Sunday, April 24, 2011

Games? Play? What does it all mean!?

This past week we began with some foundational philosophy for games, namely two pieces from Caillois and Huizinga which discussed what play and games actually are, what defines a game or play and what sets them apart from our "normal" time and activities.

I chose to focus on Caillois and answer some questions about his piece. You'll notice I had some trouble coming up with games that contradict his categories, so I appreciate any suggestions you may have!

Focusing on Caillois: a) Define each element of his classification of games in your own words, using no more than 3-5 sentences; b) for each element find a video game and/or game 'modes' (E.G. World of Warcraft PvP) that fits the category, and if possible one that violates that category; c) choose a representative quote from the reading; d) ask a 'burning question'.

a) Agon: This category of games is competitive, where each player or team has an equal chance in regards to the parameters of the game. Thus, the game is won through a particular individual or team being more skilled in speed, strength, memory etc. There are cases in which the game’s parameters are not entirely equal, however, such as the fact that one person goes first in chess. In order to overcome this, a game of chance may be used to determine the first player.

Alea: These games are the opposite of Agon and rely on chance, not the player’s skills. An example would be lotteries, dice games and roulette. Rather than trying to eliminate elements of risk and chance, these are the elements actually valued by players, though each player is still supposed to have an equal chance at winning.

Mimicry: In these games, players assume to be all in an imaginary universe and become imaginary characters themselves, behaving as the character would. Children’s make believe game, like cops and robbers, belong in this categories, and adults acting in the theatre do as well.

Ilinx: These games are those that pursue a feeling of vertigo and the destabilization of one’s normal perception. Children (and sometimes adults), attempt to achieve this sensation by spinning in circles, screaming, tobogganing and other physical activities. After the Industrial Revolution, this feeling could be attained at an amusements park by riding a roller coaster.

Callois is defining types of games, Huizinga is defining play. Games are a formalization of play. Callois is maybe saying that if we look at these types of games, we may have to alter our definition of play.


b) Agon: Halo/co-op mode in Left 4 Dead
Alea: Online gambling such as online roulette
Mimicry: Oblivion, Second Life, The Sims
Ilinx: Mirror’s edge

c) "There is no doubt that play must be defined as a free and voluntary activity, a source of joy and amusements. A game which one would be forced to play would at once cease being play. It would become constraint, drudgery from which one would strive to be freed. As an obligation, simply an order, it would lose one of its basic characteristics: the fact that the player devotes himself spontaneously to the game, of his free will and for his pleasure, each time completely free to choose retreat, silence, meditation, idle solitude, or creative activity.

d) How do video games challenge Caillois’ categories? Do most games sit comfortably in these categories or do they overlap them? Are there elements of play in video games not even covered by these categories?

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