- — John Brindle (@john_brindle)Wed, Mar 06 2013 11:08:58Anyone know if there's already a word in game crit used 2 describe interactions not bound to any win framework, not recorded towards a goal?
- — John Brindle (@john_brindle)Wed, Mar 06 2013 11:12:32
- This I want to strongly emphasise: when I say 'incidental interactions', I definitely don't mean they're actually incidental or irrelevant to the player, the player's experience, or the 'meaning' of the game. And obviously their use ranges far outside 'little bits along the edges of the REAL game'. A lot of Twine games have this kind of interaction, regularly and at their centre: choices which exist for you and themselves, not to feed a state machine. the player exploring the surface and body of a system and using unnecessary interactions as expression or therapy
- — Erlend Grefsrud (@Slaktus)Wed, Mar 06 2013 11:27:45
- — Erlend Grefsrud (@Slaktus)Wed, Mar 06 2013 11:38:45
- — Erlend Grefsrud (@Slaktus)Wed, Mar 06 2013 11:39:06
- — Andrew Grant Wilson (@StudioWiltron)Wed, Mar 06 2013 16:15:00
- Meanwhile, in a parallel but related conversation
- — John Brindle (@john_brindle)Wed, Mar 06 2013 11:14:41Part of why I find this interesting is because it' close to the heart of the neo-ludology-versus-space-narratology 'what is a game' debate
- — John Brindle (@john_brindle)Wed, Mar 06 2013 11:16:10Some say: 'an object affording goal play is a game while one affording incidental play is a toy'. If so, let's have more game/toy mutants!
- Proteus developer Ed Key (in a sense, an incidental game!?) responding to @qwallath
- — John Brindle (@john_brindle)Wed, Mar 06 2013 12:45:29
- Cart Life developer Richard Hofmeier weighs in:
- — R. Hofmeier (@RichardHofmeier)Wed, Mar 06 2013 11:29:34@john_brindle Incidental in the way that spices and heat are nutritionally incidental, but also the difference between chili and cold beans.
a discussion about the formal status of things in games which you don't really have to do but do anyway, because it's fun, or because you want to