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Steam News1 March 20224y ago

Journal Entry #3 - Rules Of The Journey

Hello Explorers, Anatomy Of A Risky Journey So I’d like to tackle an interesting (I think) discussion about what a video game actually is.

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Hello Explorers,

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changedAnatomy Of A Risky Journey So I’d like to tackle an interesting (I think) discussion about what a video game actually is. To keep it simple, I would say it is a virtual world subjected to specific rules in which a player has to accomplish a goal. It is a very open ended definition, and some might argue that not all games follow this definition (what is the goal in The Sims? it has no specific end etc, but we all know it really ends with the pool haha), still though, generally I think it holds up pretty well. For the sake of this Journal Entry, I want to focus on 3 key words: rules , accomplishment , and goal .
changedA Book, A Movie, And A Comic Enters A Bar Accomplishment is, for me, the defining word that separates games from any other art piece/object/work in which you do not partake in the creation. You read a book but never write a word, you watch a movie but never act in it, etc. The events happen when you read or watch the medium it is in. In a video game though, it is a bit different. Things do not happen if you do not do anything.
changedAction is the center element that splits a video game from being a movie, you have to consciously make a decision and interact with this world to make anything happen within it. I think this is why (video) games are so enticing to so many: you get to be the active main protagonist in a world and write your own story, (yes, even though the story and the whole world has been planned by a game designer and such, no playthrough will be exactly the same, ask speed runners they’ll tell you). This uniqueness is exceptional, but it’s not the center of what I want to discuss. ‎
addedRule GoalBerg Machines ‎ Rules and Goals are the interesting bit for this devblog. I feel like a rule and a goal are actually the two faces of a single coin. You cannot accomplish a goal if a rule prevents you from doing so, and conversely there can be no goal if there are no rules (which in my opinion is one of the reasons some folks strive to find a goal in life when they feel like there are no rules, but this is a completely separate topic). ‎ ‎ A small painless challenge: the goal here is pretty explicit, the rules as well ‎ ‎ I’m sure some people will nitpick on my last sentence by saying “yeah but you can create your own goal” which I’ll answer with, “usually you give yourself a set of dedicated rules you abide by to create this goal”. Typically, Minecraft is a pretty goalless game where players and their creativity are making new explicit goals to achieve: “build a whole village”, “create a pyramid”, etc. But these goals are actually implicitly describing rules. What does building imply? Can I download a world made by someone else with a village in it? Does it satisfy your definition of build? Probably not. On the same aspect, what does village imply? If I randomly put squares here and there, can I call it a village? If I build a single house, is it a village? A fortress? This goal comes with (implicit) rules but nonetheless, it comes with rules.

The Amulet of AmunRun changes

changedAnatomy Of A Risky Journey So I’d like to tackle an interesting (I think) discussion about what a video game actually is. To keep it simple, I would say it is a virtual world subjected to specific rules in which a player has to accomplish a goal. It is a very open ended definition, and some might argue that not all games follow this definition (what is the goal in The Sims? it has no specific end etc, but we all know it really ends with the pool haha), still though, generally I think it holds up pretty well. For the sake of this Journal Entry, I want to focus on 3 key words: rules , accomplishment , and goal .
changedA Book, A Movie, And A Comic Enters A Bar Accomplishment is, for me, the defining word that separates games from any other art piece/object/work in which you do not partake in the creation. You read a book but never write a word, you watch a movie but never act in it, etc. The events happen when you read or watch the medium it is in. In a video game though, it is a bit different. Things do not happen if you do not do anything.
changedAction is the center element that splits a video game from being a movie, you have to consciously make a decision and interact with this world to make anything happen within it. I think this is why (video) games are so enticing to so many: you get to be the active main protagonist in a world and write your own story, (yes, even though the story and the whole world has been planned by a game designer and such, no playthrough will be exactly the same, ask speed runners they’ll tell you). This uniqueness is exceptional, but it’s not the center of what I want to discuss. ‎
addedRule GoalBerg Machines ‎ Rules and Goals are the interesting bit for this devblog. I feel like a rule and a goal are actually the two faces of a single coin. You cannot accomplish a goal if a rule prevents you from doing so, and conversely there can be no goal if there are no rules (which in my opinion is one of the reasons some folks strive to find a goal in life when they feel like there are no rules, but this is a completely separate topic). ‎ ‎ A small painless challenge: the goal here is pretty explicit, the rules as well ‎ ‎ I’m sure some people will nitpick on my last sentence by saying “yeah but you can create your own goal” which I’ll answer with, “usually you give yourself a set of dedicated rules you abide by to create this goal”. Typically, Minecraft is a pretty goalless game where players and their creativity are making new explicit goals to achieve: “build a whole village”, “create a pyramid”, etc. But these goals are actually implicitly describing rules. What does building imply? Can I download a world made by someone else with a village in it? Does it satisfy your definition of build? Probably not. On the same aspect, what does village imply? If I randomly put squares here and there, can I call it a village? If I build a single house, is it a village? A fortress? This goal comes with (implicit) rules but nonetheless, it comes with rules.

Anatomy Of A Risky Journey So I’d like to tackle an interesting (I think) discussion about what a video game actually is. To keep it simple, I would say it is a virtual world subjected to specific rules in which a player has to accomplish a goal. It is a very open ended definition, and some might argue that not all games follow this definition (what is the goal in The Sims? it has no specific end etc, but we all know it really ends with the pool haha), still though, generally I think it holds up pretty well. For the sake of this Journal Entry, I want to focus on 3 key words: rules, accomplishment, and goal.

A Book, A Movie, And A Comic Enters A Bar Accomplishment is, for me, the defining word that separates games from any other art piece/object/work in which you do not partake in the creation. You read a book but never write a word, you watch a movie but never act in it, etc. The events happen when you read or watch the medium it is in. In a video game though, it is a bit different. Things do not happen if you do not do anything.

Action is the center element that splits a video game from being a movie, you have to consciously make a decision and interact with this world to make anything happen within it. I think this is why (video) games are so enticing to so many: you get to be the active main protagonist in a world and write your own story, (yes, even though the story and the whole world has been planned by a game designer and such, no playthrough will be exactly the same, ask speed runners they’ll tell you). This uniqueness is exceptional, but it’s not the center of what I want to discuss. ‎

Rule GoalBerg Machines Rules and Goals are the interesting bit for this devblog. I feel like a rule and a goal are actually the two faces of a single coin. You cannot accomplish a goal if a rule prevents you from doing so, and conversely there can be no goal if there are no rules (which in my opinion is one of the reasons some folks strive to find a goal in life when they feel like there are no rules, but this is a completely separate topic). ‎ ‎ A small painless challenge: the goal here is pretty explicit, the rules as well ‎ ‎ I’m sure some people will nitpick on my last sentence by saying “yeah but you can create your own goal” which I’ll answer with, “usually you give yourself a set of dedicated rules you abide by to create this goal”. Typically, Minecraft is a pretty goalless game where players and their creativity are making new explicit goals to achieve: “build a whole village”, “create a pyramid”, etc. But these goals are actually implicitly describing rules. What does building imply? Can I download a world made by someone else with a village in it? Does it satisfy your definition of build? Probably not. On the same aspect, what does village imply? If I randomly put squares here and there, can I call it a village? If I build a single house, is it a village? A fortress? This goal comes with (implicit) rules but nonetheless, it comes with rules.

So a game is basically a set of rules in my opinion. Now this

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Steam News / 1 March 2022

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