Mastery and Dominion

A game's environment and characters can create a place for us to go, but only its rules can allow us to live there.
There's a bit of background on this post. Chronologically, I wrote this, Chris Lepine responded with this and then talked more about it here. I meant to put this post together a while ago, but hey, at least I didn't abandon it completely. Summary is Chris calls out the potential hazard of gaming serving just as a way to relieve stress and be distracted from the day-to-day. He contends gaming should satisfy by its own merits. I actually wholeheartedly agree, but realize that some of my phrasing may have confused things.
There's a bit of background on this post. Chronologically, I wrote this, Chris Lepine responded with this and then talked more about it here. I meant to put this post together a while ago, but hey, at least I didn't abandon it completely. Summary is Chris calls out the potential hazard of gaming serving just as a way to relieve stress and be distracted from the day-to-day. He contends gaming should satisfy by its own merits. I actually wholeheartedly agree, but realize that some of my phrasing may have confused things.
I spoke of "mastery," but perhaps that is a misleading phrase. By this, I really mean the player's relationship to the rules that govern any given game. It's understanding a set of rules, observing or creating goals and then utilizing knowledge of the rules to achieve them. Perhaps "fluency" is a better term.
Mastery is really just internalizing those rules to the point where the player can express agency within them. Initially one begins unfamiliar and awkward, but with persistence they will be able to improve and execute on their own desires. That act of improvement is satisfying, and more importantly, relatively unique in media. One can't really "improve" in viewing films or reading novels, or at least not in a way as immediately or to such great effect as games.
A comparable pleasure might be learning to play a musical instrument. For most, they won't be professional musicians, but the mere act of improving within a certain framework of rules is satisfying. When you start out awkwardly plucking a single cord, finally being able to play even something as simple as "Louie, Louie" is immensely satisfying. Making goals and working toward achieving this is simply enjoyable for many people, and this is part of what makes games interesting.
This differs from the experience Chris talked about with Jorge and Scott, which I'll call "domination" for the sake of clarity. Domination is framed in the context of winning, either at the expense of another player or the game itself. One player succeeds because another fails to. This experience can be satisfying as well, but I would say it's not the same as the above. If one improves at playing the guitar or painting or speaking a foreign language, it's not like someone else's talents in the same must then decrease. Mastery simply means getting better, not necessarily at the expense of someone else.
There's nothing inherently wrong with this mindset, but I agree with Chris that too much emphasis on it will, at the very least, occlude the most satisfying pleasures of playing games. Mastery and domination can be aligned, of course. In those Starcraft 2 multiplayer matches I've been spending too much time with lately, the only goal is to defeat someone else and I must improve to do that.
A good deal of discussion from Chris, Scott and Jorge focuses on the satisfaction and joy that comes from the transportive power of games, to create a fictional place and make you feel like you're in it. I too agree, but I'd also contend that mastery of that place's laws is just a different (and possibly more enjoyable) way of being in that world. When I was playing Mirror's Edge, the world didn't consist of alabaster rooftops and towering buildings. The world was two vents close enough to jump between. It was a canvas cover taut enough to absorb the impact of a fall. The world felt real and I felt the most in it when I could express my intent. I felt transported when I could slide under a girder, mantle up a wall and leap with spinning 180 degrees to grab onto a crane. That's the world of Mirror's Edge becoming real.
Rules make a place real and when we can express ourselves using them, that's when we've really been transported. At least, that's the way I've felt most satisfied gaming. I sure do hope this is clear. I realize there's a lot of handwaving and vagueness here. But hopefully not so much that it's nebulous and unclear.
Additionally, I've made a pretty significant decision that I'll be posting about here in a few days. I'm a little nervous but tremendously excited. I won't tease further, just expect something soon. Apologies for being coy ... somewhat, anyway.
Labels: domination, fun, skill mastery


