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Tom Cummings's avatar

I suddenly made a connection the other day, between "playworlds" and a concept called "art worlds" that I read about once. The idea (as I understood it) is that art is defined not by adherence to some set of immutable principles, but by the existence of a circle of appreciators who have certain values, standards, and ideas about art.

To be truthful, learning about art worlds, I mostly felt discouraged; the fact that creating art couldn't be approached from some objective position, with immutable goals, made me feel like I would never be able to separate what is worth making from what isn't. With that in mind, it's interesting to see you trying to create your own playworld, rather than just letting the arbitrariness of existing playworlds dishearten you; deciding what values are worth pursuing and pursuing them.

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jo li's avatar

I think your list of attributes of the relational playworld is interesting. It got me thinking about which particular games would fit these criteria for me. While not all of your criteria are met, I had a great time with Street Fighter 4 back in the day. Of course, Street Fighter 4 is not a "local" game. It is adhering to standards of the genre and conforming to "legacy taste", trying to meet fan expectations. But because of the way that I interacted with the game, I have a special relation to the game.

I used to play it a lot with my brother-in-law. We used to see each other every other week on the weekend, and we would play matches against each other. Slowly we would discover how the game worked and the game's systems just by playing against each other, learning more each time, while remaining at similar skill levels so that the matches stayed interesting and unpredictable. We bonded over the game, enjoyed the process of getting better and got excited for every weekend we saw each other.

A player without a partner looking to get good at Street Fighter 4, maybe even to tournament level, might have had a totally different experience though. They would have to play a lot to get good, maybe every day, learning systems, practicing combos, playing online (which may or may not result in meaningful connections to other players) - which in my opinion resembles grinding. By playing every day, you will get good at a fighting game. Which is something I understand you criticize a lot in gacha games for example (the difference here being, you improve your skills at the game and not some arbitrary number). The player confines himself to one game and a singular experience, which is also something you criticize.

Depending on how a player interacts with a game, they might build different relations to the game. For veterans of the Street Fighter series, they would relate Street Fighter 4 to other games of that series or other fighting games they have played, making historical connections. For my brother-in-law and me, we only dabbled in fighting games and this was the first fighting game we really delved into. So I feel how a player interacts with a game, their relation to the playworld can differ a lot, making the attributes of the relational playworld subjective to the player (at least to a certain degree). This is not meant as criticism of your idea or at least what I understand about your idea, just something I found interesting to think about.

As always, great writing! I really enjoy reading about your ideas and opinions about games. Thank you for taking your time to write them down.

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