Bernard Suits, the late, great philosopher, sums it all up in what I consider the single most convincing and useful definition of a game ever devised: Playing a game is the voluntary attempt to overcome unnecessary obstacles.
That definition, in a nutshell, explains everything that is motivating and rewarding and fun about playing games. And it brings us to our first fix for reality: Compared with games, reality is too easy. Games challenge us with voluntary obstacles and help us put our personal strengths to better use.
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Let’s take golf to start. As a golfer, you have a clear goal: to get a ball in a series of very small holes, with fewer tries than anyone else. If you weren’t playing a game, you’d achieve this goal the most efficient way possible: you’d walk right up to each hole and drop the ball in with your hand. What makes golf a game is that you willingly agree to stand really far away from each hole and swing at the ball with a club. Golf is engaging exactly because you, along with all the other players, have agreed to make the work more challenging than it has any reasonable right to be.
... in a good computer or video game you’re always playing on the very edge of your skill level, always on the brink of falling off. When you do fall off, you feel the urge to climb back on. That’s because there is virtually nothing as engaging as this state of working at the very limits of your ability—or what both game designers and psychologists call “flow.” When you are in a state of flow, you want to stay there: both quitting and winning are equally unsatisfying outcomes.
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Many, if not most, computer and video games today are structured this way. Players begin each game by tackling the obstacle of not knowing what to do and not knowing how to play. This kind of ambiguous play is markedly different from historical, pre-digital games. Traditionally, we have needed instructions in order to play a game. But now we’re often invited to learn as we go. We explore the game space, and the computer code effectively constrains and guides us. We learn how to play by carefully observing what the game allows us to do and how it responds to our input. As a result, most gamers never read game manuals. In fact, it’s a truism in the game industry that a well-designed game should be playable immediately, with no instruction whatsoever.
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Gamers want to play the game. They want to explore and learn and improve. They’re volunteering for unnecessary hard work—and they genuinely care about the outcome of their effort. If the goal is truly compelling, and if the feedback is motivating enough, we will keep wrestling with the game’s limitations—creatively, sincerely, and enthusiastically—for a very long time. We will play until we utterly exhaust our own abilities, or until we exhaust the challenge. And we will take the game seriously because there is nothing trivial about playing a good game. The game matters.
This is what it means to act like a gamer, or to be a truly gameful person. This is who we become when we play a good game.