Almost everyone, in some way, plays games in their life. Be
it physical games like Football or Rugby, strategy games like Candy Crush Saga or Angry Birds, story orientated games like Bioshock or The Last of us, or
multiplayer games like the Call of Duty or
Halo Franchises. There are many different examples of what a
game can be, but all can be identified by four main traits that McGonigal
outlines.
“The goal is the specific outcome that players will work to
achieve.” (McGonigal, 2011, P21) In some games the goal is clear, in Angry Birds for example, the goal is to
complete all the levels. In other games
the goal could be driven by the story, an incentive to find out more about the
virtual world you are playing in. The
goal can also be set by the player, for example reaching a maximum rank, or
completing an individual challenge in the popular Call of Duty Franchise.
“The rules place limitations on how players can achieve the
goal.” (McGonigal, 2011, P21) The rules are in place to remove the obvious and
tedious ways of reaching a goal. Rules
are more obvious to players in physical games such as Football, because the players have to enforce them. Whereas in computer games the rules are
defined by the game code.
“The feedback system tells players how close they are to achieving
the goal.” (McGonigal, 2011, P21) This can be in many forms, a score, a rank, a
progress bar, or simply the player’s knowledge of a goal. The Feedback system
ultimately makes reaching the goal more satisfying.
“Voluntary Participation requires that everyone who is
playing the game knowingly and willingly accepts the goal, the rules, and the
feedback.” (McGonigal, 2011, P21) Voluntary participation at a basic level
ensures the game will be carried out in a fair and fun environment. These four outlining definitions are simply
the base criteria for games. New
techniques are allowing for games to become more competitive, more immersive
and ultimately, more rewarding.
Bibliography
McGonigal, J., (2011). Reality Is Broken: Why
Games Make Us Better and How They Can Change the World, Penguin Press HC,
(P.19-34)
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This is a class blog for students enrolled on the History and Analysis of New Media Module at The University of Ulster. Please keep comments constructive to help students progress with the given text