Wednesday, September 28, 2011

"A Theory of Fun", and what Fighting Words is about

Regarding a Theory of Fun... before I begin my assessment of the lesson of Chapter Four, I would like to temporarily praise the book itself for being a simple and accessible translation of difficult and abstract concepts. Games and fun are not nearly as easy to explain and express as they seem, and Koster's prose cleverly blends playful wording and simple visuals with a deep understanding of how fun works to create a narrative that resonates with even those only familiar with the end product of game development.

On the subject material itself, Chapter 4 suggests that because games are abstracted models of reality, they must present some sort of lesson or commentary on the world itself. It then explained the various lessons games tend to teach us about life— spatial reasoning, manipulation of power, aiming, timing, and the like— and how they're reinforced by other variations of that game genre. While I understand the message he means to convey, I question if the lessons of these games are being correctly interpreted. They seem to have an immediate clash with the popular ethics of society— peace, distribution of wealth, and diversity— and while they may ring true even in the here and now, the message of games seems to deviate from this new direction in which society seems to now face.

I don't suppose, however, that my game is of any exception. My game, "Fighting Words", is essentially about manipulation and prior intelligence— those with large vocabularies will understand how to exploit gameplay in their favor without the use of event cards, but those without large vocabularies are still capable of manipulating the game to their own end. While I did not have a specific lesson in mind— other than, perhaps, to give thought to the extent of one's own vocabulary— I suppose what could be gained from the game in whole is that even if you lack one property required to 'get by' or succeed, that you may still have chances to do so, if you are willing to be prepared for an opportunity. Of course, circumstances beyond anyone's control will get in the way— Event cards such as "Spelling Bee Sting" take the opportunity away from all players participating— but ultimately the winner is not necessarily the one who has the most basic means of victory. Even without the same resources, a player still has a token amount of agency in their destinies.

...of course, that's quite a bit to say about a game that's quintessentially "Scrabble" meets "Uno" meets some sort of pranktster. But if I can't sell the larger points of my own games, perhaps they're not worth playing~!

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