[Philosophy of games] An “ending goal” is not an essential element of games, consider platformers

in philosophy •  7 years ago 

In discussion of the philosophy of games and sometimes in tabletop RPG Theory there's a recurring notion that an end goal or “object of the game” is an essential element of games. For example, in The Grasshopper, philosopher Bernard Suits puts forward a “pre-lusory goal” as a core element of his definition of “game”. This is a reasonable supposition, lots of games do indeed have end-goals or “objects”: In chess the object is to check-mate the opposing king, in a footrace the object is to be the first across the finish line, in soccer the object is to have the most points when the time runs out.

In this formulation, some games don't have explicit “objects” but implicit ones. For example, many tabletop RPGs don't have them: you can keep going forever, or until you get bored with those characters or that situation. Some game designers like Vincent Baker speculate that these games do tend to have objects, even if they're not spelled out in those terms. When pressed to identify the “object of the game” in some games that seem to have nothing that looks like an object, but merely procedures, Vincent is open to the possibility that the object of the game could be “faithfully follow the procedures of the game”. That kind of thing strikes me as a purely pro forma “object” to satisfy the expectation that all games have objects – you don't need an extra part to tell people to follow the procedures of a game, agreeing to follow the procedures of a game is implicit in playing the game in the first place. In The Grasshopper Suits proposes the category of “open games”, where the goal is perpetual play, to cover games that don't seem have explicit end-goals. As I said in my review, that strikes me as unsatisfying:

Grasshopper: But surely all activities are goal-directed, or at least all intelligent activities (if that is not, in fact, a redundant expression) are. I take it that participation in such pastimes qualifies as intelligent activity?
Skepticus: It does.
Grasshopper: Then surely such activity must have some goal or purpose. Otherwise it would be just a series of random movements.
Skepticus: I agree, Grasshopper, that such pastimes have some point to them, that is, some goal.

It seems to me that the Grasshopper handwaved past that too quickly, or perhaps his interlocutor Skepticus was insufficiently skeptical and could have probed a little deeper. I think that a flat assertion that all activities “must have some goal or purpose” provides a strong incentive for “just so” stories.

As I suggested in my Grasshopper review, I suspect Suits gets it backwards. Rather than the unusual kind of “goals” that Suits associates with open games being a subset of the essential component of games-with-goals, my sense is that having an explicit end-goal is one way to provide an essential element that games need but not the only way. From a functional perspective, what I think an explicit end-goal like “checkmate your opponent” is doing is providing directionality and a way to gauge the impact of your moves. I think it's providing a sense of “meaningfulness” within the game by tying the local action of your move to some global measure.

But as I discussed in my view of Thomas Nagel's The Absurd you don't always need a global sense of what's meaningful, local cues can be enough. I think platformer games demonstrate that. If you asked people to identify the formal object of Super Mario Brothers they'd probably say it has something to do with rescuing Princess Peach. But when you first fire up the game to start you could be completely unaware of that fact and still play it in a very game-y way. The local cues of gameplay give you enough information to understand how you're meaningfully impacting the game.

And if you consider the arty puzzle-platformer Inside, a common reaction to reaching the ending is something along the lines of “Huh, I guess that's what I've trying to do the whole game.”

My view is that (in games that have them) explicit end-goals serve a purpose, but the important thing is that purpose getting served not the existence of a goal, and other techniques can fulfill that purpose in other games. An “object of the game” is one tool in a game-designers toolbox, but not the only one. I think the purpose that end-goals or “the object of the game” serve is guiding a sense of players' contributions so they feel meaningful from moment-to-moment during play (but, like with all theories, I may be wrong).

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I would invite those who believe strongest that games need explicit end goals to tell me if stories themselves need explicit end goals.

Nine times out of ten, they will give you an emphatic yes.

And then you turn to one of the greatest examples of "the stories" in broadcast media, soap operas, and ask them of when their stories come to an end?

Story arcs come to an end. Narratives come to an end. But the story doesn't come to an end.

Just so with ludological constructs. A mesh of smaller pieces can give rise to an emergent larger gameplay experience without an intended end state. These pieces may be narrative in nature or they may be strictly mechanical as in the case of larger games made up of a connected series of mini games.

There are a lot of parallels between "hard and fast rules" to be found in storytelling and narrative and the same sorts of "hard and fast rules" which are found in game design – that is, they are a series of words which act as a convenient crutch for people who are doing it badly and who seem to have a need for things to go into tiny boxes before they can really get a handle on them.

This isn't just theory, this is empirical observation.

Typically, once you have backed someone who is completely devoted to the idea that "games need objects" into a corner, those "objects" become so broad as to be nearly meaningless. What's the object of Galaga? "To get the high score." But that doesn't really narrow down much about the game at all, and has almost no application to how the game is actually experienced. "To survive as long as possible," is somewhat better, but it doesn't really provide any sort of discussion about the experience of the game. But that's where you end up.

If these sorts of analyses are useful for anything, they are only useful for discussing games which already exist and which people play. "Yes, this belongs to the class of games in which you try to survive as long as possible" is a useful thing to say. "I'm going to design another game in the class of games in which you try to survive as long as possible" is considerably less useful.

I think you're right, Dan. My face to face group is currently playing a sandbox style Whitehack game (which is in the D&D family). As I was reading the first part of this, I wanted to disagree with you -- I was considering the object of our Whitehack game is to explore this setting and situation until we decide to do something else. But it seems like you focussed down on declaring the 'object of the game' == an ending condition. And I guess my object above does sort of include an ending criterion, but it's too soft to be meaningful. Our object is really have fun doing this for a while with no explicit end-goal and certainly none baked in to the game's rules.

That leads me to wonder if it's legit to claim the creation of the explicit end-goal is offloaded onto the group of players for pretty open-ended RPGs. But I think that a whole lot of games get started up with basically no explicit negotiation or discussion reagarding how the game is supposed to end.

Our object is really have fun doing this for a while with no explicit end-goal and certainly none baked in to the game's rules.

My take is that things like "have fun doing this for a while" aren't objects of play. They're not serving the role in that game that "checkmate your opponent's king" does in chess or "get the most points" does in soccer. It's kind of a meta reason to play a game at all (and presumably could also be operative while playing a different game that did have an explicit and unambiguous object).

With sandbox games I think the frontier between the known and the unknown tends to provide the directionality and meaningfulness signals you need -- you know where you've been before and that's a good enough anchor to know that you're exploring something without needing to know where you're headed to.

If someone gets through the first three levels of Super Mario before they get to any mention of the Princess, you could totally be forgiven for thinking the object of the game is simply to go to the right without dying and touch a flagpole.