Section 2
What Are Games?
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I’m not going to even attempt to give a universal definition of a game. Plenty of people have tried, and it has become a kind of futile navel-gazing exercise. This is a practical book, not the work of an academic ludologist.
To be a successful game designer, you need to build successful games. Successful games don't stretch the boundaries of what it theoretically means to be a game, so I’m quite happy that we all know what a game is, and can get on with concentrating on making great examples.
This section tries to encourage you to think about games as games, not as mini-movies, board games or other forms of entertainment. When you get a clear understanding of what you're designing, and what constraints you have to face, you have a better chance of success.
Chapters
6. Games Provide Meaningful Choices
7. There’s the Game, and there’s the Game
8. Don’t Import Someone Else’s Constraints
9. The Myth of the Movie
10. Video Games Aren’t Art
11. Frontiers of Games
12. The Bits of a Game