The
use of the word 'entertainment', and the author's focus on play, lead
to an interesting question: Do games have to be fun?
In
other mediums, there exist examples which, even when they achieve
mass popularity, tend to avoid any connotation of 'fun' or
'entertainment'. For example, few people would describe the film
Schindler's List
as
'fun', or a book on the Armenian Genocide as an 'entertaining' read.
Such examples are not conventionally 'pleasurable', but are often
pursued
out of an interest in empathizing with and understanding terrible
misfortune.
More
banal examples exist as well. Instructional films or technical
manuals are instances where
watching or reading is
performed
for purely instrumental reasons, without any expectation of pleasure.
Additionally, many professional sports, from chess to football, are
performed by the participants as work rather than leisure; an
NHL
player may enjoy playing hockey, but that is incidental to his
employment obligations.
Do
similar circumstances occur in video games? Certain Japanese visual
novels have been referred to (if
Wikipedia is to be believed)
as
Nakige
- 'Crying Games'i,
that focus on producing sadness and melancholy amongst players. In
the western context, the game Richard
and Alice
(Owl Cave, 2013) offers a bleak story and ultimately little reward in
the end for the player's efforts. Such
games rely on emotional value to attract players, rather than more
conventional thrills.
Electronic
training aids – perhaps most well known in the form of
language-learning software – may fit the definition of 'video
games', yet are undertaken chiefly for practical purposes. The line
between training and leisure
is perhaps most blurred by the offerings of Czech-based Bohemia
Interactive, which produces the ARMA
series of games. Bohemia has used the game engine of ARMA
to produce the Virtual BattleSpace
(VBS) series of training aids, which are marketed to military forces.
A US Marine may 'play' VBS 2 insofar as he interacts with the
software, but he is hardly expected to enjoy doing so – indeed,
many of the 'fun' elements in
the
civilian equivalent
may well have been removed.
Finally,
the phenomenon of E-Sports has in large part replicated the dynamic
present in conventional professional sports. A professional player of
League of Legends
(Riot
Games, 2009)
or Starcraft II
(Blizzard
Entertainment, 2010)
is quite likely to enjoy the game, but their frequency, consistency
and intensity of play is determined not by individual preference, but
by team demands or financial opportunity.
Such
examples prove problematic for the above definition. It seems more
desirable,
in my opinion, to return to definitions centred on interactivity –
regardless of the problems they
may
pose – rather than do battle with the subjectivity introduced by a
term such as 'entertainment'.
i“Visual
Novel”, last modified August 19,
http://en.wikipedia.org/wiki/Visual_novel#Nakige
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