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Mae  Tidman  February  9,  2010  LCC  4725    -­‐  Game  Design  as  a  Cultural  Practice  Blogpost  2  –  drawing  from  the  topic  essays  in  Game  Design  Reader      

Elements  of  Gameplay:  Playing  (and)  Donkey  Kong  Land  2        

 Donkey  Kong  Land  2  is  a  Rareware  game  released  by  Nintendo  in  1996  (Wikipedia).  It  is  an  adventure  of  Diddy  and  Dixie  Kong  (who  are  personified  monkeys)  rescuing  Donkey  Kong.  In  my  earlier  days,  I  played  this  title  on  my  Game  Boy  Pocket  constantly.  But  was  I  playing?  I  will  be  considering  my  engagement  with  this  video  game  of  my  youth  in  the  terms  of  play  developed  by  Johan  Huizinga,  Roger  Caillois,  and  Bernard  Suits.  

I  would  first  like  to  consider  the  Johan  Huizinga  reading,  taken  from  the  opening  chapter  of  Homo  Ludens:  A  Stuy  of  the  Play  Element  in  Culture.  In  this  essay  about  the  cultural  significance  of  play,  Huizinga  takes  note  that  playing  a  game  is  limited  to  a  space  and  time.  Donkey  Kong  Land  2  is  actually  extremely  limited  in  space  given  that  it  is  used  on  a  small  handheld  device.  The  device,  the  Game  Boy  Pocket,  may  in  fact  be  portable,  but  the  play  itself  is  still  limited  within  arm’s  reach  since  the  buttons  are  necessary  for  interaction  and  play.  It  is  also  noticeable  that  the  restriction  of  the  play  includes  the  device,  since  the  game  must  be  played  on  one  of  its  published  formats  and  can  not  be  played  otherwise.    

Huizinga  also  finds  is  that  play  is  separate  from  ordinary  life.  He  states  that  play  is  present  everywhere  but  is  distinct  from  regular  life  (pg  99),  but  later  describes  it  more  precisely:  “Play  is  not  “ordinary”  or  “real”  life…  it  is  rather  stepping  out  of  “real”  life  into  a  temporary  sphere  of  activity  with  a  disposition  of  its  own  (pg  103).  It  is  interesting,  too,  that  this  author  pointed  out  that  play  may  be  based  on  the  manipulation  of  images  –  on  imagination  –  and  if  so  then  the  study  or  understanding  of  play  requires  a  grasp  of  the  value  and  significance  of  these  images  and  their  imagination  (pg  99).  This  is  of  interest  because  that  one  of  the  fundamental  elements  of  the  modern  study  and  invention  of  video  games.  Games  and  play  are  conclusively  imagination  in  its  oldest  and  most  sense  of  the  word.  

The  second  reading,  including  two  essays  written  by  Roger  Caillois,  comes  from  his  1958  book  Man,  Play,  and  Games  and  is  notably  a  critique  of  Homo  Ludens  (pg  123).    In  this  essay  he  primarily  focuses  on  the  element  of  play  that  it  can  be  classified  into  categories:  agon,  alea,  mimicry,  or  ilinx.  Donkey  Kong  Land  2  and  video  games  in  general  are  more  complicated  than  the  games  he  was  categorizing,  but  they  can  be  characterized  by  multiple  categories.  I  placed  Donkey  Kong  in  mimicry  upon  first  consideration,  because  it  involves  the  player  interacting  in  an  unreal  world  acting/’pretending’  to  be  either  the  Diddy  or  Dixie  character.  Since  the  

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player  takes  on  the  special  abilities  of  each  character  (notably  the  act  of  flying  via  Dixie’s  twirling  hair)  and  is  moving  an  avatar  in  a  virtual  world,  I  think  mimicry  is  the  primary  characterization  of  Donkey  Kong.  However,  it  is  not  the  sole  category,  since  the  challenges  and  tension  involved  in  getting  through  each  level  would  place  the  game  into  the  competitive  category  of  agon.  Aspects  of  the  game  that  fit  into  this  category  include  defeating  enemies,  making  your  way  through  the  difficult  platform  levels,  and  from  the  tension  of  wanting  to  reach  a  save  point  before  running  out  of  lives  and  therefore  ending  the  game.     In  the  reading  by  Bernard  Suits  the  elements  of  a  game  are  the  goal,  the  means  of  achieving  the  goal,  the  rules,  and  the  lusory  attitude  (the  volunteering  of  playing  and  acceptance  of  the  game’s  rules)  (pg  185).  Playing  Donkey  Kong  Land  2  brings  up  no  objection  to  this  definition,  except  perhaps  in  that  the  rules  are  not  necessarily  defined  but  simply  a  part  of  the  imagined  and  virtual  game  world.      Suits  also  brings  to  attention  the  fact  that,  “One  cannot  (really)  win  the  game  unless  one  plays  it,  and  one  cannot  (really)  play  the  game  unless  one  obeys  the  rules  of  the  game”  (pg  175).  This  may  be  something  that  is  overlooked  in  the  modern  age  of  games  but  is  interesting  to  consider  nonetheless.  If  the  rules  of  the  game  are  defined  by  the  code  behind  the  game  (and  therefore  inherently  involving  rules/limitations  of  human-­‐device  interaction),  then  is  the  game  unwinnable  if  played  through  a  mod  or  other  version  of  the  game?  Or  does  the  new  environment  and  altered  code  assign  new  rules  and  create  a  whole  game  separate?  I  think  Suits  would  agree  with  the  latter,  since  game  modifications  have  taken  place  always  and  that  fact  obviously  did  not  prevent  him  from  making  that  statement.  This  was  not  a  concern  with  Donkey  Kong  Land  2,  for  if  there  are  any  mods  for  it  I  have  not  experienced  them.  

  Overall,  these  three  authors  had  three  very  interesting  and  not  too  dissimilar  perspectives  of  play  and  games.  When  compared  to  a  90’s  game  like  Donkey  Kong  Land  2,  one  can  see  that  their  observances  are  not  outdated  despite  the  decades  preceding  my  game  of  analysis  and  video  games  in  general.  In  the  scope  of  this  essay,  one  can  not  consider  every  interesting  element  addressed  in  the  readings,  especially  how  often  they  occurred.  However,  I  highly  recommend  the  readings,  and  I  will  leave  you  with  one  final  note  from  Huizinga:  Play  is  an  interlude  in  our  daily  lives,  but  becomes  the  accompaniment,  the  complement,  in  fact  an  integral  part  of  life  in  general  (pg  104).    

   

Works Cited

Caillois, Roger. The Definition of Play and The Classification of Games. 1961. The Game

Design Reader: A Rules of Play Anthology. Cambridge: MIT, 2005. 122-55. Print.

"Donkey Kong Land 2." Wikipedia. Web. 15 Feb. 2010.

Huizinga, Johan. Nature and Significance of Play as a Cultural Phenomenon. 1938. The

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Game Design Reader: A Rules of Play Anthology. Cambridge: MIT, 2005. 96-

120. Print.

Salen, Katie, and Eric Zimmerman. The Game Design Reader: A Rules of Play

Anthology. Cambridge: MIT, 2005. Print.

Suits, Bernard. Construction of a Definition. 1978. The Game Design Reader: A Rules of

Play Anthology. Cambridge: MIT, 2005. 172172-91. Print.