Play was defined as:
1) free, as players play and leave voluntarily;
2) separate, as games take place within a defined space and time;
3) uncertain, as players can change the course of games and thus results cannot be predetermined;
4) unproductive, as there is only exchange of property between players and no elements are created;
5) rule-governed, as players have to follow a new set of rules, and only these matter during play;
and lastly,
6) make-believe, as players are aware of another reality outside of real life.
Games were classified into agon (competitive games), alea (games based on chance), mimicry (role-playing games or those involving simulation) and ilinx (games that pursue vertigo). These categories are not mutually exclusive.
The game I played was Maplestory Southeast Asia (MapleSEA). It fulfills most definitions of play. It is free as players can choose to play or leave the game, and it is separate as it takes place in a virtual space. However, there is no fixed duration for players to complete the game or even a level. This is probably due to the nature of the game, which is not possible to finish within days or even years (depending on the players' skill and commitment). Hence players can always leave and pick up the game again at their own time. Players nevertheless have a high amount of control in changing the course of game play (e.g. deciding which weapons to use), which makes the game result uncertain. There is also only exchange of property (e.g. beating monsters for health potions) and no elements are created. MapleSEA has strict rules that players have to follow to advance to higher levels. Lastly, the game uses make-believe as players take on the roles of their “jobs” (e.g. Noblesse).
MapleSEA has paidia elements that include choosing the “job” and the “town” where I want to play. Monsters appear randomly and improvisation is needed to attack them (e.g. choosing a weapon). Nevertheless, it is largely a ludus game. I had to start playing as a “Noblesse” and follow instructions to complete quests for level advancement.
MapleSEA is mainly a game based on mimicry. All players are role-playing based on the story, as they get to be wizards, warriors, etc. However, there is agon present, as players can compete with one another based on level advancement. There is also alea, since players have no control over where and when the monsters appear: some may be more lucky and find it easier to attack them and proceed in the game. Nevertheless, both agon and alea are situated in mimicry, as players compete in their roles, and are at the disposal of the monsters in the world of MapleSEA.
Hence, MapleSEA is a mimicry-based game that is rule-governed (ludus).
Question: Callois proposes that games are either ruled or make-believe, with the exception of theater (which, from mimicry-based games, has developed into an art). Rules already separate players from real life, thus there is no need for mimicry, while players lack the knowledge to invent and follow rules in mimicry. However, as MapleSEA has shown, it is possible to have games that are both ruled and make-believe. Hence, is the exclusion of such games due to Callois's neglect or have games developed to include rules in make-believe?
*The reading “Will Wright Speaks Simlish” is not particularly applicable to MapleSEA as The Sims is a sandbox game while MapleSEA is goal-based.
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