Replayability: A Game?
November 25, 2009
Steve Egan in the comments yesterday brought up such a good, common point that it deserved it’s own post:
I don’t see how replayability could even be considered part of the definition of a game. I say this as somebody who has to wait years before rereading a book, or games that rely on the static elements for a significant part of the experience, as I remember what’s about to happen as I’m experiencing the media.
Recently I took a look at what a game is and from my definition at least, Train is most definitely a game. That’s because my definition is, “A game is an activity with an agreed upon set of rules, that participating individuals act in accordance to, while in a state of play.”
This definition is pretty broad – activities in a “state of play” is hard to defined, and some would say cyclical. Going for a walk, listening to a teacher in a classroom, perusing a forum, or attending a slumber party could all fit this definition. Reading this post probably fits the definition! If the number of participating individuals were 1, all that’s require here is the individual act within rules (they could have created) while in this nebulous state of “play”.
Defining a game is hard, and ultimately, it’s just language. It only matters in how it helps us design.
The best definition I’ve seen is Chris Crawford’s: an interactive, goal-oriented activity, active agents to play against, in which active agents can interfere with each other. Or, in a series of dichotomies:
1. Creative expression is art if made for its own beauty, and entertainment if made for money. (This is the least rigid of his definitions. Crawford acknowledges that he often chooses a creative path over conventional business wisdom, which is why only one of his 13 games is a sequel.)
2. A piece of entertainment is a plaything if it is interactive. Movies and books are cited as examples of non-interactive entertainment.
3. If no goals are associated with a plaything, it is a toy. (Crawford notes that by his definition, (a) a toy can become a game element if the player makes up rules, and (b) The Sims and SimCity are toys, not games.) If it has goals, a plaything is a challenge.
4. If a challenge has no “active agent against whom you compete,” it is a puzzle; if there is one, it is a conflict. (Crawford admits that this is a subjective test. Video games with noticeably algorithmic artificial intelligence can be played as puzzles; these include the patterns used to evade ghosts in Pac-Man.)
5. Finally, if the player can only outperform the opponent, but not attack them to interfere with their performance, the conflict is a competition. (Competitions include racing and figure skating.) However, if attacks are allowed, then the conflict qualifies as a game.
But this doesn’t mention replayability!
I was actually surprised. Why do Sirlin and I consider replayability a core part of a game? I can think of 2 reasons off the top of my head. First, all the prominent games of history are replayable. Sports, chess, board games, children’s games, are all at their core replayable concepts. Second, rulesets that create interesting choices (another frequent game definition) seems to require replayability.
This is an interesting point. Replayability is the fallout of interesting choices. If the choices aren’t replayable, then they, by definition, weren’t interesting enough to explore. If you can predict the outcome of all possible rule permutations, then you aren’t playing a game. The rules are trivial.
Without replayability, your game is boring.
Consider Tic-tac-toe. Most would say it’s a boring game, but it’s still a game because it barely crosses the threshold of interesting choices. You aren’t 100% sure the opponent isn’t going to make a mistake. Most people can’t immediately see all permutations. It’s the minimal threshold of competitive activity.
And yet it’s still replayable.
Steve, in his comment here, puts forward he doesn’t replay because he “has to wait years before rereading a book, or games that rely on the static elements for a significant part of the experience, as I remember what’s about to happen as I’m experiencing the media.” He’s focusing on the experience – but as the quote itself suggests, the experience is medium-agnostic. The experience could be a book, a movie, or a game. In fact, the parts of the games he is interested in are the “static elements”, the things that by definition wouldn’t fall under the interactive ruleset activity at the heart of a game. You wouldn’t say this sort of thing about Chess or Poker, for example.
If you aren’t interested in replaying the game, it’s likely you’ve completely mastered the key elements through repeated, skilled play. Or, in the case of something like Train, the (still undescribed) game is serving to give you the experience the designer wanted, and is not as something to be mastered.
Put another way, Train, as a game, is replayable. It’s just designed so no one would want to.
So, if the experience is the common criteria, why does this matter? Because, unlike Train, the vast majority of games derive their experience from reinforcement of their choices. From a design point of view, finding ways to make your game more interesting to replay means the player’s interactions with these choices are deeper, and thus more interesting. If so, Sirlin and so many systems designers find replayability so important because it is a basic reflection of the quality of their designs.
Train: A game?
November 24, 2009
I’ve discussed Train by Brenda Brathwaite before. After MIGS 2009, David Sirlin gives Train high praise, but asks “Is Train a game?” It’s not replayable, and it puts a focus on presentation that is more associated with art then games. I had the same initial thoughts, but I came to different conclusions.
First, while we don’t often have control over it in video games, presentation and the medium of play are very much a part of games. David Sirlin’s own talk at MIGS on “Every Click Counts” tsks designers for creating unnecessary affordances. We take controls and thus the controller into high consideration while designing. Does thinking about the Wii controller make New Super Mario Bros less of a Super Mario Bros game? Or Rock Band, which got to design their physical presentation in the guitar controller and clearly made a meaningful, accessible impact? Other games show this too – professional sports has to be played in front of a crowd, for example, and special rules (the 7th inning stretch, say, or commercial breaks) are incorporated for audiences or television. Are these less of a “game” for these things? They are just different.
In particular, varying the presentation invites broader communities as well as broader meta-gaming to occur around the game. Meta-gaming allows audiences to “play” mentally even if they can’t be competitive. Meta-gaming allows people to learn from the game by watching and talking and exploring, not just playing in one defined way. Checkers is a stronger game because it can be played online as well as physically, yet that’s a feature, not a required part of being a game. Checker’s presentation is a design choice. While usually it is common sense to go for the expansion of the presentation, restricting it has design value too, and shouldn’t affect it’s “gamey-ness”. For the people who can play, it is still a game and a meta-game. With Train, there is just a much larger meta-game then is typical.
Replayability, Sirlin’s second question, is a trickier fish. Most games today are hardly replayable, and I’ve argued in the past that this lessens them. Historically, replayability is a core, undeniable aspect of a game.
I see too flaws here though. One, many of these games are very replayable, if you consider the games to be shorter pieces of the overall experience. A combo exchange in Street Fighter, a fight in Dragon Age: Origins, a traversal section in Uncharted 2. If these pieces were just presented alone, we would consider them games – encapsulated mechanics, goals, replayable. So why would the larger experience containing many such games not be a game?
Because they seem to have a different objective.
Consider puzzle games. They contain these micro-games, usually in levels. The play of these micro-games can be somewhat similar to, we’ll call them gamey-games. But the goal is different. Or RPGs. A game like Android is an RPG and a board game at the same time. It contains many aspects of the most classic euro-games: bluffing, strategic planning, action-value calculations. Yet its core is in service of its theme, making the player forget they aren’t in a film noir Blade Runner. And let’s not forget the host of games that use these micro games for story, the proud dukes of the video game market – platformers, adventure games, action games, single-player shooters. All of these are focused more on narrative then on repeated gameplay. At least until you look at their micro-games.
Should we throw all of these games out because they don’t elevate their microgames as their ultimate representation? I don’t know. I find it hard to believe that something that contains a game isn’t still a game, just as a game that contains art is art, from a base perspective. It seems to come down to a big tent or small tent debate.
And rather, maybe it comes down to what meaning you’re willing to accept with your gameplay. Sirlin calls the games he admires teachers of meritocracies built around skill. Maybe that is their goal, their meaning, what they bring to the world. But couldn’t other meanings from other games be valid, even desirable? Why would we expect them to also teach meritocracy? Couldn’t they teach perseverance or economics or logic? Games seem stronger for having more possible meanings, not less, just as movies can and comic books have never managed to achieve in the public eye.
While not all these different types of games do honor to the medium they pull from, some, like Train, do. Maybe that is enough to put down the debater’s cap and say “Welcome, what do we have in common?”
Double-dose Crawford
September 15, 2009
Wholly whammies Batman! First these videos from a documentary film on a conversation between Jason Rohrer and Chris Crawford, 2 “artistic” system designers from different eras, and then this deep conversation (pdf) between Chris Crawford and Mark Barrett on Interactive Storytelling. Both interesting follows. The video, in particular, is shot in an interesting conversational style that I haven’t seen before but really mirrors the kinds of discussions in life I enjoy having so much. Must have been a real treat, and very inspiring to boot.
The Video Game Player’s Stare
September 12, 2009

You all know the gamer’s stare. You’ve seen it in playtests. It’s that one where the eyes glaze over, movement stops except for the hands, flow engages, and the person is out of contact.
It’s just a hunch, but has anyone actually watched video of people reading books or watching tv or movies? I know when I watch people watch a drama series they freeze and just get the same expression on their face for hours. Is this a universal phenomenon?
PS Or am I the only one seeing this stare? It took longer for me to (fail to) find an image of this then it did to write the whole post! (Edit: Found! with the help of Nels)
Game Design: Helping People Fight Back
August 9, 2009
A couple of influences came together in an interesting way today, in particular this Radiolab podcast about “Choice”. We’ve known for a long time that our unconscious minds can have more control then our rational thought. Telling someone to evaluate someone while holding a warm cup of coffee makes them like them. Telling someone to forget something makes them remember it. Even smiling or getting someone to chat or help for even a second makes them likely to stay. Hundreds of studies have shown, despite our beliefs, that we’re all, rather, predictable. And there are even whole degrees out there on how to take advantage of that for personal gain. Marketers, the easiest whipping boy but hardly alone, use such subconscious tricks to get us to do things that aren’t necessarily in our best interests, to use our emotional gut to overwhelm our rational brain. It’s one of those flaws in capitalism we’re struggling with. How I ended up with some many unopened games, I imagine. Malcolm Gladwell has even gone so far as to say we might not have a conscious well as all.
But regardless, all these are tricks. They rely on your non-awareness, or lack of emotional bias, about what’s happening around. Manipulators are taking advantage of all of us, every day, to get us to do things that violate our self-interest and belief and benefit them. Taking advantage of how we’re wired.
And that requires knowledge. That requires an understanding of the systems in place, both to manipulate and to avoid being manipulated. We know we are being taken advantage of, but we don’t know how, we don’t understand why it works. By exposing that knowledge to us, exposing how they operate, we can better operate, respond appropriately.
The best way I know of to expose such bias is through games. Games are simulations of systems that reward us for exploring aspects of ourselves. Games can give people that self-awareness – just like mediation can expose you to how you relax, games can expose you to how you are manipulated. This is not really a new genre for games, it’s a new goal, not necessary fun or even replayable, but a new reason to play. Think of Train, of course, archetypical in its manipulation, but a learning experience about how people work, even touching on how such a thing could ever happen. How you are converted, so to speak, from one bias (killing people is wrong) to another (just doing what someone told me to). Resolving conflicts of interest, through gaming. Such games might be packaged like “exercises”, moral or personal games like Brain Age that expose your internal or unconscious bias and help you develop a new rational or emotional bias in against that weakness. Enjoyment that let’s you learn about yourself in the process, learn something about the world, think critical, think morally, think sharply. And not fall for the trick the next time. Exposing these untruths and half-truths could even force tricksters to rethink their approach, get more subtle or align better with our interests, and shape our culture towards something more direct, more honest, and more trustworthy.
This isn’t play for flow, or fiero, or social bonding, or immersion or art. It’s not even play for classroom fact-retention. This is play to make ourselves better people and to make society a better place.
Aesthetics Matter: Train
July 30, 2009
I heard about Train a few months ago and was just fascinated. Vague spoilers follow, and I really encourage you check it out first to really understand the full experience. If you want a good understanding of the discussion and history of the game (with spoilers though!), I’d start with this Escapist article, and the description of her previous game about the consequences of the slave trade.


