Note: This thread is about the structure of games and what draws people to them. We are here to discuss the things that draw us to games and what we get out of them. It is not a place to denigrate others' preferences or levy accusations about their status as gamers. I will be using the phrases “game elements” and “non-game elements” in this post, but do not take them to mean that anything including non-game elements is not a game. It is simply an acknowledgment of where the root game ends and other – often important – aspects of games begin.
As a frame of discussion, I'm going to start by breaking down the game of golf and many of the ancillary reasons that people enjoy it. Why golf? It is one of the simplest and most universally-understood games around, and it also has a lot in common with single-player video games. In most games that have been around as long as golf, players are directly pitted against one another in a test of skill and/or physical prowess. In golf, however, the player plays alone against a set of (mostly) static obstacles, and competition with other players is a matter of comparing scores with one another. By examining golf and where the game within it begins and ends, it can offer insight into other more complicated games, and provide a frame of reference for any of the games we play.
Golf also has something else in common with video games: People play and enjoy golf for many different reasons, not strictly limited to the parameters of the game itself. This mirrors the different types of gamers in the world, and the things that draw us to the games we enjoy.
So what are the root game elements of golf? As with any game, golf is a set of tools and obstacles presented to a player, with a goal.
The Tools of Golf are simple. A player has a set of clubs of varying size, weight, and angle of impact, which they use to strike a ball.
The Obstacles of Golf are also simple and mostly static.
The Goal of Golf is the simplest of all. Put the ball in all 18 holes in as few shots as possible.
There are no direct rewards. No achievements, no unlocks, nothing being dangled in front of the player to compel them to put in a little more time. The only rewards are internal to the person playing. The satisfaction of improvement, the conquering of personal goals, and the fun had playing the game.
There is no fail state or game over screen, but there are penalties. Hit your shot perfectly, and it goes into the hole. Hit your shot well, and you set yourself up for an easy next shot. Hit your shot poorly, and you give yourself a more difficult next shot, which runs the risk of costing you more strokes. Each stroke that doesn't result with the ball going in the hole is a penalty. Golf is a very punitive game, but the more skillful a player you are, the better you manage these penalties.
A perfect game of golf would thus be to complete all 18 holes in 18 shots. Or if you prefer, since many holes are too long to reach the hole in a single shot, a perfect game would be a game where you hole out every shot from the first point where you're close enough to physically do so, which is 36 shots on a standard par-72 course. (Not accounting for the fact that you can reach some par 5 holes in 2, but let's not get pedantic here.) The challenge of the game is that this is virtually impossible, as evidenced by the fact that the greatest round of professional golf ever recorded on a par-72 course was 59 (done 6 different times in 100+ years), 23 shots worse than the theoretical perfect round.
Golf is, at its core, perhaps the simplest (just put the ball in the hole, dummy) and most difficult (nobody has ever come anywhere close to a perfect round) game there is.
So why do people like it? That's a much more complicated question. Some people like it for the raw test of the game itself. Testing oneself against the course designer's cleverness and course elements, and most of all, the limitations of your own body can be a very gratifying (if frustrating) challenge to take on. But only a very small percentage of golfers play the game for this reason alone. Most play, at least to a minor degree, due to a variety of non-game elements.
And now, to bring this back on topic, I think you'll start to see that a lot of these things mirror the types of things that draw people to video games.
Some people play video games for the pure art of defeating or improving at the game.
Some people play video games to spend time socializing.
Some people play video games as an outlet for competitive energy.
Some people play video games to admire the beauty of a game's graphics or aesthetic.
Some people play video games to admire, explore and appreciate the pure game design.
Some people play video games as a form of escapism.
Some people play video games for a sense of self-empowerment.
Some people play video games to be told a story.
Some people play video games to be an active participant in a story they're being told.
Some people play video games to explore another world.
Some people play video games to be immersed in an experience.
Some people play video games to mindlessly kill time.
...and so on.
None of us can be pigeonholed into a single one of these factors. We're all points in a big Venn diagram with overlapping spheres inside and on top of other spheres, and we may take a little of one thing, and a lot of another to arrive at our own personal preferences.
So GAF, take a moment to think about your favorite games and consider their various game and non-game elements as I've done with golf here. Think about the core tool and obstacle elements of those games, and about the other aspects of them that enhance or detract from that core experience and answer this: What do you get out of gaming? What brings you back to games? Why are you a gamer?
As a frame of discussion, I'm going to start by breaking down the game of golf and many of the ancillary reasons that people enjoy it. Why golf? It is one of the simplest and most universally-understood games around, and it also has a lot in common with single-player video games. In most games that have been around as long as golf, players are directly pitted against one another in a test of skill and/or physical prowess. In golf, however, the player plays alone against a set of (mostly) static obstacles, and competition with other players is a matter of comparing scores with one another. By examining golf and where the game within it begins and ends, it can offer insight into other more complicated games, and provide a frame of reference for any of the games we play.
Golf also has something else in common with video games: People play and enjoy golf for many different reasons, not strictly limited to the parameters of the game itself. This mirrors the different types of gamers in the world, and the things that draw us to the games we enjoy.
So what are the root game elements of golf? As with any game, golf is a set of tools and obstacles presented to a player, with a goal.
The Tools of Golf are simple. A player has a set of clubs of varying size, weight, and angle of impact, which they use to strike a ball.
The Obstacles of Golf are also simple and mostly static.
- Distance between the tee and the hole.
- Varying lengths of grass, cut in such a way as to present easier or harder landing spots for the ball to be struck from.
- Trees, rocks, shrubs, water, flowers and sometimes buildings.
- Weather. This is the only non-static variable, but even so, most courses are designed to take prevailing winds into account.
The Goal of Golf is the simplest of all. Put the ball in all 18 holes in as few shots as possible.
There are no direct rewards. No achievements, no unlocks, nothing being dangled in front of the player to compel them to put in a little more time. The only rewards are internal to the person playing. The satisfaction of improvement, the conquering of personal goals, and the fun had playing the game.
There is no fail state or game over screen, but there are penalties. Hit your shot perfectly, and it goes into the hole. Hit your shot well, and you set yourself up for an easy next shot. Hit your shot poorly, and you give yourself a more difficult next shot, which runs the risk of costing you more strokes. Each stroke that doesn't result with the ball going in the hole is a penalty. Golf is a very punitive game, but the more skillful a player you are, the better you manage these penalties.
A perfect game of golf would thus be to complete all 18 holes in 18 shots. Or if you prefer, since many holes are too long to reach the hole in a single shot, a perfect game would be a game where you hole out every shot from the first point where you're close enough to physically do so, which is 36 shots on a standard par-72 course. (Not accounting for the fact that you can reach some par 5 holes in 2, but let's not get pedantic here.) The challenge of the game is that this is virtually impossible, as evidenced by the fact that the greatest round of professional golf ever recorded on a par-72 course was 59 (done 6 different times in 100+ years), 23 shots worse than the theoretical perfect round.
Golf is, at its core, perhaps the simplest (just put the ball in the hole, dummy) and most difficult (nobody has ever come anywhere close to a perfect round) game there is.
So why do people like it? That's a much more complicated question. Some people like it for the raw test of the game itself. Testing oneself against the course designer's cleverness and course elements, and most of all, the limitations of your own body can be a very gratifying (if frustrating) challenge to take on. But only a very small percentage of golfers play the game for this reason alone. Most play, at least to a minor degree, due to a variety of non-game elements.
- Some play for a chance to socialize, whether it be with friends and family or business acquaintances.
- Some play to spend time in the outdoors.
- Some play as an outlet for competitive energy.
- Some play to admire the beauty of the landscaping of the course and areas around it.
- Some play to admire and appreciate the course's design as a game obstacle.
- Some play as a form of escapism.
- Some play for a sense of self-empowerment.
And now, to bring this back on topic, I think you'll start to see that a lot of these things mirror the types of things that draw people to video games.
Some people play video games for the pure art of defeating or improving at the game.
Some people play video games to spend time socializing.
Some people play video games as an outlet for competitive energy.
Some people play video games to admire the beauty of a game's graphics or aesthetic.
Some people play video games to admire, explore and appreciate the pure game design.
Some people play video games as a form of escapism.
Some people play video games for a sense of self-empowerment.
Some people play video games to be told a story.
Some people play video games to be an active participant in a story they're being told.
Some people play video games to explore another world.
Some people play video games to be immersed in an experience.
Some people play video games to mindlessly kill time.
...and so on.
None of us can be pigeonholed into a single one of these factors. We're all points in a big Venn diagram with overlapping spheres inside and on top of other spheres, and we may take a little of one thing, and a lot of another to arrive at our own personal preferences.
So GAF, take a moment to think about your favorite games and consider their various game and non-game elements as I've done with golf here. Think about the core tool and obstacle elements of those games, and about the other aspects of them that enhance or detract from that core experience and answer this: What do you get out of gaming? What brings you back to games? Why are you a gamer?