An oft-encountered problem when discussing “games” is that we don’t have a fully-developed, universally understood terminology. We’re getting there… we’re much closer than we were just a few years ago, and lightyears ahead of where we were ten years ago. But there’s still a significantly sticky term that we seem to be permanently stuck with: the name of our medium, games.
The term “games” has been around for Really Long Time&tm; (I couldn’t find a reference indicating the date of the origin of the word, buts it has its roots in Olde Englishe&tm;). When we use it today we’re generally referring to video games, board games, card games, sports, etc., i.e. structured (however loosely) activities with interaction, rules and goals. There’s a ton of academic writing on the specific definition that I don’t care to go into… we all know what we’re talking about.
Or do we? The problem with the term games is that for 99% of its history it referred to a formal structure of rules with some goal. But we use it far more liberally these days, particularly in the indie or academic game circles, meaning more generally interactive entertainment (as opposed to films/books/music being passive entertainment).
Randy Smith (EALA) raises this issue in a recent Next-Gen column. Actually, he doesn’t directly raise this issue, instead he raises the issue that we used to have games where the player was allowed to fail, didn’t have a clear path for success, and in general had a much “grayer” experience. He cites Ultima V, which to be honest is cheating, as that game is much more the exception than the rule in regards to “gray” games.
His larger point is that “modern” game design, borrowing heavily from the good designs perfected in the casual market, dictates clear paths to success, objective scoring, concise rules, etc. (you can read his article). His question is whether or not we’re losing something by focusing on these things exclusively, i.e. have we overcorrected and lost something powerful?
The problem is the definition of what we’re doing, what we’re making. If you’re making a game that’s similar to a sport (Quake, practically any FPS with a military-theme, practically any RTS, virtually all casual games, all arcade games, etc.) then all of the elements of modern game design are totally appropriate. On the other hand, if you’re making a game that’s more akin to a simulation or a toy, then all the tenets of good usability, user interface design and accessibility (all different ways of saying the same thing) are critical.
But what if you’re making a game that’s like Ultima V, or Passage, or Super Columbine Massacre RPG, or the Olympic Torch Relay Game? These games are more about the message than the mechanism. The mechanics aren’t elements of structured play, but rather the necessary elements in order to get a specific emotion or point across to the player.
So, we’ve got serious games, casual games, hardcore games, just plain ole games… and message games? These are really our “art” games, games that focus on message or mechanics. They don’t dispense with mechanics, the mechanics are just secondary to the message. And as a result, they often have unoriginal mechanics because it’s not the point.
Note that I’m not dismissing mechanics as important in a “message” game. Cinematography is still critical to good film even if it is secondary to a message in many instances.
What are some examples of message games? I’d love to hear them in the comments. I’m looking for games where the point was the message they conveyed, not the mechanics with which the user interacted with them. I’ll start with the obvious ones I’ve already mentioned: Ultima V (and IV), Passage, SCMRPG… Planescape is probably one, though I’ve never played it. Others?