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Author Topic: Games and notgames -- again!  (Read 44874 times)
ghostwheel

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« Reply #15 on: February 20, 2012, 02:09:29 PM »

I'll admit, I'm an ignoramus when it comes to languages but why don't these languages just borrow the words "play" and "game"? English borrows words all of the time and it seems to work ok. Idk.
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Michaël Samyn

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« Reply #16 on: February 20, 2012, 02:26:00 PM »

We do! At least in Belgium, and Holland too, I think, this gives us an advantage. Contrary to English speakers, we do have a special word that only means "videogame". This word is the English word "game", which by no means is a synonym for the Dutch word "spel".
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Pehr

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« Reply #17 on: February 28, 2012, 11:30:37 AM »

Play is a voluntary activity or occupation executed within certain limits of time and place, according to rules freely accepted but absolutely binding, having its aim in itself and accompanied by a feeling of tension, joy, and the consciousness that it is ”different” from ”ordinary life”.
I have issues with Huizinga's insistence on the voluntary aspect of playing. But I refuse to interpret his definition as meaning that anything that is not done voluntarily cannot be called playing.

Like Michael I was intrigued by the stress on ”freedom", so I have spent some time studying Huizinga’s book ”Homo ludens”, from 1938, to find out what he meant. It was not altogether easy to follow his line of argument, but this is how I understand it.

To begin with, we need not worry about the terminological issue, because H. does not primarily speak about games. He focuses on the mere activity of playing.  It does not matter what or with what we are playing, but that we are playing.  

Playing is different from other activities, such as going, eating, working, sleeping. We know what is meant by: ”Now it is time to stop playing and go back to work!”  or  ”Don’t play, please be serious!” or ”I didn’t mean to hurt him, we were only playing”.
To play is not to work, not to be serious, to do things that are not meant to be what they seem to be …  But what is it then?

H. notes that playing is not exclusive for human beings, animals also play. It seems to be a general characteristic of living cretures. Something basic in our existence. We do not need any excuse for doing it, we do not need to ”explain it”, it is just a matter of fact.  But we have reason to try to characterize it – and ask ”is there a point with it?”

H. had studied the development of human culture in a historical perspective.  To him it had become evident, that people, especially in earlier times, made a difference between playing and the doings of ”ordinary life”.  They now and then sung and danced and put on fanciful clothes, and were joyful – despite the fact (or perhaps rather because of the fact) that their ordinary life was hard. Full of necessities, tasks, duties, work to earn their living. Having to tackle the brutal forces of the material world, in order to survive.
In relation to this ordinary world, the world momentarily entered in playing was experienced as a realm of freedom.  You played not because you were forced to do it but because it was fun.

The freedom in playing is the freedom of Homo Ludens (the playing man) from the rational domination of Homo sapiens (the rational man).

Playing spontaneously shapes itself into periodic patterns of movement. Rythm, balance, harmony, enhance the joy of playing. Certain shapes become favorites, you memorize them in order to be able to repete them. They get individuality and a name. In that way a ”game” is born and taken up into tradition.
The defining ”rules” of a game are freely invented, i.e. they are not dictated out of any necessity. They may imitate traits from ordinary life, and get their flavour from being ”faked”. They are only valid within the confined region of space and time, where the playing occasionally takes place.  It is a fun in itself to follow rules, and introduces a moment of tension in the play.  It is important to keep to the rules, because of the fragility of the illusionary virtual world conjured up in playing. Breaking the rules means a flip back to the ordinary world. Because of that you are a ”Spielverderber” if you don’t accept the rules. (To Huizinga, playing is first and foremost a social acitivty, involving serveral people, as players or as spectators of the play.)    

So, playing – at its very essence -- is an unnecessary activity, freely chosen, without purpose, unproductive, irresponsible, completely irrational. Is it then not just worthless, a waste of time?  
Well, since the nineteenth century there is a tendency to look upon it that way, H. says. The element of play has been pushed aside under the influence of the industrial revolution with its idolatry of work and production.  And this is regrettable, since playing is essential for the existence of human culture. In his historical studies H. finds that almost all cultural habits, conventions, institutions, have in their early stages of development been ”played”.  They need this space of freedom to grow and establish themselves, before entering ”the ordinary world” and being taken for granted as belonging to our cultural inheritance.

You don’t play in order to survive, but in order to give meaning to life.  Playing introduces meaning and beauty into life.

Concerning the arts, it is evident that music and dance, as performing arts, are most closely related to playing. They are more or less born out of the joy of playing. So is poetry, H. says.
But painting, sculpture, architecture do not belong there. Because they are essentially dealing with the material world, struggling with matter, giving it form. It cannot be a completely ”free” activity. Whereas playing essentially deals with the immaterial world, and its values, and that is the reason for its quality of total freedom.

I am not ready to accept that conclusion, without qualifications, I must admit. Maybe this is a suitable point where to leave the issue for discussion in our forum.
« Last Edit: February 28, 2012, 11:38:09 AM by Pehr » Logged
György Dudas

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« Reply #18 on: February 28, 2012, 01:10:23 PM »

Quote
Playing introduces meaning and beauty into life

I like that...
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Chris W

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« Reply #19 on: February 28, 2012, 06:23:55 PM »

I don't understand why such an emphasis is placed on rules.  The idea that the ruleset is the basis of a game or of play is an adult intellectualization of something that is really freeform at its root.  Obviously video games require a ruleset or else the computer can't run the experience, but play in general does not have that restriction.  The example of animals is a good one - you can't make me believe they are adhering to any ruleset other than their own nature.  Also, the way children play is often very freeform. They just run around with their Transformers or their Littlest Pet Shop animals or what-have-you and act out whatever scenarios strike their imagination. 
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Michaël Samyn

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« Reply #20 on: February 29, 2012, 07:32:36 AM »

Thank you, Pehr, for the summary.
I know I'm a bit allergic to dichotomies. So I remain sceptical about this distinction between ordinary world and play. But maybe that's a contemporary phenomena. Maybe it's only recently that this "serious" world had been functioning like a game. Or maybe I simply don't take life as such seriously enough.
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God at play

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« Reply #21 on: February 29, 2012, 10:41:22 PM »

It is important to keep to the rules, because of the fragility of the illusionary virtual world conjured up in playing. Breaking the rules means a flip back to the ordinary world.

Ah yes, this is an important insight into why the computer reduces the need for an abstract rules system. The virtual world on a computer is not fragile at all!

The computer takes the burden of keeping to the rules off of the player.
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Michaël Samyn

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« Reply #22 on: March 01, 2012, 09:09:08 AM »

The virtual world on a computer is not fragile at all!

Except for bugs…
And design oversights that lead to exploitation…
Nevertheless an important distinction: regular games are broken by the people who play them while computer games are broken by mistakes in the rules (if we can refer to the entire program as a set of rules).
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God at play

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« Reply #23 on: March 01, 2012, 06:33:57 PM »

Board games can have bugs in the instructions as well. But I assumed we were speaking in ideals.

I see this as another way to explain the lack of a magic circle.
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Pehr

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« Reply #24 on: March 02, 2012, 10:37:54 AM »

I don't understand why such an emphasis is placed on rules.  The idea that the ruleset is the basis of a game or of play is an adult intellectualization of something that is really freeform at its root. 
As I see it, the rules come in when you get so fond of some improvised pattern in playing that you want to be able to play "the same game" at later occasions. Of course you may just remeber it. Taking down the experience in terms of some "notation" is a step towards developing it into a work of art.

I know I'm a bit allergic to dichotomies. So I remain sceptical about this distinction between ordinary world and play. But maybe that's a contemporary phenomena. Maybe it's only recently that this "serious" world had been functioning like a game. Or maybe I simply don't take life as such seriously enough.
 
I agree.  Personally I would rather see a bit of playfulness in everything we do – more or less, as the case may be. We are capable of consciously being at the same time in the fictitious worlds of media and in the ”ordinary” world, or switching between. Normally without experiencing this as a problem.

Perhaps Huizinga deliberately emphasizes the difference between play and not-play in order to make his idea clear. In practice he usually speaks of ”an element of play” in various contexts.
Moreover he has the perspective of a learned historian. And he speaks mainly of playing games as a social, collective activity. Folk dances, contests, festivals and whatever.

Playing a single person computer game is more like sitting somewhere peacefully reading a book.  With MMORPGs the social aspect (with its rules of behaviour) becomes important for the experience.

It is important to keep to the rules, because of the fragility of the illusionary virtual world conjured up in playing. Breaking the rules means a flip back to the ordinary world.

Ah yes, this is an important insight into why the computer reduces the need for an abstract rules system. The virtual world on a computer is not fragile at all!

The computer takes the burden of keeping to the rules off of the player.
The fragility at issue is the fragility of the illusion, i.e. the experience of being in that virtual world, you are invited to visit. It can easily be demolished by a critical attitude – or critical comments from somebody standing beside you, when you play.  Or by a sudden pain in your eyes, reminding you that you should perhaps do better leaving the computer. 
 
After all you are looking at a computer screen with a changing pattern of colour areas. Your perceptual imagination helps to make this be experienced as an object world, in which you move around, and where there are things you can confront and manipulate. 
Playing the game presupposes an acceptance of this illusion.  Accept it as it was intended. Ignoring all defects and shortcomings, all the cues that inform you that it is not ”real”. This acceptance is voluntary, or at least should be so. If you are manipulated into a passive acceptance, you will not contribute anything out of yourself. Playing will not be a kind of dialogue, which I think it should ideally be.
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Pehr

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« Reply #25 on: March 06, 2012, 11:22:38 AM »

I don't understand why such an emphasis is placed on rules. 

When I think about it, you are intuitively right. Play is essentially rule-breaking. The very function of play is to oppose the conventions, habits and rules of ordinary life.  So it is paradoxical to speak about rules as something characteristic of playing. 
But I think there is also an inevitable process involved: how free play successively turns into an ordered activity, finally being established as a set of strict rules. Which means that the element of play has been, in the end, eliminated. 
Then you have to start up anew, being playful, breaking rules.  As when the joker is introduced into an all too formalized card game!  The joker is just the card that breaks the rules the ordinary cards are obliged to follow. And it makes the game more fun and irrational.
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Chris W

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« Reply #26 on: March 06, 2012, 06:04:34 PM »

I guess I see games as being a subset of play.  Ultimately play is freeform, and it is expressed naturally.  If you accept the idea that play has evolved to serve some purpose, you could say that play leads to a discovery of rulesets, whether they be the rules of the environment or community you live in, or, as you grow more sophisticated, of logical systems (this is where games as such start to be created).  While I think this does happen, I don't really believe that 100% of play can be assigned such an ultimately utilitarian function.

I feel like one of the things we here are trying to do is to reintroduce the innocent freeform play to gaming, and maybe that's one reason it's been so challenging; since the tools are so rigidly rule-bound, they are working against us to a certain extent.
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