Games as Shared Dilemmas

by Jon on May 20, 2010

It has been said that the unique aspect of games–that makes them unique as cultural artifacts– is their interactivity.  I’d like to question that a bit, and present a slightly different idea.

It’s true that for as long as there has been a popular culture, it has been mostly one-directional.  You hear a story or music; you watch a play or movie; you read a book.  That’s just passive consumption, right?  Or is it?  Some forms of media which are perceived as passive (e.g., literature) engage the imagination in significant ways.  I’d like to suggest that the act of envisioning scenes in a book makes the reader into an active participant–the reader’s background and experiences become inextricably linked to the experience of reading. Likewise, there are certainly participatory forms of culture: dancing would be a good example.

Another aspect of all forms of popular culture is their ability to give us a common ground for conversation, perspective and experience. Because of popular culture’s wide accessibility and appeal to universal attributes of human experience, these “shared memories” give us the ability to connect with each other.  That’s another form of interactivity.

If it isn’t the interactivity of games that make them unique, what is it?

I’d argue that it is the power of decision that is central to the idea of games. No other type of media that I can imagine involves participants in ways that weave together shared challenges, dilemmas and consequences.  Even other forms of participatory culture (e.g., dance) tend to focus more on skill than the actual act of decision.

One can find games that vary to the degree in which they involve decisions; some are almost entirely about decisions–others are not.  And to make the decision-making process a part of shared experience, it needs to be social in some respect.  While this seems to be the area that make games most unique, I’d argue that it continues to be the area where designers still have the most room to explore.

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{ 1 comment… read it below or add one }

ReidNo Gravatar May 20, 2010 at 1:09 pm

I would say that Microsoft and Sony are currently pushing too hard on the interactive side with Move and Project Natal. Sure they are improvements from the touchy Wii-mote but I honestly don’t see the average gamer investing in either of these areas. I personally don’t see myself immersed in a late night Call of Duty online battle by doing multiple movements via Natal.

Unfortunately today’s teens are spoiled by HD quality picture and sound with their gaming systems. They weren’t around to see when games like Sonic, Mario Bros. 3 and The Secret of Mana were considered the cream of the crop. Now we have the same companies churning out the same boring games with a new title (Halo anyone?) without putting in much effort on game play.

The best interactivity for the gaming era was when Arcades were still popular. Strangers battling to the death in Mortal Kombat or playing together via T2: Judgement Day. Now kids interact via XBL or PSN with a greater chance of being exposed to the ugly side of the gaming community.

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