Tuesday 6 March 2007

GAMES, GAMES, GAMES...

In today s world digital games play huge role in our lives. The 40 years old industry earns billions of dollars each year. Despite being so important in the 21 century , it is impossible to define word game." A definition of game that helps a game designer to create new game of commercial product will be very different from a definition that helps a sociologist to construct a new research problem about player behaviour. At the same time, both designer and sociologist might learn something unexpected by looking at their work through definitions of the other(K. Salen, E. Zimmerman 2006, p.77)
As Wolf and Perron write "The video game is now co as everything from the ergodic(work) to the ludic (play); as narrative, simulation, performance, remediation and art"(2003, p.2)
As Wittgenstein is quoted (Salen, Zimmerman 2006)) there isn't anything common in the games except of "a complicated network of similarities overlapping and criss-crossing"

Wittgenstein introduced us a theory of "family resemblance".
He compares games to a family where all of the members have some similarities and differences but it it impossible to describe them all as one. It is much easier to describe them as individuals, because despite the things that makes them similar they have got more differences.
Lets look at the Samorost 2 and Sims.What is similar in the games? You cannot define them as one,because they are so different Samorost 2 is a puzzle solving game when a man is trying to rescue his dog. And Sims is a game when you are creating a person and living his life, nothing similar to wondering through magical places in order to get closer to finding the dog.

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