Monday 10 November 2014

Caillois's Terminology

  As part of a continued effort to define 'video games' I have been looking into various sources that describe types of games. Rather than looking at genres of games (like RPG, sport, FPS, etc..) I have instead looked into Caillois's explanations of terminology used to describe games.


  My understanding of the two words 'Paidea' and 'Ludos' stem from Caillois's conceptions, which are based in the idea of play; though they are more directly references to rule systems within games. Whilst 'play' refers to the free act of decision making and interaction that are separate from 'real life', the word 'game' is more specifically linked to the rules, structure and inclusion of a quantifiable outcome. The differences between 'Paidea' and 'Ludos' can be vast, but can also overlap; meaning the definitions must be clear and understood.

  Paidea
This is the act of 'playing for fun'. The idea of 'fun' here could more specifically relate to Lazzaro's definition of 'Easy Fun' based in novelty. Paidea tends to demonstrate less rules imposed upon the player, allowing them to freely enjoy the game without pressure.

  Ludos
This is the act of 'playing to win'. To refer to Lazzaro again I can see a link to his idea of 'Hard Fun' that encompasses things such as goals and strategies. Ludos can be identified as games with more rigid rule systems that are designed to push the player into a struggle towards an 'end goal'

  As I mentioned above, the two can very often overlap; this is because of the approach of the individual player. For example, whilst playing a game heavily focused on goals (Ludos) the player might take some time to step back and have a look around, taking in the sights, sounds and general activity around them (Paidea). This also works the other way, as with the popular game 'Minecraft', although there are no specific goals for the player to work towards (Paidea) the player might take it upon themselves to use the in game resources to build a large structure of their own design (Ludos).
  Whilst most games allow for both Ludos and Paidea, they are often more focussed on one of the two, which will usually influence the player in terms of which they are most likely to play.


  The four words 'Agon', 'Alea', 'Ilinx' and 'Mimicry' are forms of game types proposed by Caillois, influenced by Huizinga. As with Paidea and Ludos, the elements of each type can very often overlap, but are definitely separate.

  Agon
Agon is the word used to describe the struggle and competition of a game, similar to Lazzaro's 'Hard Fun' dynamic, which often incurs frustration that can lead to relief (fiero). Fighting games are almost all in this category, along with sports and MOBA games.

  Alea
Alea describes a game based in chance, coming away from skill and focussing more on hope and luck. With this type of game the player usually has to try and deal with the situation as it happens. A lot of dice dependant games fall under this category, as do other card and board games.

  Ilinx
Ilinx is a game in which movement is key, be it the player movement or the movement around the player. This type of game often gives a sense of urgency, meaning the player must react to the flow of the game. Snow sports games tend to be Ilinx games, as do 'infinite runner' type flash games.

  Mimicry
Mimicry games are about roleplay and simulation. Lazzaro's 'Serious Fun' can be prominent here, as players are usually allowed to change their character and environment, simulating how the character would act according to the player. Games like Fallout and Baldur's Gate (RPGs) fall under this category, with others such as Train Simulator and Evochron Mercenary.

  The mix of types is evident in a lot of games, sometimes making it unclear which type a game might be more focussed on. For example in a racing game like Midnight Club the player is in competition against other racers, struggling sometimes towards their goal of being in front of the other racers; at the same time the player must constantly be aware of the ever changing surroundings caused by the speed at which they are travelling and other traffic on the roads. To me this game is both Agon and Ilinx, with an unclear focus on which one.


  By looking at these definitions of types of game I can better analyse the differences between games; this will be helpful to me when writing about and designing games. This will also help me in future posts as I try to narrow down the definition of the term 'video game'.

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