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Widening the Language of Convention

Over the years, the games industry has evolved an impressive language of terms to describe games. This language has two main strands: genre terminology and technical (or constructional) terminology. Genre terminology describes the "type" of game and technical terminology describes the set of technologies that make up a game such as AI or 3D engine. Take a look at any games magazine and you will see most games described in these terms. Initiation into this language is essential for anyone who wants to be a developer or hard-core gamer. Many young players, keen and recent initiates into the world of gaming wield these terms as proof of their knowledge and to distinguish themselves from their ignorant, casual-gaming fellows. I should know, I was one of these initiates.

But language is a cage. This terminology, perpetuated by gamers and developers alike has the effect of shaping our perception of a game, and often determines how we design new ones. Many developers, it seems, are straining against this prison of words, sensing vague intimations of aspects of gaming outside the language of convention, but lack the concepts with which to catch these shadows and render them concrete in code.

To escape this prison, we need to look at the aspects of gaming that lie outside of it, from the ideas of children yet unversed in the language of gameplay, to the intriguing mental shadows that we, the initiated, push aside as we play. I attempted to uncover some of these aspects in my research, aspects that I'm sure many readers will recognise in their own gaming experiences.





The Primacy of the Imagination


Contents
  Introduction
  Widening the Language of Convention
  The Primacy of the Imagination
  Conclusion

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The Series
  The Primacy of the Imagination
  Approaching the Imagination
  The Game as Quest
  Integrating the Imagination