:''For the television show, see
GamePlay HD.''
'Gameplay' includes all player experiences during the interaction with game systems, especially formal games. Proper use is coupled with reference to "''what the player does''". Arising alongside the development of
game designers in the 1980s, ''gameplay'' was used solely within the context of
video or
computer games, though now its popularity has begun to see use in the description of other, more traditional, game forms. Generally, the term "gameplay" in video game terminology is used to describe the overall experience of playing the game excluding the factors of graphics, sound, and the storyline. The term "
Game mechanics" refers to sub-elements of the gameplay, but particularly the primary control and movement features of the game (thus excluding things like level design or AI).
One criticism of the word ''gameplay'' is that it is a largely meaningless or empty term, superseded by other concepts established in the repertoire of
perception,
anthropology, and general diversified
psychology. The use of the term may be an indication that current game design theories remain primitive and underdeveloped noting that, for example, cinema does not require "movie-watch" nor novels "book-read" in order that these (non-interactive) media be described formally.
[1] Current academic discussions tend to favor more practical terms such as "
game mechanics".
Despite this criticism, the term ''gameplay'' has gained acceptance in popular gaming nomenclature, as it succinctly indicates a domain of perceptual concepts not readily accessible by other phrases. Some gaming reviews give a specific score for gameplay, along with graphics, sound, and longevity. Many consider "gameplay" to be the most important indicator of the quality of a game. Many game critics feel that gameplay in games is analogous with narrative in fiction, and serves as the foundation to which other elements (for example, story) are added. Those who counter the art theory of game point out that games are essentially
playing. Playing is as old as or even older than art in the history of humanity. Therefore, it may not be appropriate to define or evaluate games in the same context as art. In fact, a few Japanese game makers have their origins in toy making, the most famous being
Nintendo. A notable contemporary play theorist is
Jesper Juul who works on both pure play theory and the application of this theory to
Computer game studies. The theory of play and its relationship with rules and game design is also extensively discussed by
Katie Salen and
Eric Zimmerman in their book:
Rules of Play: Game Design Fundamentals.
See also
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Emergent gameplay
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Game design
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Interaction design
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Play (activity)
References
1. The stupidest word in videogames
External links
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Interaction Design Patterns in Games - describing solutions that can make your game more usable and accessible
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Croatian Gaming magazine
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Ukrainian Gaming magazine
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Gameplay - UK Games retailer