Gameplay? Anyone?
"You know, Colin, you should really think about playing some of the Civilization or Heroes of Might and Magic games, what with the way you obsess over numbers and math."
"No way." With a wrinkle of the brow and a quick shake of the head, Colin succeeded both in dismissing my suggestion and disputing my sanity all at once. His curtness took me aback, and his dismissive tone toward two of my favorite games damned near offended me.
"Why not?"
"Those games are turn-based. They have no gameplay." He wiggled his thumbs demonstratively. "You know... gameplay."
Since the front page is supposed to be safe for work, I won't repeat (or even summarize) our further conversation on this matter, except to say that it served to illustrate that there are two general kinds of video games: those which respond instantly to, and themselves demand constant input and response from, the player; and those that are content to wait forever for player input, all the while displaying a bit of flashing text such as "read more" or "end turn." To my friend Colin's mind, only the former possess that elusive quality known as "gameplay," whereas the latter can hardly be called games at all. He would say that turn-based games are more aptly described as repeated exercises in visualization, followed by educated guesswork, followed by passive observation -- none of which are sufficient to be compared to the "gameplay" of, say, Diablo 2.
It was the philosopher Ludwig Wittgenstein who argued that we cannot define the term "game" all in one go. Instead, we must employ multiple, overlapping definitions in order to constrain the meaning of the word. For example, we often define games as activities that are: pursued for recreation; competitive; objective-oriented; governed by rules; undertaken voluntarily by all participating parties; non-trivially difficult; reliant upon some combination of skill, luck, and/or stratagem; allegorical with respect to more serious affairs; either won or lost by any given participant; etc. None of these notions by itself is enough to tell us what a game is, but taken in summation, they do seem to establish the proper boundaries. But few people are comfortable with loose boundaries of dubious utility; most would strongly prefer a tight semantic snare.
Any effort to define the word "game" will almost certainly involve some aspect of circularity, since we would be understandably reluctant to accept a conception of the term that excludes chess, hide-and-seek, or some other such common activity. In other words, we presuppose that these activities are games well before we decide what games actually are!
In light of these difficulties, let us focus on a more straightforward task: distinguishing video games in particular from games in general. A video game is simply a game that relies on an electronic display, such as a monitor or television, for visual feedback and transmission of information essential to the game's progress. By this definition, Civilization and Heroes of Might and Magic most certainly qualify as video games, whereas football does not, in spite of the fact that these days it is often played with the aid of an electronic scoreboard.
But what do I mean when I refer to "the game's progress," above? Isn't this phrase interchangeable with that word "gameplay," which Colin seemed to value above all else? If so, then I shall need to define gameplay in such a manner as to preserve turn-based games' claim to video-gamedom... but if I set that as my goal, then I shall have fallen prey once again to circular reasoning. If I utter a circular argument, that doesn't necessarily imply that my conclusion is in error; it only means that I shall never find the means to prove that it is not.
It is clear that this is a prickly issue, laced with semantic poisons and logical pit-traps galore. Note that Colin is on no surer ground than I; indeed, in grappling, we appear mutually to have fallen into some terrible linguistic hell, each entwined in the other's arms too fully to realize that we had long ago departed the saner, unexamined realm in which the majority dwell.
In Plato's dialogue Euthyphro, Socrates asks Euthyphro to tell him what piety is. Euthyphro confidently rattles off a list of pious acts, only to be stopped by Socrates, who explains that he seeks an account of piety, so that he will reliably be able to tell, of any act, whether it is pious or impious. Euthyphro tries his best to give Socrates a reliable account of piety, but fails in a variety of amusing ways. The dialogue ends on a supremely frustrating note as Euthyphro embarrassedly flees the scene, leaving Socrates to wonder if anyone at all will have the wisdom to answer his question.
Try as I might, I can't give you a reliable account of "gameplay" any more than I can give you an account of "game," or "piety" for that matter. But I can certainly ask the question, in hopes of receiving a valuable reply.



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I think your friend is wrong, but turn-based games do irritate the hell out of me. With the exception of chess, perhaps. It ruins any suspension of disbelief I managed to muster about a game.
In real life, there are only so many things that freeze and wait until you respond. Things like the ticket processors in your local overcrowded movieplex. Things like vending machines. But the entire world, filled with life and movement, certainly never freezes at once, waiting until you click Yes, No, Maybe.
... however I'm okay with a game which only has parts that are turn-based, as in, turn-based combat in a world that otherwise gives the impression of being realtime and alive.
Excuse me while I clear my throat.
Right.
"ARRRRRRGGGGGGGGGGGGGGGGGGHHHHHHHHHHHHHHHHHHHHHHH!".
Phew, that's better. I've had an article idea bouncing around my head for about year, but haven't done anything about it. I absolutely must write it as soon as possible.
Philosophical homoeroticism 4 teh win!!1
Gameplay, hmmm? I would define it thusly: The interactive experience arising from the participation in a game, where "game" is defined as the excercise of determining a victor*.
*Though I must admit, to my chagrin, that the word "victor" is of itself meaningless outside the context of "game", ie it sounds a bit circular to me.
Swing harder! Swing harder!
-- Lilarcor, Baldur's Gate 2
I know some philosophers hate it when they come across the "Superheros and Philosophy" or "Lord of the Rings and Philosophy" books in Borders, but I think an accumulated collection of Ab Ore Sapientis works could definitely fill a "Video Games and Philosophy" book
.
Entertaining piece, even though I disagree that "gameplay" is as difficult to define as "piety". I'd always understood gameplay to be the mechanics by which a game operates - how you play the game, essentially - in which case, any game has gameplay. I'd be interested to know how your friend Colin defines the word. I will agree that it is a word that is often used without being properly defined first, much like "obscenity" or "God".
Also, wasn't Wittengenstein famous for stabbing someone with a poker, or himself being stabbed with a poker? I can't keep my poker antics straight.
"Today's Tom Sawyer, he gets high on you, Kat. You." - Haakon7
My website
My definition of "game" is as follows, if you tell me your definition and I don't want to strangle you, it's good.
Colin loses, you win!
Does Colin ever mess with you? I'm desperately trying to believe there aren't people that misinformed alive today.
I mean Chess is turn based, how could you think Chess doesn't have "gameplay".
*shakes fist*
"Those wanting to be entertained by something unpredictable and intelligent should procreate or buy a cat." - BishopRS
As a die-hard fan of the tactical RPG, I must say that the biggest difference between turn-based and real-time is, well, the flow of time. It seems obvious, but one need look at why a turn-based game is made to be turn-based. Let's take the classic example of Shining Force, since it has actually turned from a TRPG to an action game. In the earlier games, you control a group of 12 soldiers. All characters, including enemies, have an attribute that indicates how quickly they react, and thus how soon and often their turn to make a move turns around. In this manner, you can control all 12 characters with equal attention, and you can easily handle multiple, detailed fights simultaneously. In the newer, real-time, action games, you play one character. Sometimes you get a side-kick but you directly control only a single character. It is a limitation of our brains and our input devices to control more than one character directly at any given time, unless they are working in perfect unison (another example, in Shadow of the Colossus you can control the hero, or both the hero and Agro when the hero is on horseback, but if you nock an arrow in your bow while riding Agro will continue to gallop straight ahead as you aim and you cannot have him turn unless you release the arrow or put the bow away).
The longer a turn takes is directly proportionate to the number of characters the player controls. In some RTS's, it moves the enemy characters one at a time in order to give the player more of a feeling of equal footing and allow the player to take in the movements of their opponent. In others it will move all enemies at once, thereby showing that a turn-based game could well be a real-time game, had we only the brainpower to multitask like that.
Your friend's point may be more relevant for games where you move all your characters at once, then your opponent moves all of theirs (you know, ones that pop up with "Player Turn" and the like). These don't even attempt to let speed and time play a factor, but provide for greater strategy (if not, at times, a bit unrealistic).
NOTE: Not a doodle bug.
Steam-XBox-PSN: Lobstermancer
It appears as if you're putting all (video?) gaming into either a turn-based or an "action now" category. What about adventures or interactive fiction? They're not really turn based (at least as I would define such--it's not like there's an opponent that gets its turn between your "moves") and it's just like the action games in that something happens each time you click the mouse or enter the next command to parse except that it'll wait essentially indefinitely for your input.
I do seem to recall that in the Discworld adventure games, Rincewind would start looking bored and eventually start knocking on "the glass from inside your monitor" if you left it running untouched long enough.
I really appreciate this aspect of these games, as it allows me to be interrupted and deal with "real life" as needed without having to pause
things in the middle of some twitchy fight or jumping sequence, assuming that the game even gives you the option of pausing.
"Gamers With Jobs will take over the world someday. I hope they're benevolent overlords." -- Bill Harris
Adventures aren't games. They're movies that wait for you to click stuff before continuing.
And Rincewind would knock on your screen, but he'd do so indefinitely. He would not break his fist, or get eaten by Luggage, or anything like that.
NOTE: Not a doodle bug.
Steam-XBox-PSN: Lobstermancer
...strange... I *thought* I was playing a game when I doing those adventure programs... And, it certainly seemed like I needed to put effort into working out what I needed to do next to advance "the movie".
Oh,
as well.
"Gamers With Jobs will take over the world someday. I hope they're benevolent overlords." -- Bill Harris
Eh? Since when is suspension of disbelief required for a game? I can tell you that I don't get into a Civ 3 game because I think it's real. I get into because I want to conquer that motherf*cking virtual planet and kick some AI ass! It's as much a battle of wits as chess, only with more options and fancier graphics.
The fact that time waits for me each turn in Civ3 reflects several things:
Certis wrote:
Fedaykin98 wrote:
<+katisu> Q-Stone is an internet genius
Whew, long post...
This is sort of along the lines of what Katerin mentioned, but I always thought the term "gameplay," at least in common usage as it applies to video games, is meant to refer to the more mechanical, rule-based aspects of a game. In other words, those aspects that define the parameters for player participation and interaction with the game, and the conditions under which the desired goal is achieved.
Every game comes with a set of rules. They're easy enough to describe in a turn-based RPG, for example, where all sorts of attributes and abilities can be described in simple mathematical terms and there are fairly set patterns for engaging in combat, etc. In a game like Halo, though, where AI scripts and other obscure bits of code play out in complex 3D environments, it's more difficult. You can talk about how high the character can jump, how fast he can move, how powerful the weapons are, etc, but because the game's rules - the gameplay - isn't communicated as easily in strictly numerical terms or other simple means, gamers are often reduced to describing the gameplay in terms of "feel."
Gameplay can exist independent of a game's artistic elements. Space Invaders could be remade as a next-gen 2D army shooter, where instead of downward-drifting pixellated aliens the enemies are realistic-looking military units marching sideways and forward across a battlefield, accompanied by a rousing musical score and realistic sound effects. The set of rules governing player and enemy movement, the playing field, projectile damage, etc. (the gameplay) could remain exactly the same, while the underlying premise and art design would be completely different.
In other cases, the artistic elements are inseparable from gameplay, or at very least serve to inform or add essential context to the game's rules of interaction. Take Shadow of the Colossus, for example, where your character must locate Colossi by holding a sword to the sun and moving it about so the reflected light focuses to a point, indicating the direction you must take. As the beam focuses, it intensifies in brightness, the accompanying sound effect changes in pitch, and the controller begins to vibrate. It's an unusual, beautiful effect, where the aesthetic qualities of the experience also provide critical feedback to the player according to carefully designed rules of interaction.
True gameplay innovation is difficult to achieve, because it involves changing the underlying rules in ways that may or may not be welcomed by the player. It's much easier to apply different artistic or thematic sensibilities to tried and true formulas, tweaking them a bit. Games that successfully merge fresh gameplay with unusual artistic and thematic elements (like Katamari Damacy, for example)are few and far between.
On the definition of game: If it's an interactive experience (whether with an AI opponent or another person or even an inanimate object like a deck of cards) that involves a set of rules, and it includes some sort of achievable goal or obtainable reward, it could probably be considered a game. If it involves some sort of electronic display, it's a video game, like you said.
With regard to your friend, he doesn't know what he's talking about when he says turn-based games have no "gameplay." They just don't have the kind of gameplay he likes.
XboxLive: Fly GWJ | PSN: The _Fly | Twitter
People wait, or take turns, in many things in life. That's not unusual. Since a game is an abstraction of some goal-oriented activity (that's my definition, even if the only goal is "have fun doing some activity"), turns can be used to abstract the passage of time. The differentiator between a game and Real Life is that while games can kill you - playing tag on a cliff, for example - they are still *abstractions* of actual tasks (tag being a sort of combat game for kids, often without the actual combat).
Your friend's position is at odds with reality, and in a way for which console games are frequently blamed. Let's take a combat game - maybe he enjoys tactical shooters. A scenario that allows you to get off a boat in Normandy, then fight your way up across the beaches, up the cliffs and into a village is a common one in shooters. It takes maybe 15 minutes to play and it's non-stop the whole time.
But it's not real in exactly the same way he's complaining turn-based games are not real.
The actual attacks took all day for the soldiers to cross that distance. How does he justify the *opposite* of turn-based abstraction; that is, the compression of time? What's showing is that his bias is for fast-moving, constantly changing environments. And that's fine.
By the same token, if he played a game that simulated the deployment of a division into battle in WWII, would he expect that it would be realtime? Would he wait over a year for the division to form, be trained, get transported and then enter into the fight, clutching his joypad and watching excitedly the whole time? No. In that scenario, turns make perfect sense - as does continuous time, which is a hybrid approach.
Your friend's logical issue is that his "problematic" cycle for turn-based games - visualization, guesswork, observation - is *exactly* the same process used in action games. It's just done more slowly. He needs to visualize his surroundings, guess what the enemy will do and act on that, then observe the results.
His problem could be accurately rephrased as "turn-based games are too slow for me". Which is fine. But it does not take away any "gameplay" from the slower games.
His comfortable games would have fast gameplay, and turn-based games would have slow gameplay. But both have gameplay as an experience, since they are both games.
Those who oppose all reform will do well to remember that ruin... is inevitable if our national life brings us nothing better than swollen fortunes for the few and the triumph in both politics and business of a sordid and selfish materialism. - T. Rooseve
I think Fly and I are linked at the brainstem or something.
Those who oppose all reform will do well to remember that ruin... is inevitable if our national life brings us nothing better than swollen fortunes for the few and the triumph in both politics and business of a sordid and selfish materialism. - T. Rooseve
Ouch, quit walking in that direction, you're yanking on my spinal cord...
XboxLive: Fly GWJ | PSN: The _Fly | Twitter
Well, at least this wasn't the discussion of "sport vs game". Oh, I used to hate those arguments. There were actually people on my college track team who one minute would admit to earning an "athletic scholarship" and the next denounce track as "not being a sport". No, I would say, it is a sport. It's not a game. They can be mutually exclusive (chess being a game and not a sport -- uh oh, I went there).
But back onto the topic at hand, I think Robear hit on the head. There is no difference between Civilization and Max Payne, Diablo, or Gran Turismo. All that differs is the pace at which you are forced to make those decisions. It's like playing a boardgame that has an egg-timer. Some games have egg-timers that are 30 seconds, some are 60 seconds. And then there are households where people throw out the egg timer and play at their leisure. Is Risk not a game because it doesn't come with an hourglass?
Tell ya what...if only real-time games have "gameplay" then I've lost a lot of respect Neo's jujitsu skills.
PETA Rocks!
Maybe you're right; maybe turn-based games and real-time games are only trivially different, or even exactly the same in this regard (although, if that is the case, why do we feel so strongly and commonly inclined to differentiate between them?). But this only addresses half of the problem that is vexing me. If we are to settle upon an account of gameplay, then we must also be able to articulate why it is that game-playing (whether real-time or turn-based or both) is distinct from other activities, such as food-eating, snow-shoveling, or web-surfing. For it seems to me that when I surf the web, I also go through a period of previsualization, guesswork (or, if you like, expectation -- more specifically, inductive inference), and then observation. And so it would seem with a huge range of other daily activities that aren't often lumped together with the playing of games.
I think that the only easy way out of Wittgenstein's conundrum is to embrace circular reasoning, and I just hate to do that.
Katerin: If you're curious about the Wittgenstein vs. Popper poker incident, I think you'd enjoy the book Wittgenstein's Poker. It's moreso a work of historical biography than of philosophy, but it's fun, careful, and thorough.
The market has much to answer for as to why gaming is NOT an art. -- illum
Nothing to argue about. The term "Gameplay" is just being misused, that is all.
Consider:
vesrus:
XBox Live | Twitter | Flickr
The Matrix was turn-based ? Me no get what you say.
I think he says that there is no place for bullet-time in real-time?
XBox Live | Twitter | Flickr
The difference I think is in how we react to it. How much time between turns determines how much thought, effort and skill we can use to affect the outcome of each turn. Turn based also has the advantage of letting the user set the time taken between turns. Which probably has alot to do with our personal preference.
"Those wanting to be entertained by something unpredictable and intelligent should procreate or buy a cat." - BishopRS
The difference is that game-playing is uniformly an *abstraction* of tasks that could occur in the real world. It is action that is *analagous* to real-world actions to one degree or another, but does not have the direct effects that would occur in the real world.
Now we have to differentiate it from acting (based on player interaction and lack of a script, maybe) and storytelling and similar abstractions. Gaming seems to be goal and task-oriented to me. It may be closest to practice, in some senses.
Those who oppose all reform will do well to remember that ruin... is inevitable if our national life brings us nothing better than swollen fortunes for the few and the triumph in both politics and business of a sordid and selfish materialism. - T. Rooseve
Game: n. An act meant to induce pleasure in another human being; a substitute for masturbation.
Ex: I got tired of porn, so I played a game.
"Time traveling terrorists are no laughing matter, Malor." - *Legion* quote #30201
XBox Live: Novopain
Sounds like every night at the Grin household.
If I didn't drink, Crom would laugh and cast me out of Valhalla when I die. Peer pressure I can handle, but not when it comes from Crom. -Lobo
Does this mean that you don't tire of porn games?
Neo was able to do all of his cool moves not because he moved or thought faster in time relative to himself but because he moved and thought faster in time relative to those around him. In that way we are like Neo whilst playing turn-based games.
There is something to be said for twitch-based gameplay, but that's just one trick that the video game pony knows. I think a seasoned gamer can enjoy many different forms of gaming, all of which have "Gameplay" much like a music lover enjoys many different forms of music.
Colin seems to have touched on the semantics for the word gameplay. I think his implied definition of gameplay was out of the realm of the common understanding for that word. Sounds like he unintentionally admitted to fudging the definition of gameplay by feeling the need to resort to thumb wiggling as a means of clarification.
Perhaps in the future if someone doesn't understand what I mean when I obliquely refer to my gender, I'll wiggle my genitals at them.
Is Lobo referring to Colin Powell?
PETA Rocks!
'Aw, village idiot! That's a good one. On Tuesday you get to wave your penis at traffic.'
If I didn't drink, Crom would laugh and cast me out of Valhalla when I die. Peer pressure I can handle, but not when it comes from Crom. -Lobo
"But this is not ignorance. We do not know the boundaries because none have been drawn. To repeat, we can draw a boundary -- for a special purpose. Does it take that to make the concept usable? Not at all! ... One might say that the concept 'game' is a concept with blurred edges. -- "But is a blurred concept a concept at all?" -- Is an indistinct photograph a picture of a person at all? Is it even always an advantage to replace an indistinct picture by a sharp one? Isn't the indistinct one often exactly what we need?"
Ludwig Wittgenstein, Philosophical Investigations, # 70-71
Sorry Grin. Didn't mean to offend you with myself.
Like yin and yang, soup and nuts and Fox News, I enjoy a good balance. When the tone of comments from one of my favorite sites seems somber I'm not adverse to adding a dash of silliness.
Your point is taken. I will evaluate my priorities.
P.S.
Wednesday would be a better day for the traffic thing.
PETA Rocks!
this is one of those questions/subjects in life in which the 'answer' (although technically one which will always be simply an opinion - i.e. worthless to all but the holder) is worth but a mere grain of sand in comparison to the efforts/resources extended in the pursuit of said answer, especially since it won't change anyone's opinion anyway.
some battles in life are not worth fighting if one's general goal is 'progress' of any kind.
i.e., this discussion is something worthy of the U.S. government and the politicians/ingrates hiding under her skirt.
In my first post here on GWJ, I'll be so boldly naive as to attempt a definition of games and gameplay. Be forewarned that I am suffering from Civilization IV induced lack of coherence and editing skills, also known as "one more turn".
So without further ado...
. A game is an abstraction made for the purpose of entertainment (I am still debating with myself wether to include education).
. To play is to participate in a game.
. Gameplay is the aspects of the game that makes it entertaining for the paticipant(s) to play.
Given this definition of gameplay - and ignoring that Colins statement was probably based on a quite different definition - his claim could be considered true in the sense that for him the game contains no gameplay - nothing that makes it interesting. Depending on philosophical bend, such a subjective view could be considered definitive. Personally I consider it horse manure, with a nota bene about the nature of soil and roses, so let us leave Colin in voluntary isolation with w, a, s and d.