As you may have guessed, I have no interest in categorizing Passage. And I don't want "notgames" to ever have a nature. Notgames should be a design attitude, not a category. And Passage was definitely not designed with a Notgames attitude. I have spoken with Jason Rohrer enough to know that this is not where his interests lie. I think Passage was an honest attempt to express something through game rules.
Looking back over this discussion, I'm not sure what my point was regarding Passage. I certainly am not trying to say that we can or should put it in a box, which is evidently what came across, so I apologize for my failure to communicate.
I'm not sure how we got into a discussion on whether it
is a game or
is a notgame, as I'm no more interested in categorizing it for the sake of categorizing it than you are, Michaël. Going back to my very first post, the reason I brought Passage up to begin with is simply that it had an impact on me, and helped me see how we can achieve beautiful things by breaking with traditional game design, which seemed (at the time, anyway) related to the notgames idea.
Thanks GaP: I've been looking over those threads.
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As an aside, I think you're absolutely right, Michaël, that the notgames idea is most useful as a catalyst for creation and change. I think that could be said of most ideas: they are most useful in so far as they are practical and energizing. Once we start using ideas to categorize and "explain," and chop up the world into neat little boxes, we're in danger of losing a lot of what's there. Losing the experience, as it were, to preconceived and stale categories of our minds. So I agree with your focus, and I'm glad that you keep reminding us of it. I agree, when you say in another thread, on playing games/notgames, "What is important is whether we enjoyed it or not, whether we found it meaningful, beautiful, innovative, inspiring, etc." All that being said, I don't think it's possible for notgames to remain
only a design challenge, and not a "category," as nice as that may be.
Forget about notgames for a minute, and categorizing a particular interactive experience, and let's just talk about how we understand things as humans. We experience things with our senses, right? And if we're really in touch with our senses, and really "unpolluted" we may be able to get a very clear impression or feeling when we experience something. But without any kind of vocabulary or grid or categorization we can't understand that experience very well. I am not saying in the least that our solution to all of this is putting Passage or any other interactive creation in a box! I'm just saying that as human beings, we understand this way: by language, vocabulary, grammar, grids, categories. The problem, as I've already said (and I think you agree?), is that as soon as we apply ANY of this to our experience, we lose something of the experience itself. This is the classic issue Buechner describes so well in
A Sacred Journey: as soon as we call a tree a tree we gain some understanding about the world and about ourselves, but we also lose the thing that the tree was before we labeled it a tree!
What I'm trying to say here is that I don't think that this quantifying business is quite as simple as you make it out to be ("don't do it!"): I don't think a category-free, label-free utopia exists, because for some reason as humans we really do need these things in order to understand and think and develop. I think the challenge is, once we have all our "great" categories etc., to somehow get back some of that pre-category experience that we had. Maybe it's a cycle: we make categories, then we need to break them and blur them; then we make new ones, and the cycle repeats...
Of course none of our categories and quantifications are "real"--I absolutely agree with you on that (To say x
is a game, or
is a notgame doesn't reflect some kind of primal reality). But our lives are chock full of them nonetheless--heck, our whole language depends on them. That's not to say that we should try and exacerbate the problem--just that we're thickly entangled in it.
So I think notgames will become a category, if it's not already, and I don't necessarily think that's a terrible thing. People will consider notgames as a category not because they are trying to be evil, but just because they are trying to think about meaning and games, and what's possible. About what's impacted them, and what hasn't, and what can be done, and how one experience is different or similar from another. Because that's what we do, as humans interacting with our world--all I have to do is look over the posts in these forums to see that.
Just my 2 cents.