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My thoughts about Games

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This piece isn’t a guide on how to make a ‘better’ game, nor a manifesto on what constitutes a ‘successful’ or ‘great’ game. Its only purpose is to stimulate thought, to help game developers gain a deeper understanding of the very thing they are creating.

Table of contents

Open Table of contents

Misconceptions and Associations

Sometimes, in the process of developing games on my own, I catch myself wondering: what actually makes a game… a game?

So, what makes a game… a game?

If it’s none of those, then what the heck is a game?

To answer this, we must identify the necessary condition for the definition of a game.

Perhaps a game isn’t a ‘magic circle,’ a ‘storytelling machine,’ ‘interesting choices,’ or any other definition that has existed before. To me, whether it is a modern digital game or a pre-computer game, it must satisfy two conditions:

Make no mistake, those ‘narrative-driven games’ can still be games if they satisfy the conditions. Only things that don’t match the root are questionable, for example, those interactive movies that abuse shooting minigames, axe-throwing, climbing yellow-painted ledges, or walking through a giant pipe-shaped map with no loading screens, just to replace the ‘play/pause’ button of a film. I don’t deny they have minigames, but if ~80% of the subsystems in a product fail to meet the necessary condition to be considered a game, yet it is sold as one, that is a bad case of misguided thinking.

To make this easier to grasp, let’s ponder a few thought experiments.

Some Thought Experiments

On the Player Side

According to Postulate 2, a game is inherently neutral. At this point, ‘art for art’s sake,’ regardless of design intent, means the meanings and experiences of the game belong solely to those experiencing it, to the player-agent I mentioned earlier. And no, let’s be clear, ‘plot,’ ‘messaging,’ and ‘story’ do not clash within games, they just must be rules.

Just respect the intelligence and stature of the player, just as I respect you, and you respect me, alright?

Conclusion

In reality, we don’t need an absolutely precise definition, we just need to get closer to the absolute truth one step at a time.

Cuz, before you try to make a ‘fun,’ ‘moving,’ or ‘groundbreaking’ game, just… make a game first. Do the things that make your product have to be a game well. From that foundation of ‘game,’ we can then upgrade it into a ‘great game’. Adapting a movie or a novel into a game is not a simple process, and you should keep it as is.

I am not defining anything, as I am simply exploring their essence. If you make games to tell a deep story, to become a millionaire, or to show off, perhaps this article isn’t what you’re looking for. But if you want to understand the thing you are passionate about, I hope this provides a perspective worth pondering.


Hanoi, 07/07/2025

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