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sums it all up in what I consider the single most convincing and useful definition of a game ever devised:
Playing a game is the voluntary attempt to overcome unnecessary obstacles. 1
That definition, in a nutshell, explains everything that is motivating and rewarding and fun about playing games. And it brings us to our first fix for reality:
FIX # 1 : UNNECESSARY OBSTACLES
Compared with games, reality is too easy. Games challenge us with voluntary obstacles and help us put our personal strengths to better use.
To see how these four traits are essential to every game, let’s put them to a quick test. Can these four criteria effectively describe what’s so compelling about games as diverse as, say, golf, Scrabble, and Tetris ?
Let’s take golf to start. As a golfer, you have a clear goal: to get a ball in a series of very small holes, with fewer tries than anyone else. If you weren’t playing a game, you’d achieve this goal the most efficient way possible: you’d walk right up to each hole and drop the ball in with your hand. What makes golf a game is that you willingly agree to stand really far away from each hole and swing at the ball with a club. Golf is engaging exactly because you, along with all the other players, have agreed to make the work more challenging than it has any reasonable right to be.
Add to that challenge a reliable feedback system—you have both the objective measurement of whether or not the ball makes it into the hole, plus the tally of how many strokes you’ve made—and you have a system that not only allows you to know when and if you’ve achieved the goal, but also holds out the hope of potentially achieving the goal in increasingly satisfying ways: in fewer strokes, or against more players.
Golf is, in fact, Bernard Suits’ favorite, quintessential example of a game—it really is an elegant explanation of exactly how and why we get so thoroughly engaged when we play. But what about a game where the unnecessary obstacles are more subtle?
In Scrabble, your goal is to spell out long and interesting words with lettered tiles. You have a lot of freedom: you can spell any word found in the dictionary. In normal life, we have a name for this kind of activity: it’s called typing. Scrabble turns typing into a game by restricting your freedom in several important ways. To start, you have only seven letters to work with at a time. You don’t get to choose which keys, or letters, you can use. You also have to base your words on the words that other players have already created. And there’s a finite number of times each letter can be used. Without these arbitrary limitations, I think we can all agree that spelling words with lettered tiles wouldn’t be much of a game. Freedom to work in the most logical and efficient way possible is the very opposite of gameplay. But add a set of obstacles and a feedback system—in this case, points—that shows you exactly how well you’re spelling long and complicated words in the face of these obstacles? You get a system of completely unnecessary work that has enthralled more than 150 million people in 121 countries over the past seventy years.
Both golf and Scrabble have a clear win condition, but the ability to win is not a necessary defining trait of games. Tetris , often dubbed “the greatest computer game of all time,” is a perfect example of a game you cannot win. 2
When you play a traditional 2D game of Tetris , your goal is to stack falling puzzle pieces, leaving as few gaps as possible in between them. The pieces fall faster and faster, and the game simply gets harder and harder. It never ends. Instead, it simply waits for you to fail. If you play Tetris , you are guaranteed to lose. 3
On the face of it, this doesn’t sound very fun. What’s so compelling about working harder and harder until you lose? But in fact, Tetris is one of the most beloved computer games ever created—and the term “addictive” has probably been