-of-definition/comment-page-1/#comment-145</link>

		<dc:creator><![CDATA[Jesper]]></dc:creator>
		<pubDate>Sat, 22 Nov 2003 19:15:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.dk/ludologist/?p=50#comment-145</guid>

					<description><![CDATA[Greg, the point was that there is a &quot;standard game model&quot; that has been dominant historically, and that MMORPGs deviate from that model in that they don&#039;t have final quantifiable outcomes. So MMORPGs do not match the classic way of making games.
MMROPGs are different from other &quot;games&quot;, but they &lt;em&gt;also&lt;/em&gt; share many features with other &quot;games&quot; and are clearly historically related to other games.
Whether we then want to call MMORPGs &quot;games&quot; or &quot;borderline cases&quot; is in a way of minor importance - it is exclusively a battle of words. But if we can agree that everybody should be clear about what they mean by &quot;games&quot; and why they are choosing to define it in a specific way, I am happy.]]></description>
			<content:encoded><![CDATA[<p>Greg, the point was that there is a &#8220;standard game model&#8221; that has been dominant historically, and that MMORPGs deviate from that model in that they don&#8217;t have final quantifiable outcomes. So MMORPGs do not match the classic way of making games.<br />
MMROPGs are different from other &#8220;games&#8221;, but they <em>also</em> share many features with other &#8220;games&#8221; and are clearly historically related to other games.<br />
Whether we then want to call MMORPGs &#8220;games&#8221; or &#8220;borderline cases&#8221; is in a way of minor importance &#8211; it is exclusively a battle of words. But if we can agree that everybody should be clear about what they mean by &#8220;games&#8221; and why they are choosing to define it in a specific way, I am happy.</p>
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		<title>
		By: Greg		</title>
		<link>https://www.jesperjuul.net/ludologist/2003/11/20/who-owns-the-word-game-a-definition-of-definition/comment-page-1/#comment-144</link>

		<dc:creator><![CDATA[Greg]]></dc:creator>
		<pubDate>Sat, 22 Nov 2003 15:13:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.dk/ludologist/?p=50#comment-144</guid>

					<description><![CDATA[Jesper: If your argument is that &quot;games&quot; are those that derive via a definable historical thread from things called &quot;games&quot; in prior history, then MMGs are indeed games. MMGs evolved from MUDs; MUDs were attempts to combine text adventures with tabletop RPGs; I believe you accept a text adventure as a &quot;game&quot;; and tabletop RPGs derive from miniatures gaming (Arneson developed D&amp;D, originally, as a Chainmail variant).]]></description>
			<content:encoded><![CDATA[<p>Jesper: If your argument is that &#8220;games&#8221; are those that derive via a definable historical thread from things called &#8220;games&#8221; in prior history, then MMGs are indeed games. MMGs evolved from MUDs; MUDs were attempts to combine text adventures with tabletop RPGs; I believe you accept a text adventure as a &#8220;game&#8221;; and tabletop RPGs derive from miniatures gaming (Arneson developed D&#038;D, originally, as a Chainmail variant).</p>
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		<title>
		By: Aubrey		</title>
		<link>https://www.jesperjuul.net/ludologist/2003/11/20/who-owns-the-word-game-a-definition-of-definition/comment-page-1/#comment-143</link>

		<dc:creator><![CDATA[Aubrey]]></dc:creator>
		<pubDate>Fri, 21 Nov 2003 14:56:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.dk/ludologist/?p=50#comment-143</guid>

					<description><![CDATA[Interesting point, Jay. Reminds me of Edward de Bono&#039;s L game, where it was possible for a game to go on indefinately, even though a finished condition was possible. Hell, even Tony Hawks Pro Skater 3+ has the possibility of going on forever, if you&#039;re good enough to keep a combo rolling over the time limit.

Personally, I&#039;m quite fearful of trying to nail a game&#039;s definition down too precisely - much like general Scientific theory, you can never know that your theory won&#039;t be undermined by something unclassifyable, tomorrow. That&#039;s not a reason to not try to, of course, but you see, from Jesper&#039;s original post how much shit flinging goes on as a result of someone&#039;s preferred game type not being included!

Instead of such properties as &quot;finish states&quot; and &quot;optional safety&quot;, I like to focus on a slightly more pragmatic approach. All this does is to express the game in terms of a human interface device/system, and note the common facets of all games. It may not give a nice wordy definition of games, but it has certainly helped me to think about the common traits of games in a more structured way, and this has led to a very nice modular approach to writing game mechanic design documents, i.e. a common way to define game states and rules, ones&#039; interactions with them, and feedback from them. Here&#039;s the first draft (although you may have seen it before, but it seemed somewhat fitting): http://www.antifactory.org/archives/000027.html

I think most people&#039;s problem with it (apart from being badly written :p) is that calling a Game a system is too simplistic a definition - at that point, you can call &quot;Life, The Universe And Everything&quot; a game, and obviously, that&#039;s a metaphysical bridge too far for some people. I still believe it gives some strong pointers to the common elements of the systemic elements of the game as a system, even if it&#039;s basically the same avenue as Human Computer Interaction research.

Oh, and talking about metaphysical cans of worms, here&#039;s a new article you probably ain&#039;t seen yet, &quot;Why Games Aren&#039;t Interactive&quot;: http://www.antifactory.org/archives/000031.html]]></description>
			<content:encoded><![CDATA[<p>Interesting point, Jay. Reminds me of Edward de Bono&#8217;s L game, where it was possible for a game to go on indefinately, even though a finished condition was possible. Hell, even Tony Hawks Pro Skater 3+ has the possibility of going on forever, if you&#8217;re good enough to keep a combo rolling over the time limit.</p>
<p>Personally, I&#8217;m quite fearful of trying to nail a game&#8217;s definition down too precisely &#8211; much like general Scientific theory, you can never know that your theory won&#8217;t be undermined by something unclassifyable, tomorrow. That&#8217;s not a reason to not try to, of course, but you see, from Jesper&#8217;s original post how much shit flinging goes on as a result of someone&#8217;s preferred game type not being included!</p>
<p>Instead of such properties as &#8220;finish states&#8221; and &#8220;optional safety&#8221;, I like to focus on a slightly more pragmatic approach. All this does is to express the game in terms of a human interface device/system, and note the common facets of all games. It may not give a nice wordy definition of games, but it has certainly helped me to think about the common traits of games in a more structured way, and this has led to a very nice modular approach to writing game mechanic design documents, i.e. a common way to define game states and rules, ones&#8217; interactions with them, and feedback from them. Here&#8217;s the first draft (although you may have seen it before, but it seemed somewhat fitting): <a href="http://www.antifactory.org/archives/000027.html" rel="nofollow ugc">http://www.antifactory.org/archives/000027.html</a></p>
<p>I think most people&#8217;s problem with it (apart from being badly written :p) is that calling a Game a system is too simplistic a definition &#8211; at that point, you can call &#8220;Life, The Universe And Everything&#8221; a game, and obviously, that&#8217;s a metaphysical bridge too far for some people. I still believe it gives some strong pointers to the common elements of the systemic elements of the game as a system, even if it&#8217;s basically the same avenue as Human Computer Interaction research.</p>
<p>Oh, and talking about metaphysical cans of worms, here&#8217;s a new article you probably ain&#8217;t seen yet, &#8220;Why Games Aren&#8217;t Interactive&#8221;: <a href="http://www.antifactory.org/archives/000031.html" rel="nofollow ugc">http://www.antifactory.org/archives/000031.html</a></p>
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		<title>
		By: Jay		</title>
		<link>https://www.jesperjuul.net/ludologist/2003/11/20/who-owns-the-word-game-a-definition-of-definition/comment-page-1/#comment-141</link>

		<dc:creator><![CDATA[Jay]]></dc:creator>
		<pubDate>Fri, 21 Nov 2003 01:30:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.dk/ludologist/?p=50#comment-141</guid>

					<description><![CDATA[I think you were right on track with the appeal to evolution.  Why did you stop?  A massive game (to borrow a better-than-&quot;MMORPG&quot; term that I first saw in a Penny Arcade newspost) has a pretty blatant and direct lineage from non-massive games.

Now, here&#039;s an interesting argument for you.  Let&#039;s say you play five hours of the new Prince of Persia.  (That&#039;s about halfway through it.)  Now, at the moment -- if we draw only on my immediate experience of the game itself -- it&#039;s quite possible that the game will have no victory condition.  Perhaps it will suddenly open out into a massive, open universe full of walls to bounce off of, trapeezes to swing on, and so on -- with no further explicit goals and no &quot;ending&quot; condition.  (Of course, this is not what the game thus far has led me to expect -- but, from my limited perspective, it&#039;s still possible.)

Now, let&#039;s say I choose never to go further in Prince of Persia.  At this point I can&#039;t tell whether or not it has an ending condition.  If I use the &quot;must have an ending&quot; definition of &quot;game,&quot; how do I know for sure whether PoP is in fact a &quot;game&quot;?  And what am I to do with the fact that all my instincts tell me:  *obviously* it is a game!  The experience so far is enough to convince me that it is.

Or!  Here&#039;s another one.  Let&#039;s say I&#039;m playing .Hack -- a single-player game set in a &quot;virtual virtual world&quot;, an entirely offline simulation of a massive game.  

Now, hook it up to Xbox live, and let other real-world people chat with in place of the fake-PC NPC&#039;s in .Hack.  There should now be essentially no way for me to tell the difference between my experience playing .Hack, and a real massive.  There&#039;s no way for me to know that .Hack does in fact have a victory condiiton.  Given that the two experiences are effectively identical, why should only one be defined as a &quot;game&quot; simply because it stops?]]></description>
			<content:encoded><![CDATA[<p>I think you were right on track with the appeal to evolution.  Why did you stop?  A massive game (to borrow a better-than-&#8220;MMORPG&#8221; term that I first saw in a Penny Arcade newspost) has a pretty blatant and direct lineage from non-massive games.</p>
<p>Now, here&#8217;s an interesting argument for you.  Let&#8217;s say you play five hours of the new Prince of Persia.  (That&#8217;s about halfway through it.)  Now, at the moment &#8212; if we draw only on my immediate experience of the game itself &#8212; it&#8217;s quite possible that the game will have no victory condition.  Perhaps it will suddenly open out into a massive, open universe full of walls to bounce off of, trapeezes to swing on, and so on &#8212; with no further explicit goals and no &#8220;ending&#8221; condition.  (Of course, this is not what the game thus far has led me to expect &#8212; but, from my limited perspective, it&#8217;s still possible.)</p>
<p>Now, let&#8217;s say I choose never to go further in Prince of Persia.  At this point I can&#8217;t tell whether or not it has an ending condition.  If I use the &#8220;must have an ending&#8221; definition of &#8220;game,&#8221; how do I know for sure whether PoP is in fact a &#8220;game&#8221;?  And what am I to do with the fact that all my instincts tell me:  *obviously* it is a game!  The experience so far is enough to convince me that it is.</p>
<p>Or!  Here&#8217;s another one.  Let&#8217;s say I&#8217;m playing .Hack &#8212; a single-player game set in a &#8220;virtual virtual world&#8221;, an entirely offline simulation of a massive game.  </p>
<p>Now, hook it up to Xbox live, and let other real-world people chat with in place of the fake-PC NPC&#8217;s in .Hack.  There should now be essentially no way for me to tell the difference between my experience playing .Hack, and a real massive.  There&#8217;s no way for me to know that .Hack does in fact have a victory condiiton.  Given that the two experiences are effectively identical, why should only one be defined as a &#8220;game&#8221; simply because it stops?</p>
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		<title>
		By: andrew stern		</title>
		<link>https://www.jesperjuul.net/ludologist/2003/11/20/who-owns-the-word-game-a-definition-of-definition/comment-page-1/#comment-139</link>

		<dc:creator><![CDATA[andrew stern]]></dc:creator>
		<pubDate>Thu, 20 Nov 2003 22:59:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.dk/ludologist/?p=50#comment-139</guid>

					<description><![CDATA[&lt;i&gt;half of the world seems intent on describing their obviously game-like projects as being non-game - &quot;it?s not a game, it?s an interactive narrative&quot;&lt;/i&gt;
&lt;i&gt;Is the label &quot;game&quot; something to be avoided or something to be sought at all cost?&lt;/i&gt;

As someone developing what I think you&#039;d call a borderline case &#8212; &lt;a href=&quot;http://www.interactivestory.net&quot;&gt;Facade&lt;/a&gt; has no explicit rules (you&#039;re not told what you should do or need to do, since there isn&#039;t), but it does have a quantifiable outcome, and valorization of outcomes is certainly possible &#8212; I think we used to not call this interactive drama a &quot;game&quot;, but it turns out we tend to describe much of the underlying interactive mechanic as &quot;affinity game&quot; or &quot;therapy game&quot;.  You&#039;re correct that &quot;interactive narratives&quot;, particularly ones with non-trivial interactivity (specifically, agency), will often have game-like mechanics under the hood.  But since as much of the &lt;i&gt;intent&lt;/i&gt; of such experiences is to create a well-formed story (versus the not-well-formed &quot;emergent&quot; narratives of game-games), labelling an interactive narrative a &quot;game&quot; is to be avoided because it&#039;s an incomplete label.  And labelling it a &quot;story&quot; is incomplete too.  Lately I&#039;ve been &lt;a href=&quot;http://steel.lcc.gatech.edu/grandtextauto/archives/000099.html#343&quot;&gt;advocating&lt;/a&gt; that we need a new word for this form, kind of like how the word &quot;movies&quot; was invented for narrative feature films... and no, not &quot;cyberdrama&quot;]]></description>
			<content:encoded><![CDATA[<p><i>half of the world seems intent on describing their obviously game-like projects as being non-game &#8211; &#8220;it?s not a game, it?s an interactive narrative&#8221;</i><br />
<i>Is the label &#8220;game&#8221; something to be avoided or something to be sought at all cost?</i></p>
<p>As someone developing what I think you&#8217;d call a borderline case &mdash; <a href="http://www.interactivestory.net">Facade</a> has no explicit rules (you&#8217;re not told what you should do or need to do, since there isn&#8217;t), but it does have a quantifiable outcome, and valorization of outcomes is certainly possible &mdash; I think we used to not call this interactive drama a &#8220;game&#8221;, but it turns out we tend to describe much of the underlying interactive mechanic as &#8220;affinity game&#8221; or &#8220;therapy game&#8221;.  You&#8217;re correct that &#8220;interactive narratives&#8221;, particularly ones with non-trivial interactivity (specifically, agency), will often have game-like mechanics under the hood.  But since as much of the <i>intent</i> of such experiences is to create a well-formed story (versus the not-well-formed &#8220;emergent&#8221; narratives of game-games), labelling an interactive narrative a &#8220;game&#8221; is to be avoided because it&#8217;s an incomplete label.  And labelling it a &#8220;story&#8221; is incomplete too.  Lately I&#8217;ve been <a href="http://steel.lcc.gatech.edu/grandtextauto/archives/000099.html#343">advocating</a> that we need a new word for this form, kind of like how the word &#8220;movies&#8221; was invented for narrative feature films&#8230; and no, not &#8220;cyberdrama&#8221;</p>
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