Saturday, 23 October 2010

Types of games

James Newman discusses types of games in the extract we were given to read. He particularly focuses on four distinct forms that Caillois had already identified. Agon - in which competition is dominant, Alea - where chance and randomness are key, Ilinx - in which pleasure is derived from the moment and  Mimicry - in which games are oriented around simulation, make-believe and role play. It is easy to place games in to each of these sections and some games even fit into multiple categories. However i think that more categories could be added to this list, such as one that the key outcome is to have learnt something from the game (like an educational game). However i do like and agree with the categorises stated i just think there is room for expansion.

One game that focuses heavily on the Agon is fighting games such as Soul Calibur 4. The aim of the game is to beat the competition, whether that is in the form of another player (like a friend or someone online) or whether you are playing against the computer. There are also elements of Mimicry when you play the game on story mode, although you are to focused on winning to notice!

One game that i think includes a lot of Mimicry and Alea is Halo. You are pulled into and focus on the story as you work your way through the game beliveing that you are fighting in the war to protect earth. Also when you die you can spawn with random weapons and in multiple locations.

When trying to think of a game that involved the Ilinx i really couldnt think of any, however when i sat and focused on the subject i belive that actually all games contain an Ilinx element. If Ilinx is about movement it 'fuels' the two of the other catagories, for example if in Soul Calibur one player chooses a character that is slow moving, whilst the second player chooses a character is fast moving this adds to the competition (Agon) of the game. The pace you move through the game effects the story (Mimicry) as if you move slowly through the levels it can make you feel as if the game is dragging on.     

Reference:
Newman, J., 2004. Videogames, London: Routledge.
    

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