
To simplify matters without much flowery language, to game is to experience. What we experience varies specifically from game to game, but generally each game we play is the result of a great many efforts finding some form of cohesion, and being laid in our hands via a controller. So, now that we’ve knocked down two questions already—those being what it means to game and what we experience when we game—we’ve still got two more to confront: how do we choose which games to experience, and why do we choose to experience them at all?
Well in terms of how we choose which games to experience, the easiest conclusion to come to is that we use the information around us. There’s a little-known tool out there, and I think it’s called the internet. With our lives so centered on computers and the services available to them, we can’t escape the gushing geyser of opinionated garbage which is force-fed to us on a daily basis. And even if we could escape the monstrous advertisement campaign that is word-of-mouth, there are still like-minded, pretentious critics who take it upon themselves to tell us first how they feel about a certain game, and then assure us that their opinion is good enough to spend money on.
Let’s put the easiest conclusion aside, though, and focus on the tougher explanation to intelligibly deliberate. What we like can more specifically be determined when we know what are personal tastes are. For example, if you like co-op gameplay, zombies and guns, Left 4 Dead would be a perfect fit in your library; but if you don’t particularly prefer to work alongside anyone, usually partake on games which are driven more by narrative than gameplay, and don’t like first-person shooters, then Left 4 Dead wouldn’t be such an intelligent purchase, to say the least.
These preferences are generic, though, and undermine the importance of deeper personal values when it comes to deciding to experience anything, whether it’s a videogame or something else. How you feel about sexuality or sexism’s prevalence in any given title may cause you to steer clear of it. Ninja Gaiden, for instance, is a perfect example of what could go wrong if immature men ran rampant with female characters in videogames. However, on the other side of the spectrum are things like your stance on racism, violence, politics, the environment, advertisement and many other important areas on which the average person must take a definitive stance.
If these core values were ignored in making a decision to experience a game, a person who’s sensitive to commonly-used racial slurs might have a tough time stomaching Grand Theft Auto: San Andreas. But then again, the same person might not find the violence in it as compelling as—and therefore not as entertaining as—that of a game like Manhunt. This same person, still, could also call a game like Mario Party the best game they’ve ever played. What makes all of this possible is a combination of our personal tastes, core values, and something else just as important as the two put together: personal experiences.
If I were to come home from a long day at work, get to my PlayStation 3, and put in a game like InFamous, that would directly affect how I perceived that one time playing the game. If I never played it again, that one impression, marred by other unrelated factors, would shape how I viewed the game. That isn’t to say that my long, laborious day would most certainly make me look on any game I played at that moment with bitter discontent, rather that if it isn’t a game I’m more inclined to enjoy, when I’m not in the mood to deal with small foibles in a game’s makeup, my dislike for these issues may be amplified. Oh and by the way, this amplification works the other way, too.
So that one guy who gets squeamish when he hears the N-word, loves unruly amounts of violence and thinks that Mario Party is the ultimate experience one could enjoy might believe so because of some unrelated factors. This all said, I’m not discounting the ability of a professional critic to judge a game objectively. After all, most respectable websites and publications offer their own rubric by which they grade the quality of a game, and so long as the writer follows these guidelines, the review should be founded completely on the standards of the website or publication.
With that all in mind, we can now easily understand how we discern the games which we would enjoy from the games which we would hate. The reason why we choose to experience these games is much simpler. We choose to participate in these experiences because we collectively understand that little else in this world can replicate the satisfaction of leaving our mundane lives for however short a moment to become an unstoppable warrior capable of taking down a god in as little effort as it takes to tie one’s shoes. We suspend all disbelief in these small instances, and exist as untouchable immortals that always die—but always come back.
Sure, to game is to experience. Anyone can figure that out within ten minutes of picking up a controller. But what does it mean to experience? Is that meaning a finite one, which is the same for any person? It’s hard to tell whether these questions and more like them will ever be answered, but for now we’ll have to be content with what we do know. What we know is enough to keep us forever enthralled by the gaming universe, and all that occurs within it—whether good or bad. And that is why we choose to experience gaming.













