I think there's a lot of overlap with comics here in some respects. Comics fundamentally are the juxtaposition of text and image on a page. The mechanics of that obviously don't dictate the content (more suggest what sorts of things will work better; e.g irony works great, as you can play with how the text and image contradict each other) - but there is this association that they
have to be stupid, less literary, for children. The word 'comics' kind of harks back to the funny papers as an association. So 'graphic novel' became a term to try and show this, but ends up sounding horribly forced and pretentious. Comics is more inclusive and less snooty as a term...but still has that association that it's simplistic.
I think games have a similar stigma to comics attached; playing games is something that children do, before they have to grow up and face the serious adult world. Then we stop playing and start doing. I remember there was that hoohah a few years back on Fox News, as an example, of someone complaining sex in games was like showing porn to children (despite the fact she freely admitted she hadn't played the game - was it Mass Effect?) and the dev very patiently explaining how it wasn't. And the news people seemed genuinely shocked that games hadn't stayed in the 80s - that they weren't just pacman anymore; as if they turned away for five minutes and games had become this whole other thing. Which is a bit surprising for an industry so huge.
So, in a way, like comics I think games maybe isn't the right term, but 'virtual worlds' is as pretentious if not more so as 'graphic novel'; seems like trying too hard, or trying to ignore it's roots.
I wonder about games needing to have a win/lose state though - I can understand why; as in 'playing a game' much like chess - there is a competitive element, a way of keeping score. But then I wonder about MMOs - where it seems in the developers interests to prevent or prolong the idea of a win state, to keep the players interest in a continual loop (because to finish the game would be to lose interest and subscribers) - or games that have the ethos of 'the journey is the reward' where there is no real win state; or if there is, it doesn't seem like the key element (subjective). I'm thinking more sandbox than linear games, here.
But then again, the lose states in MMOs
are there - you
do die (with varying consequences). Getting resurrected, then (or cloned) seems like the equivalent of an arcade machine 'Do you want to continue? yes/no? 10...9...'. I'm just not sure you win. Or, perhaps, you have the ability to define your own win states; or at the very least, your own goals.
Which is also true of sandbox games. Certainly something entirely free-form like Minecraft - when you can get yourself and all your stuffs blown up (lose state), but you can't necessarily win - the point is just to make stuff. Playing it is winning, the journey is the reward. I think it's also true of the Elder Scrolls games to a degree - again, yes you can die, and you can win by completing the main quest (though it doesn't roll to credits) but essentially it's the same ethos - the journey is the reward. (and honestly, sometimes the main quest seems sort of tacked on for completionists more than The Point, but as I said, subjective).
So I think there are games where you have a win state, but it's self-defined. I also think, then, that perhaps you
do have lose or win states; just that they are not overtly stated or have any...framework?
Back to Gone Home - Jim Sterling:
http://www.escapistmagazine.com/videos/view/jimquisition/9765-Its-Not-a-Video-GameWhere he talks about Gone Home (he doesn't actually seem to like it, "not something I would ever fall over myself to play again") and severely dislikes Dear Esther; but still thinks they should be termed video games.
He offers:
the modern definition of a video game is simply an electronic game that involves human interaction with a user interface to generate visual feedback on a video device; basically, you make it do things. If your interaction is compelling it to act and unfold, it's a video game.
(Which ends up being a fairly impassioned rant for broad definitions).
Just look at those who defend the likes of Dear Esther by saying 'you just don't get it, man' - they have failure states apparently, not dying in game, but apparently 'failing to comprehend their brilliance', I for one am ok with that being a failure state, one I don't think I'll ever fucking beat.
And he said that to point to people evidently being pretentious and elitist...
but...
It perhaps depends on what the game is doing - i.e the point of it?
I'll admit that sort of was my (inner) response to seeing someone say this about Gone Home:
The game she has promoted the most is Gone Home, a game you can barely call a game because everything but interacting with objects is taken away from it. And all in all, it's just about runaway lovers having a homosexual twist to it - nothing really original about that.
Because what was the 'objective'- if you like, to Gone Home? You are the eldest daughter, coming back to a new house after a gap year. Your family are missing. There's a note that sounds worrying from your younger sister. It's pissing down with rain and the new house is creepy as shit. Your objective is to find out what's going on, find out what's happened to your family - as that character. I'd also suggest, as the player playing that character, a further objective might be to find out who you are and who they are.
Which is not overtly stated, really, at any point. But I think if you came away from Gone Home thinking it was 'just about runaway lovers having a homosexual twist', then you didn't fulfil most of those objectives. You played through the content, but you didn't really 'win' the game. You kind of failed it.
...And of course the same nebulous definitions of states not overtly stated could easily be applied to books (you failed Shakespeare because you didn't get it, man). But then again - these are fairly simple objectives; to find out stuff. It's not heavy or weighty literary material to be snobby about understanding or not. You just need to establish what happened, and what drove your disparate family members to do whatever it is they've done that mean they are
not here.
And if you don't...is it the games fault? (should it have held your hand more, stated it's objectives more clearly, made things more obvious?) is it your fault? (for 'not getting it' - which, really, is a bit silly as people like what they like and that's all fine) or is it more down to expectation...? We expect certain things, so we proceed a certain way, whether they actually are or not?
(I'll carry on later on the point of changing expectations and how that may effect how we see games, as this is getting enormous
But there's some points I want to make about how my personal expectations have changed over time; things bother me now that I used to see as normal e.g trying to figure out how to leave a room, or background scenery combining with foreground or it being difficult to tell what's interactable with... and also how, I think, certain ideas go out of fashion or because we have better technology to produce alternatives, for example, hand crafting things instead of procedurally generating them, and the effects - some unintended - that has on titles in the past compared to current ones; e.g elder scrolls, e.g x-com)