| Obviously, game playing requires two | | | | excitement, are often superior to the |
| components: a game and a player. The | | | | traditional means of narrative escape. |
| game designer works to produce a game, | | | | Instead of merely watching a movie or |
| and so he or she worries about the game | | | | reading a book, the player is actively |
| itself first. But in the end, the goal | | | | involved in the game. |
| will turn to the player as the designer | | | | Fantasy fulfillment frequently takes the |
| looks to educate, entertain, and satisfy | | | | form of vicarious exploration. There's |
| the player. So, the computer game | | | | so much of this world we never get a |
| designer needs to consider why players | | | | chance to see, and we can explore some |
| play games. | | | | of that lost adventure from a safe |
| You commonly associate playing games | | | | distance through a game. Games attempt |
| with children. Indeed, "play" as an | | | | to transport the player into a different |
| activity is considered most appropriate | | | | world, to present experiences not known |
| for children, and the term is applied to | | | | in the everyday world. |
| adults usually ironically or | | | | Intellectual development (a sort of |
| disparagingly. However, children play | | | | brain exercise) is another reason for |
| games for more than mere entertainment. | | | | playing interactive games. Just as chess |
| They can gain dexterity, physical | | | | has for many years served as a test of |
| strength, or knowledge from playing | | | | intellectual prowess, the speed by which |
| various games. But since human learning | | | | a player solves a sophisticated puzzle |
| and development doesn't end with | | | | game like Riven or The Dig can attest to |
| childhood, shouldn't game playing and | | | | his or her IQ. The wide market of |
| the associated education continue | | | | interactive games allows players to |
| through adulthood? | | | | exercise their mental skills at an |
| There are many other motivations to play | | | | appropriate level. For example, a player |
| games that have nothing to do with | | | | looking for some escapist fun can run |
| learning. Let's take a look at some of | | | | his or her way through Tomb Raider, |
| those. | | | | while a player looking for an |
| For example, games appeal to the human | | | | intellectual challenge can search for |
| need to emerge victorious. Since our | | | | the truth in The X-Files. |
| more bestial days, humans have enjoyed | | | | Another common appeal of games is to |
| defeating or besting their fellows. Now | | | | provide a means of overcoming or |
| that we're supposedly civilized, defeats | | | | ignoring social norms in a fantasy |
| in physical confrontations are less | | | | environment. Many games place the player |
| common. So we compete with one another | | | | in a role that would not be socially |
| through games-especially computer games | | | | acceptable in real life, such as a |
| these days. | | | | pirate or a thief. Also, many games now |
| Games support this motivation to a | | | | let a player take out a day's worth of |
| greater or lesser degree. Many games | | | | frustration in a pseudo-murderous rage |
| allow for tournament competitions. It is | | | | by gunning down an army. In a |
| possible to wager money on just about | | | | first-person shooter like Shadow |
| any contest. Arcade games display the | | | | Warrior, you can even hack and slash |
| initials of the top scorers. Some can | | | | your way through enemies with a bloody |
| take such games and achievements so | | | | ninja sword-certainly not a socially |
| seriously that they forget it's for fun | | | | acceptable activity! War games encourage |
| and tie much of their self-respect into | | | | players to start and win wars and |
| the gameplay. To them, the phrase "It's | | | | slaughter armies. Games like Voyeur or |
| just a game!" is meaningless. | | | | Leisure Suit Larry allow players to |
| A very important motivation to play | | | | indulge in make-believe sexual behavior |
| games is fantasy fulfillment. Like a | | | | that they could never attempt in the |
| movie or book, a game can transport the | | | | real world. The player can rebel against |
| player from his or her everyday, mundane | | | | social structures and enjoy violence |
| existence. Interactive games, with their | | | | without risking punishment.written by: |
| 3D environments and ability to involve a | | | | John M. |
| player actively in a world of | | | | |