[arg_discuss] Defining ARG's
Clay Chiment
jnc4 at cornell.edu
Thu Jul 20 12:48:55 EDT 2006
Heyla all!
I was going through a box yesterday and found an interesting article on
"what is a game?". It was written some time ago (as in 30+ years ago) by a
college student who was creating a D&D style game. The game was designed
to be played in the dormitory where he lived, it was being played when I
lived there (~10 years ago), and it is apparently still being played
today. Anyway, the "what is a game" article seemed relevant to our ongoing
discussion of "what is an ARG?" (at least tangentially) so I thought I'd
share part of it...it's a tad dated (remember it's 30+ years old, written
by a college student) but interesting none-the-less. And of course, if one
of you happens to be the grown up version of the college student who wrote
this article, let me know...I'll mail you a copy for your folio. :)
Clay Chiment
~~~~~~~~~~~~~~~~~~~~~
From the Game of the Gods:
What is a game after all?
To understand the question, we must first come to terms with the fact that
all things have the potential of achieving game-like status, and that
therefore those games we play within this grand and encompassing game can
be as varied and diverse and yet as undeniably linked by common elements as
are the people of this planet. Some games are based entirely on luck. An
automaton could play these games. They may be a waste of time. Some games
are made up of a dense and solid strategy construct. These games, though
interesting from a purely mathematical viewpoint, are also easily mastered
by the appropriate program. Other games are too short and simple. These
are often brief and without stimulation. There is no experience
here. Still other games are much too complicated with rules governing even
the simplest occurrence with laws more complex that those that govern our
true reality. These never-ending sagas are not games. They are separate
lives.
<snip>
It is not that game playing is bad. Quite the contrary, game playing is
good. But a game should have certain qualities. It should reflect
reality, though exude an originality that is both curious and
interesting. It should posses a simple and smooth running system of
mechanics that functions as the clockwork governing the evolution of a
multitude of complex and unpredictable situations. As in life skill and
luck should both play certain factors in the events that take place. In
short, the game should be as simple and complicated and complete in itself
as our reality appears to be. For what is a game after all if not an
opportunity to escape temporarily to an alternate world? It is a place to
exercise the useful skills of decision making and problem solving in an
environment that challenges the individual in untraditional ways. The game
is a place where the individual can safely practice teamwork and
camaraderie and also harmlessly act out anger and aggressions and
occasionally even deceit and deception if one may so have the desire. In
this way the game is an intellectual, creative, and social outlet whether
we are aware of it or not.
These are appropriately high standards for a game, and some may fairly
argue that it is taking game playing a little too seriously. After all, we
have nearly missed the most important quality a game must posses: It's
gotta be fun.
~~~~~~~~~~~~~~~~~~~~~
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