Raph Koster, a rather celebrated game designer (and former creative head of Sony’s game department), tries to explain just exactly what video games are, and in the process of doing this takes on what he feels are common misconceptions about video games.
Like McCloud, Koster feels like his medium of choice (of course, he obfuscates this point - but more on that later) is misunderstood, and that it deserves a cultural status akin to that of literature and art. To defend his position, he goes on in great detail about how video games function, and what they truly are about at their most basic level - learning patterns.
Koster claims that the fact that games are basically pattern learning machines (or pattern grokking as he might call it) is generally ignored by society, and that this is the main reason that games are misunderstood.
He goes on to rather bombastically propose that graphics (look and feel) of games are somewhat irrelevant to the actual game itself, and that this game aspect is basically just wrapping paper. It’s the underlying mechanics that matter according to Koster, but the wrapping gets all the attention. He seems like a true purist in this sense, and his annoyance towards the trend of improving graphics rather than game mechanisms is very evident throughout the book.
To prove his point, Koster further claims that there only are a few different types of games (cartoon on page 71), and that newer games just build on existing creations and just add a few new elements (the cartoon on page 79 illustrates this point).
This generally is the crux of Koster’s point, and he apparently really wants to reader to get this, so he continuously points it out throughout the book - which gets old really fast (cartoon on page 87, 127 and 167 to name a few). He desperately wants games to evolve beyond the focus on surface, and instead start to focus on the fundamental subjects the games revolve around.
But in order for games to evolve, they must first be understood, and Koster does a really good job in explaining how he believes games work. He claims that games provoke a very distinct chemical reaction in the brain when they are designed correctly, and introduces the concept of flow.
Flow is basically what happens when you are constantly tested at the reach of our abilities, thus being totally engaged for a longer period of time - games that are tailored perfectly to your skill set can accomplish this, but it’s rather rare (I’ve had it happen to be a couple of times).
The most important thing Koster touches on however, is in my opinion how games can become educational tools. He claims that games are, in essence, about learning.
According to him, patterns occur constantly in our daily lives (exerting power, controlling territories etc.), and games are the ideal tool for learning how to function within the parameters of these patterns. Because games are at their most basic forms just patterns waiting to be absorbed, Koster claims that by fully engaging with a game we will absorb (learn) the pattern represented by the game - a notion I fully agree with.
Koster goes on in great detail about how the brain reacts to game stimuli, and how grokking patterns is the result of the brain chunking the information presented to us - basically automating it. This is, according to Koster, why it’s so hard to make a well balanced game - consider the fact that we’re constantly trying to master the patterns being presented to us, and when we do, the challenge suddenly becomes trivial. If the game doesn’t present its patterns in new, intriguing ways we’re destined to get bored with the game, which is a rather sad notion that leads Koster to conclude that no games are eternal (not yet, anyway).
Now that we have established a basic foundation of what games fundamentally represent, lets move on to another interesting aspect of games that Koster brings up: their ethical implications. This is an aspect of games where Koster and I gravely disagree, and I feel that his claim that the fiction surrounding a game is largely irrelevant to the effect games have on us is just plainly wrong. I can’t help but get the feeling that several years of working as a game designer has led Koster to adopt a completely mechanical approach to games, which I feel becomes evident in his reasoning.
For instance, he describes a rather ethically reprehensible game called Deathrace to illustrate his point - that this game doesn’t teach the players to run over pedestrians any more than Pac-Man teaches them to ‘eat dots and be scared of ghosts’. Here I feel that Koster doesn’t appreciate the power of context, and I think that this might be due to the fact that when he was enjoying games the most (probably in the early 90s/late 80s), games were just what he described: simple pattern learning machines.
Naturally, I do see his point that when you reduce games to their most basic form, this becomes evident once more, but in my opinion that’s like comparing Drive (fantastic character-driven movie created in 2011) to Horse in Motion (arguably the first movie ever made, in 1878, showing a horse, moving). Just like movies have evolved from just being sequential images showing motion, games have evolved from being faces eating dots to complex, three-dimensional (pun intended) characters joined together in intriguing, multi-layered (often epic) stories. I feel that game mechanics work in addition (rather than orthogonal) to these concepts, to bring forward an even more profound user experience.
Of course, this brings up the interesting question about the ethical implications of games. If the fiction surrounding games have such an impact as I believe, wouldn’t that mean that games like Grand Theft Auto are morally reprehensible?
Again, I believe the power of context comes into play. Just like comedies about teenagers getting killed (such as the magnificent Tucker and Dale vs Evil) are not morally reprehensible, neither are games like Grand Theft Auto.
Both of these two pieces of entertainment (for the lack of a better term) feature content that when displayed in a different context would be seen as devoid of morality, but for some reason we don’t feel that way when Tucker accidentally kills a teenager in a wood cutting machine or when we run over a line of joggers to get 1000 bonus points. I believe that this is due to a agreement (of sorts) we unconsciously enter into when we engage with culture - for instance: Should I take a trip down to a museum featuring pieces of contemporary art, I might think to myself: “This is just a chair upside down, in any other context I would just flip it over and that would be that. However, since this is placed in a museum this is considered art, and I will interact with it as such.”
Now, there are of course many other topics Koster brings up (such as where games should go to be (rightfully) considered as art, how people ruin games by trying to grok them, how different games appeal to different people and so on), but I feel I’ve discussed the most important arguments he brings to the table. I agree with much of what he says (specifically how games affect the brain and how games can be educational tools), but it’s evident that he and I do not share a common view of what games are, and what they can achieve - and I haven’t even begun talking about how much I disagree with his obnoxious matrix categorization of art, jeez.