Games Offer Perfect Unfreedom
In The Sims, things proliferate. Or rather, the skins of things. You can have many different kinds of sofa, or coffee table, or lamp shade, but the meter is running, so to speak. You have to make more money to buy more things. But some gamers who play The Sims trifle with the game rather than play it. These gamers are not interested in ‘winning’ the game, they are interested in details, in furniture, or telling stories, or creating interesting worlds. If a cheat is someone who ignores the space of a game to cut straight to its objective, then the trifler is someone who ignores the objective to linger within its space. Bernard Suits: “Triflers recognize rules but not goals, cheats recognize goals but not rules.” The Sims lends itself to play that transforms it from a world of number back to a world of meaning. Algorithm becomes a more stable platform than the vicissitudes of gamespace for creating a suburban world of pretty things. But in trifling with the game, the gamer struggles to escape boredom and produce difference — and finds that this too has limits. Steven Poole: “You must learn the sequences the programmers have built in to the game — and, okay, there are hundreds of them, but that does not constitute freedom.” Games redeem gamespace by offering a perfect unfreedom, a consistent set of constraints.
Notes:
Folksonomies: gamespace
Taxonomies:
/art and entertainment/shows and events (0.702489)
/sports/go kart (0.639023)
/family and parenting/children (0.615244)
Concepts:
Gamer (0.973532): dbpedia_resource
The Sims (0.962808): dbpedia_resource
Credit (finance) (0.837144): dbpedia_resource
Learning (0.699253): dbpedia_resource
Will Wright (game designer) (0.647314): dbpedia_resource
SimCity (0.647314): dbpedia_resource
Set (mathematics) (0.633857): dbpedia_resource
Liberty (0.597582): dbpedia_resource
