Well it is a "new" medium so we just have approximate comparisons. TV is just like radio, except with pictures! It's really nothing like radio, but it's what we have to compare it to. Same with virtual experiences and books, etc. I won't define Dear Esther as a book, but that doesn't mean it falls into the games category either.
Well, it's not just comparisons for like-for-like, it's more for the distinctions. We can say 'this is x because it contains y' and we can say 'this is not x because it contains z (or doesn't have y)' There are things each medium can do that another can't, which dictates (to some degree) which medium to use or what content would be more suited.
Books (novels, scripts, short stories) are words on a page, you read the pages to produce the image in your minds eye.
Radio is sound, and can utilize music, sound effects and dialogue, but the 'action' (e.g from a radio play) is produced in your head. It's a bit like a cross between television and a novel in this regard.
Television and film are moving pictures (and now we don't have silent movies, with sound) that produce the images for you.
Comics are the juxtaposition of pictures and words arranged in panels to direct how you read it. It's a bit like a cross between books and film in this regard (you have words, and pictures are depicted in a similar way film uses camera angles, so it's a bit like a film reel, but it doesn't move for you).
Games...? Games can produce images, and words, and sound but we direct those things - to a degree, or interact or move through them in a unique way that no other medium shares. We are not passive, we are not simply receiving information, we are an active participant.
So that becomes a key feature for me, with games, because it's the thing it does that the others can't. It's the unique feature of it, in terms of a narrative form anyways.
If I want a game, I want a game. If I want an interactive landscape, or an interactive story told, I'll look for those. It helps no one to call them all games.
But games take place in interactive landscapes, and their stories are told in interactive ways; to me that is the key feature that games have an other mediums don't. I take your point that without an implied failure or win state they would not be games, but an implied fail or a goals you set yourself that you could either achieve or not, are also broad enough to encompass almost anything. As is Elmund Egivand's suggestion that something must inconvenience or annoy you, when the very level design itself can do that.
I don't necessarily see it as being about a higher standard as much as about a different standard. It's not quite the same as with graphic novels and comics though, as both of those are the same medium but different genres.
...Are they?
I think they're mostly interchangeable terms.
I mostly saw it as a marketing gimmick to make comics more sound literary. F.ex Sandman had collective volumes bound together and then called 'a graphic novel'. But before then, they were released in a monthly issues. (and, initially, in terms of genre, more of a horror comic and later turned into something else).
If you talked to Gaiman, though (who I'm referencing again >.>) he would say he wrote comics. I seem to recollect Alan Moore being a bit snooty about the 'graphic novel' term as well. Wiki describes it as "an American comic book series written by Neil Gaiman and published by DC Comics," whereas Norman Mailer described Sandman as a "comic strip for intellectuals".
So there is, really nothing different about a graphic novel than a comic - in that it can be any genre really, and is still the same medium, other than one is defined for the riff raff and the other one is for 'intellectuals'.
Which, I think, is also what would happen in a similar way if you had a clear cut distinction between 'game' (comics) and 'artsy fartsy movie where you interact' (graphic novel). I think you'd end up saying less about how the medium works, and more about who the game is deemed to be for.
No comment, really. Final Fantasy certainly qualifies as a game, but the latest iterations are certainly shit games.
Well, subjective (though I wouldn't disagree).
I'll bring up how much games, and our expectations of them, have changed over time later though, as I think that's a really important factor for how we view what a game is now (or what a game should be, in order to qualify).
But we certainly can define red and we can define blue. We'll have fuzzy borders between a lot of things in any media, be it music, video, writing etc but we still use the various media definitions because they're really useful.
We'll have purple!
And yes, also I think fuzzy borders are where the interesting things can happen.
But yes, I think we can define different mediums (well, my definitions are somewhere at the top of the page there in bold) though there's overlap in both form and content. It's just when we're defining games based on implied win or lose states, and unable to draw the line of where those are, it could get a bit...hair splitty? as to what is deemed a game and what isn't. When we already know it's not anything pre-existing (an old medium), and then have to create a new term. (though your suggestion is a really interesting one).
Setting the goals yourself is all well and good, but if you can't fail but instead just stop moving towards the goal, it's no longer a win/lose state, implied or not.
...Isn't it? If you couldn't progress either due to difficulty or lack of interest it sounds like an implied fail to me? (just not an overt one where the game says it is). I mean, I can understand winning or losing because the game signifies it overtly in some way - by completing the game, or game over, for example. I can also understand overt goals the game has set in place - completing a quest, defeating a boss, or failing those things.
But if we're moving outside of what the game specifically says are wins or fails, and going with both goals you set yourself (which could be anything) or implied wins or losses (which is extremely broad). Such as an implied but not overtly stated or mandatory objective (find out this) and getting to the end of the game and not having found that out.
In your Animal Crossing example (which I haven't played) you said:
You can't die, but you can certainly fail. You can aim for a goal (enough this to pay for that or get a particular fish or bug or whatever the hell) and not reach it.
Is that not the same?
The lucid dreaming bit gets so vague and all-encompassing that I feel it becomes completely useless as a definition of anything to be honest.
Oh yes, clearly. I admitted that does not work as any kind of a definition
That part was more exploring how I felt about games, and their uniqueness, compared to other mediums. How they behave, what they allow you to do. To articulate that, lucid dreaming was the comparison I used.
Because regular dreaming, you're on rails - however absurd things are, you rationalize them away, and you watch yourself doing whatever your doing with no control over it. (In that way, dreams are like films).
But when you realize you're dreaming, and don't wake up, you can grasp control and agency of your dream. Which is when it becomes like a game; as you can explore your dream world, change it, interact with it, create within it.
Basically, yes, I do want to define what make a game 'a game' to different people - but it doesn't have to be purely functional working definitions, people are free to discuss how games make them feel, how they are special to them, etc and explore ideas. That was one of mine
(quite possibly because lucid dreaming was something I did as a kid, and never got back).
A new genre of media. Interactive Experience, Virtual Experience, whatever. We haven't come up with a good name for it yet, but that doesn't mean lumping them in with games is a good idea.
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Interactive Experiences as I prefer calling them are different media than games, as far as I'm concerned.
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That would simply be "Interactive Media". Under that you have "Games" (implied failure states, interaction) and "Interactive Experience" (no implied failure states, just completion. Interaction.) and more esoteric stuff like those websites where you create music videos by drawing a frame or three and it's slotted in with the drawings from other people on the websites, all coming together in a music video etc.
I think your pyramid idea is an interesting one - where instead of 'types of games' we would say 'types of interactive media' and form larger groupings. Because one of the things I find difficult when people say "this isn't a game, it's an interactive experience" is that games
are interactive experiences! So the pyramid idea still acknowledges that aspect of games and doesn't try and make that artificial distinction.
Also, many of the things I've read lately, say 'this is not a game!' as an equivalent of saying 'this is not what I'm used to, and I don't like it'. What they are essentially saying is, this isn't
good enough to be a game. As you say, therefore it seems they would like 'proper' games to be at the top of the pyramid, and more 'experimental artsy games' to be far on the fringes by comparison. Your concept avoids this by having 'Interactive media' as a catch-all term that games that fit a criteria are included
within.
The only thing is, the criteria of interactivity and implied win/fail states as 'a game' does still seem very broad. But I'm quite happy with broad definitions and fuzzy lines, really.
What could trouble me is the connotation, as with graphic novels and comics, that one is for intellectuals and one not when there's so much potential overlap between 'game' and 'interactive experience', though. (Though honestly, it's not like we don't already have that social divide to some degree, either from people being deliberately pretentious about their 'interactive experience' and not
wanting to call it a game, or others saying games cannot or should not be art either due to limitations of the medium or because they aren't interested in that. It's whether or not the labelling of that distinction would make it more pronounced).