Gameplay
is a word frequently used in connection with video games. Journalists as
well as scientists use the term to describe something no one really
can get a grasp on. Gameplay supposedly lies somewhere between rules,
mechanics and the player. The first problem here are the terms rules
and mechanics. Both are limiting what we can do in games, but where
is then the difference between them?
One quick distinction could be that
rules are limiting by purpose and mechanics are limiting unintendedly, even though actually trying to free the player. The limiting factor in the latter then would be the recent
technology and human knowledge which is not able to provide a
completely freeing game in which everything is possible. Miguel
Sicart (2008) might be the one coming closest to a definition of
mechanics. An example for what Sicart calls core mechanic
would be jumping in a platformer game. He further distinguishes
between primary and
secondary mechanics.
However, to not go too deep into the field of mechanics we will use
the above mentioned understanding of mechanics as the supposedly
freeing element of the game.
Rules,
on the other hand, then are the restricting element of the game.
Telling or showing the player that he can't do specific things or go
to specific places. These information are usually quite obviously
communicated. Shooting your teammate in Counter Strike
(Valve, 2003) results in a penalty (losing money). Moving to areas
which are prohibited (not opened yet) for players in World
of Wacraft (Blizzard
Entertainment, 2004) are blocked by invisble walls. On the other hand
picking up any random flower or grass is limited by the mechanics; it
is simply not possible (even though there are some flowers and
grasses which are collectible in World of Wacraft
for job purposes).
But
after discussing these terms, what is gameplay now? To understand
this we should take a look at Salen's and Zimmermann's definition of
the term play: "Play
is the free space of movement within a more rigid structure."
(Salen and Zimmermann, 2004: 304)
As
mentioned earlier gameplay might be located somwhere between rules,
mechanics and the player and this definition of play let's us
understand what it is. Gameplay is the "play" (ibid.) the
player has inside the game to do things. Everything he can do between
the limiting rules and the freeing mechanics has to be considered
gameplay. This also includes things which are not aiming for reaching
the greater goal of the game. As play should also be understood as
something free (Callois, 2001: 10), gameplay can't be limited to the
goals of the games. It is the free space.
This
understanding is admittedly a quite broad one. The advantage of it
is, though, that we're not limiting us to any specific element of
gameplay. Ruling out things which are not aiming for fullfilling
might not be the main interest of scholars while examining games or
gameplay in specific, but there is always the possibility to narrow
down the field of researcher later. Additionally to that gameplay
which was unintended by the game designers might be an interesting
field to research and could lead to new developments int the industry
by looking at what players do even though they were originally not
meant to.
Bibliography
Caillois,
R. (2001). Man,
play, and games.
University of Illinois Press.
Salen,
Katie; Zimmerman, Eric (2004): Rules
of play. Game design fundamentals.
Cambridge, Mass: The MIT Press.
Sicart,
M. (2008). Defining game mechanics. Game
Studies,
8(2),
1-14.
Ludography
Counter
Strike (2003). Valve Corporation.
World
of Warcraft (2004). Blizzard Entertainment.
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