http://gamephilosophy.org/
It's really amusing to see how much time and effort all these people devote to the most trivial of issues, or even oftentimes to obvious non-issues, organizing elaborate conferences among great pomp and commotion, and travelling half-way across the world to get there. And to get there to do what? Deliver papers on stuff like this:
The Magic Circle(s) of Gameplay
Huizinga’s metaphor of games as taking place inside a “magic circle” has been questioned by many recently, for instance with a whole game studies seminar in Tampere, Finland being dedicated to this question. But while everyone seems interested in “breaking the magic circle”, we will argue here that the spatial metaphor used to represent a game’s space of possibility unduly focuses the researcher’s gaze on a single side of the coin, for a game is as much a finite object than an ongoing process. Therefore, the figure of the circle should make us think about an ongoing process more than an enclosed space. It is much more relevant to conceptualize the cognitive frame of gameplay as a cycle: the magic cycle.
To cast off the implications of redundancy or stagnation contained in the circle, we resort instead to the spiral, which accounts for the gamer’s progression through the game. As we will show, our model of gameplay features three interconnected spirals which represent the cycles the gamer will have to go through in order to answer gameplay, narrative and interpretative questions, in both heuristic and hermeneutic fashion. We also take into account the question of the reception, and integrate Jauss’ well-known notion of the horizon of expectations. Finally, this gamer- and gameplay-centric model draws attention to an important issue: the gamer’s understanding of the underlying game mechanics is more akin to a work of reverse engineering than of decryption. A gamer can never access the game’s algorithms, but must instead construct an image of the game system, whose degree of fidelity towards the actual rules of the game may greatly vary.
There is no Magic Circle: On the Difference Between Computer Games and Traditional Games
This paper discusses the special relationship of the game space in computer generated environments in contrast to non-computerized playing fields. Doing so, the concept of the so-called magic circle as artificially upheld border between the game space and the space outside the game will be challenged – particularly its adoption to single player computer games. Due to its digital and interactive core, computer games can provide the player with a virtual environment which is free to explore and configure. The rules in computer games moreover, are integrated into the program code and hence only allow exactly as much as is necessary to play the specific game. Without hacking the code, it is impossible to break the rules in a computer game. On the other hand, without the program code no actions at all are possible. So the software and hardware actually enable the player actions rather than constraining them.
Consequently, computer games are more than an extension of traditional games. They are a medium with unique characteristics and have to be interpreted accordingly. The computer generated environment establishes its own rules and simulated physics and makes the fictional space virtually explorable without having to rely on the awareness of the player upholding the rules of the game. There is no magic circle in computer games.
So is it a magic circle or a magic cycle then? Perhaps it is a magic dodecahedron? Or perhaps it's not even magic at all? Well, at least I am thankful all these smart, educated people are working hard day and night to solve this most fascinating of problems, along with many other equally important ones. I just hope to live to see the day when this happens.
