The article also discussed some weird things that existed outside of the definition that the article arrived at, such as ClickerHeros and similar "grinding" "games".
(I wish I could find a link to it. Perhaps someone else here remembers and can find it…)
"Challenge" implies an objective or purpose.
E g.: Sid Meier's famous definition: "a series of interesting decisions". (But what would he know?)
FWIW I asked the question because I'm designing a simulation "game" without explicit win-conditions, but I'm concerned it won't be very engaging without them. e.g. Minecraft added monsters (to survive the night), and the enderverse.
For the case of your game[0] specifically, one option is to expose game stats that the player can form their own challenges around. E.g. if the game UI shows how many times you've jumped, that implicitly lets the player form "do X without jumping more than Y times" sorts of challenges, etc. Or the more formal way to do it is like e.g. Minecraft achievements - there's no "win condition" for putting a saddle on a pig or whatever, but the mere fact that there's a piece of UI tracking whether you've done it or not, creates a challenge by itself.
[0] yeah I said it! ;)
But actually, I don't want those sort of win-conditions for this particular game, not even DIY stats. It's just an immersive simulation. Guess I'm just not too sure it WILL be immersive or engaging - even for me to play! Just have to see, I guess.
Taking your lead, I suppose if a movie can be immersive, why not a "game" which has no win-condition? But the moment I say that, I immediately realize that movies do have "win-conditions" - just of the protagonist, not the viewer/player. Goals, stakes, motivation, obstacles are all important narrative components.
Can you have an immersive movie without narrative? Sort of maybe, some experimental/arthouse, but they aren't very popular (and arguably do have some kind of narrative).
You're probably right about definitions, but they do inevitably lead to the components of a game/non-game, and whether they are engaging, and what makes them engaging... and they're easy to ask.
[1] https://en.wikipedia.org/wiki/Glossary_of_video_game_terms#S...
e.g. there are rules to writing a syntactically correct program; ways to drive a car; use a GUI. Does that make them games?
If a user can make a game out of them, what do they add, to make it into a "game"? Is the thing added an objective of some kind (i.e. a win condition)?
No, it should also not be tied to some productive outcome, which this does not.
I'd suggest that in order to make something into a game, the user is adding "playfulness", which is pretty subjective and may or may not include a simple goal.
In an open game or fun simulation, the player is going to be coming up with their own goals or roles of play. Or maybe they will just be going with a simple open ended goal of curious exploration.
I think the parent comment makes a good point that if you do define games as the mentioned, this and a few other things certainly doesn't necessarily fit with the definition. Still, games are often a fill-in word for many interactive things that use a computer.
Will this user-defined game need to have an objective (i.e. a win condition) to be a "game"?
Or, is just making up rules, without any direction, purpose, objective or "win-condition", enough to make it a "game"?
But whatever, people use words the way they use them. For example RPG, based on the logic of how the word is used, has almost meaning. Zelda is often called an RPG but it's got almost zero in common with say FF7 and more in common with Ratchet and Clack. And the word Role Playing Game. Well, by that logic any racing game is an RPG. I'm playing the role of a race car driver. Or FPS, I'm playing the role of a soilder. Or flight sim, I'm playing the role of a pilot. Or God Sim, playing the role of a god. RPG in actual use seems to mean "game about character with sword" at best.
The latest atrocity is "roguelike" which is applied to any game that has randomly generated levels. For example Galax-Z is called "roguelike" even though it's basically Asteroids.
The word "game" people use it interchangeably with anything you can fiddle with interactively on a computer and see some graphics change even though that describes photoshop and ms paint as well.
I subscribe to Chris Crawford's definition. Games are competitions between multiple players and they must be able to interfere with each other. A painting, a toy, a puzzle, a race, are all not games. The difference between taking a stroll while carrying a ball and playing a game is keeping score.
The most controversial result of that is that God of War and Dark Souls are actually puzzles, and not games, and although it's unintuitive upon reflection it rings true to me.