Module 35 — Deep Dive

Games

The newest art — interactivity, play, and why games are the defining medium of the 21st century

Part A · what games are — the newest and strangest art form

The defining medium of the 21st century

An art form built from rules, choices, and consequences

Games are the only art form in which the audience is also the author. A novel is read, a film is watched, a symphony is heard — but a game is played. The player's choices shape the experience, and those choices take place within a system of rules that the designer has constructed. This makes games irreducibly different from every preceding art form: the meaning emerges from the interaction between the designed system and the active participant. The video game industry is now larger by revenue than film and music combined — yet games are still treated as culturally inferior by institutions that have no difficulty accepting painting, literature, or cinema as serious art. Understanding games means understanding why interactivity changes everything.

What makes something a game? — the defining properties
Rules
Every game is defined by constraints: what you can and cannot do. Rules create the possibility of meaningful choice by limiting the space of action. Chess without the rules for how pieces move is not chess — it is just a board. The designer's first job is rule-making, and the art of it is creating rules that produce interesting choices.
Goals
Games give players something to pursue — a state to achieve, an enemy to defeat, a score to maximise, a world to explore. Goals create the forward momentum that distinguishes play from mere simulation. But the most interesting games complicate their stated goals: the real game in a role-playing game may not be "complete the main quest" but "construct an identity."
Interactivity
The player acts; the system responds; the player acts again. This feedback loop — utterly absent from every previous art form — is what makes games unique. Mihaly Csikszentmihalyi's concept of "flow" (total absorption in an optimally challenging task) was not developed from games but describes the ideal game experience almost perfectly. The challenge-to-skill ratio must be tuned to keep the player in flow.
Voluntary participation
Philosopher Bernard Suits defined a game as "the voluntary attempt to overcome unnecessary obstacles." The voluntary nature is essential: a prisoner forced to dig a ditch is not playing a game, even if the task is formally identical to a ditch-digging game. Play is, by definition, freely chosen. Games are the art form of freedom, which is part of why they feel different from other art.
The magic circle
Johan Huizinga (Homo Ludens, 1938) described play as taking place within a "magic circle" — a bounded space and time in which different rules apply. What happens inside the magic circle stays there: you can "die" in a game without dying. This separation from ordinary consequence is what makes games safe spaces for risk. Modern games increasingly blur the magic circle — in-game purchases have real-world costs; esports have real-world stakes.
The lusory attitude
Suits' term for the mindset required to play: a willingness to accept artificial constraints in order to have the experience of overcoming them. You know the chess pieces are not real soldiers. You choose to pretend they are. This agreement to accept the game on its own terms is what makes play possible — and it is the attitude that unlocks the aesthetic experience of games.
Interactivity spectrum — how art forms differ by audience agency
How much can the audience shape the work they're experiencing?
Painting — fixed, singular. Viewer chooses where to look, nothing else.
Film — fixed sequence, fixed duration. Zero structural agency.
Novel — reader sets pace; some choose own path (hypertext fiction).
Music performance — interpretation varies; improvisation (jazz) adds agency.
Linear video game — choices within constraints; branching narrative.
Open-world / sandbox game — enormous agency; player generates meaning.
The interactivity of games is not simply more of the same thing other art forms offer. It is a qualitatively different relationship between work and audience. Critics who evaluate games as if they were films — judging the story, the visuals, the music — miss the most important dimension entirely: the quality of the choices the player is given, and what those choices feel like.
Module roadmap — what each part covers
Part A · This section
What Games Are
The defining properties of games, how they differ from all other art forms, and what interactivity changes.
Rules, goals, interactivityMagic circleAgency spectrum
Part B
Elements of Game Design
The designer's toolkit: mechanics, dynamics, aesthetics, feedback loops, difficulty curves, and the MDA framework.
Element explorerMDA frameworkFlow curve
Part C
History & Movements
From Pong to the present — the eras of game history, the hardware generations, and the movements that defined each era.
Era timelineConsole generationsLandmark games
Part D
Genres in Depth
The major game genres — what each offers experientially, who plays them, and the landmark works in each.
Genre explorerMechanics comparisonEssential games
Part E
Narrative in Games
How games tell stories — the methods unique to interactive narrative, and the games that pushed storytelling furthest.
Narrative methodsLudonarrative dissonanceLandmark works
Part F
The Industry
How games are made, marketed, and sold — studios, publishers, platforms, and the economics of a $200B industry.
Revenue breakdownPlatform mapDevelopment pipeline
Part G
Games as Art
The debate about whether games are art, what games can express that no other medium can, and the canonical works.
The Ebert debateWhat games uniquely sayThe canon
Part B · elements of game design — how designers build experiences

The MDA Framework

Mechanics → Dynamics → Aesthetics

The most widely used framework for thinking about game design was proposed by Robin Hunicke, Marc LeBlanc, and Robert Zubek in 2004. MDA stands for Mechanics (the rules and systems), Dynamics (the behaviour that emerges when players engage with the mechanics), and Aesthetics (the emotional responses and experiences that result). A designer works from mechanics to aesthetics; a player experiences from aesthetics back to mechanics. The gap between these two perspectives is where most design failures happen: a mechanic the designer thought was elegant may produce dynamics the designer didn't anticipate, and aesthetics the player didn't want. Great game design requires holding all three levels simultaneously.

Core design elements — click to explore
⚙️
Mechanics
Rules & systems
🔄
Feedback loops
Positive & negative
📈
Difficulty curve
Flow & frustration
🎭
Player agency
Meaningful choice
🗺️
Game space
World & level design
💰
Game economy
Resources & trade-offs
The flow channel — challenge vs. skill
Csikszentmihalyi's flow theory describes an optimal experience zone where challenge and skill are perfectly matched. Games live or die on how well they navigate this. Drag the slider to see where different difficulty states fall.
Challenge level:
5 / 10
Player skill:
5 / 10
Part C · history of video games — from arcade to everywhere

The youngest major art form

70 years from oscilloscopes to photorealistic open worlds

Video games emerged in the 1950s as academic curiosities (Tennis for Two, 1958, on an oscilloscope; Spacewar!, 1962, on MIT mainframes) and became a commercial industry with Pong (1972). The speed of development has been extraordinary: in the fifty years between 1972 and 2022, games went from two paddles and a dot to photorealistic open worlds populated by millions of players simultaneously. No other art form has undergone such rapid technological transformation, and no other art form has had its aesthetics so directly shaped by hardware constraints. Each console generation is a new set of expressive possibilities.

Video game history — eras and their defining characteristics
1970 1983 1993 2001 2010 Now
Arcade era
Pong, Space Invaders, Pac-Man
8-bit home console
NES, Atari 2600
16-bit / SNES era
SNES, Mega Drive
3D revolution / PS1
PlayStation, N64, Doom
Online & PS2 era
PS2, Xbox, World of Warcraft
HD & mobile era
PS3/360, iPhone, indie boom
Live service / streaming
PS4/5, Fortnite, Game Pass
Landmark games — the works that changed everything
Part D · genres in depth — what each form offers the player
Game genres are defined primarily by their core mechanics — what the player is fundamentally doing — rather than by theme or setting (as in literature or film). A game about a space war can be a first-person shooter, a real-time strategy game, or a visual novel depending on what actions the player takes. The same theme can generate completely different experiences. Click a genre to explore.
⚔️
Action
Reflexes & combat
🧙
RPG
Character & story
♟️
Strategy
Planning & systems
🌆
Simulation
Modelling worlds
🧩
Puzzle
Logic & insight
🍄
Platformer
Space & movement
🗺️
Adventure
Exploration & narrative
Sports / Racing
Skill & competition
💎
Indie
Auteur & experiment
Part E · narrative in games — how interactive stories work

The narrative paradox

Stories need inevitability; games need choice — the tension at the heart of game narrative

Great novels and films work because events feel inevitable in retrospect — this had to happen. But if a game's events are inevitable regardless of what the player does, then the player's choices are meaningless, which destroys the game. And if the player's choices genuinely change the story, then the designer cannot craft a tightly controlled narrative arc. This is the fundamental tension of game storytelling, and different designers have resolved it in different ways: some constrain choice until the player barely notices (linear games with an illusion of choice), some embrace pure emergence where story arises from systems without any authored narrative (Dwarf Fortress), and some have found ways to make both the authored narrative and the player's choices feel meaningful simultaneously (BioShock, The Last of Us).

How games tell stories — five distinct methods
What it is
Story told through the game world itself — objects, architecture, graffiti, body positions, environmental details — without interrupting play. The player pieces together what happened from evidence, like an archaeologist. Pioneered by Looking Glass Studios (Thief, System Shock) and mastered by Valve (Half-Life, Portal, Dark Souls).
Why it works
Never interrupts the player's agency. The player discovers rather than receives the story, making them an active participant in the narrative, not just a spectator. Dark Souls tells the entire history of its world through item descriptions and NPC fragments — players who don't look find nothing; players who look find everything.
Key examples
Dark Souls / Elden Ring (FromSoftware), BioShock (audio diaries and architecture), Firewatch (environment as character), Disco Elysium (world as political history), What Remains of Edith Finch (domestic spaces as biography).
What it is
Pre-authored cinematic sequences that interrupt play to advance the story — removing player control for a period. Borrowed directly from cinema. The dominant storytelling mode of AAA Japanese games (Metal Gear Solid, Final Fantasy) and prestige Western action games (Uncharted, The Last of Us).
The trade-off
Cutscenes allow cinematic control — the designer determines exactly what the player sees and hears, enabling elaborate emotional storytelling. But they are fundamentally non-interactive: watching a cutscene is watching a film. The moment you press "skip," the cutscene reveals its fragility. The best games (The Last of Us Part II) use cutscenes that feel earned by the gameplay that precedes them.
Key examples
Metal Gear Solid (Hideo Kojima — cutscenes as auteur cinema), The Last of Us series, Final Fantasy series, God of War (2018 notably uses no cuts — the entire game is one unbroken camera take), Red Dead Redemption 2.
What it is
No authored narrative at all — story arises spontaneously from the interaction of game systems. The designer creates rules; the player generates story. A Minecraft player describes an epic siege they survived; another describes a trading empire they built. Neither experience was written by any designer. The game was just the context.
Why it matters
Emergent narrative is uniquely possible in games. It is the most interactive form of storytelling — the player is not discovering a story someone wrote but generating a story that has never existed before. The "stories" players tell about their Dwarf Fortress fortresses or their Crusader Kings dynasties are genuine narratives that arose without an author.
Key examples
Dwarf Fortress (procedurally generated civilisation histories), Minecraft (player-authored world), Crusader Kings III (medieval dynasty simulation), RimWorld (colony survival story generator), Caves of Qud.
What it is
The player makes explicit narrative choices (dialogue options, major decisions) that change the story's direction, characters, and ending. Promises the player that their choices matter. The dominant mode of Western RPGs (Baldur's Gate, Mass Effect, The Witcher) and visual novels (Disco Elysium).
The challenges
Every branch must be written, tested, and voiced — costs spiral exponentially. Most "choices" in branching games are actually convergent, meeting again a few scenes later ("illusion of choice"). True branching at scale is extraordinarily expensive. Mass Effect 3's ending controversy arose partly because players had spent 100 hours feeling their choices mattered — and then found the ending ignored them.
Key examples
Disco Elysium (branching as political self-definition), Planescape: Torment (1999 — still a benchmark), The Witcher 3 (consequences delayed by 20+ hours), Spec Ops: The Line (uses the player's assumed genre expectations as a trap), Telltale's The Walking Dead.
What it is
The game's mechanics are themselves the narrative. What the player does — the verbs available to them — expresses the game's meaning directly. In Papers Please, the mechanic of stamping documents "approved" or "rejected" is the story: bureaucratic complicity and moral compromise. No cutscene is needed; the act itself carries the meaning.
Why it's uniquely gamelike
No other art form can make the audience perform the very action the work is about. A film about corruption shows you corruption. Papers Please makes you be corrupt. Lucas Pope, Braid designer Jonathan Blow, and Undertale creator Toby Fox have each built their games' entire meaning into what the player is asked to do — the mechanic is not delivering the message, it is the message.
Key examples
Papers Please (bureaucratic complicity as mechanic), Undertale (killing as mechanic questioned), Spec Ops: The Line (shooter mechanics as moral trap), Braid (time reversal as grief metaphor), Hades (repeated failure as narrative structure), Celeste (platforming difficulty as mental illness metaphor).

Ludonarrative dissonance

When what the story says and what the game asks you to do contradict each other

Clint Hocking coined this term in 2007 to describe the gap between a game's story (what it says) and its mechanics (what it makes you do). Bioshock presents Andrew Ryan's objectivism as the game's villain — but the player is following orders from Atlas, which is also objectivism. The game says one thing; the player's actions say another. More famously: Uncharted's Nathan Drake is, in cutscenes, a charming adventurer who values his friends. In gameplay, he murders hundreds of people per level. The story character and the gameplay character have no coherent relationship. Recognising ludonarrative dissonance is basic game literacy — the best games work to eliminate it entirely.

Part F · the games industry — a $200 billion ecosystem
Games industry vs other entertainment — annual revenue comparison
Global annual revenue, approximate 2023 figures
Video games
~$184B
Streaming video (Netflix etc.)
~$115B
Box office (film)
~$87B
Music (recorded)
~$37B
Books (global)
~$41B
Sources: Newzoo, IFPI, PwC. Approximate and include adjacent markets. Games figure includes mobile, console, and PC segments.
Platform comparison — the three major gaming platforms
📱 Mobile (~50% of revenue)
The dominant platform by revenue — primarily through free-to-play games with in-app purchases. Candy Crush Saga made more per year than most Hollywood blockbusters. Mobile democratised access but also generated the most predatory monetisation models (gacha, loot boxes, energy timers). The average "mobile gamer" plays different games and for different reasons than the average console gamer.
🎮 Console (~30% of revenue)
Sony (PlayStation), Microsoft (Xbox), and Nintendo compete in a hardware console market. Console games have historically been the prestige segment — the home of the major narrative and action titles. The console generation cycle (~7 years) sets the technological ceiling for game design. Game Pass (Microsoft) and PlayStation Plus have shifted the model toward subscription, disrupting the traditional $70 retail purchase.
💻 PC (~20% of revenue)
Steam (Valve) is the dominant PC storefront, with 120M+ active users. PC is the platform for strategy, simulation, and MMOs, and the home of the indie game revolution. PC games can be modded, which extends their lifespan enormously (Minecraft, Skyrim, Cities: Skylines). The PC also hosts esports: League of Legends, CS:GO, and Dota 2 are PC-native games with tournament prize pools in the tens of millions.

AAA development

$100M–$300M+ budgets, 5–7 years, 500+ people

The "AAA" label (pronounced "triple-A") denotes the highest-budget games made by major publishers. Grand Theft Auto V cost ~$265M to make and has earned over $8B. Red Dead Redemption 2 had ~3,000 people working on it at peak. At this scale, game development is closer to film production than to the craft of writing. The pressure to protect these investments leads to sequelisation, franchise logic, and conservatism — the same dynamics that affect Hollywood.

Indie development

One person to 20 people, digital distribution, pure vision

The indie game revolution was enabled by two things: digital distribution (Steam, itch.io) eliminating the need for a publisher, and accessible game engines (Unity, GameMaker, Godot) eliminating the need for a large programming team. Undertale (Toby Fox, 1 developer), Stardew Valley (Eric Barone, 1 developer for 4 years), Hollow Knight, Celeste — indie games regularly produce works of greater artistic ambition than AAA titles at 1% of the budget.

Live service model

Games as ongoing platforms, not finished products

Fortnite, League of Legends, and Destiny 2 are never "finished" — they are live services that receive regular content updates and generate revenue through ongoing cosmetic purchases or battle passes. This model has transformed both the economics and the design philosophy of games. A player who spent 5,000 hours in Fortnite over six years has a relationship with that game that no film or novel can replicate — and a financial relationship with its publisher that raises its own questions.

The publisher-developer relationship

Creative control vs financial security

Most games involve a split between the developer (who makes the game) and the publisher (who funds, markets, and distributes it). Publishers hold significant power: they fund development against royalties, own the IP, and set release dates. The auteur model — a single designer whose vision dominates — is more common in indie games (Miyamoto, Kojima, Swery) than in AAA, where creative control is diffuse and committee-driven. The most celebrated games often arise from unusual arrangements: Miyamoto at Nintendo, Valve's flat structure.

Part G · games as art — the debate, the canon, and what games uniquely say

Roger Ebert's challenge

"Video games can never be art" — and why he was wrong, and why he was asking the right question

In 2010, film critic Roger Ebert declared that video games could never be art because they require player agency, which destroys the author's ability to control meaning. An author, he argued, must have complete control over the experience; the moment you let the audience choose, you surrender the authorial voice. His critics responded that games create a new category of authorship — the design of a possibility space — that is equally or more sophisticated than traditional authorial control. Both arguments contain truth. Ebert was right that games are not art in the same way films are art. He was wrong that this means they are not art at all. They are art in a new way that requires a new critical vocabulary.

What games can express that no other medium can
The feeling of becoming competent
Only games can make you feel the genuine progression from helplessness to mastery. Dark Souls is built entirely around this arc: the player dies hundreds of times, then defeats the boss. That victory is earned by the player, not gifted by the author. No film can make you actually improve at anything. Celeste uses this structure to tell a story about depression and self-belief — the difficulty of the game is the argument.
Complicity and moral weight
When you choose to betray a character in The Witcher 3, or fail to save a child in This War of Mine, the failure is yours in a way that a film's tragedy never can be. Spec Ops: The Line uses the player's genre expectations (military shooter) to implicate them in war crimes — you do the thing the game's story condemns because the game genre told you to. No other medium can engineer complicity this way.
Systems thinking made visible
Strategy games and simulations let players understand complex systems by inhabiting them. Playing Civilization teaches more about the dynamics of empire, resource scarcity, and technological competition than most textbooks. Playing Pandemic (the boardgame) teaches epidemiology through experience. This pedagogical power of interactive simulation is unique to games and largely unexplored by mainstream game design.
Presence and embodiment
VR games aside, first-person video games create a persistent sense of being somewhere — of inhabiting a body in a space. You don't watch Master Chief, you are Master Chief. This embodiment produces empathy differently from film's character identification: you take the actions yourself. Journey (thatgamecompany, 2012) uses this to create a wordless experience of companionship that has moved players to tears through nothing but shared walking in a desert.
A working canon — games every serious person should know
Not a ranking, but a set of works that demonstrate what games can be. Selected for artistic ambition, formal innovation, or cultural significance.
Canonical games — where they sit on key dimensions
Design emphasis: these are approximate positions reflecting a game's primary artistic concerns.
Authored narrative ←————————→ Emergent / Systems-driven
The Last of Us II
Disco Elysium
Elden Ring
Minecraft
Dwarf Fortress
← Story written by designerStory generated by player + systems →
Accessible ←——→ Demanding / Punishing
Stardew Valley
The Witcher 3
Celeste
Dark Souls
Dwarf Fortress
← Low barrier; wide audienceSteep learning curve; core audience →
Sanity-check questions
Are games as culturally significant as film or literature?
By audience reach and economic scale, yes — demonstrably more significant than film. By critical, academic, and institutional recognition, not yet — but this is catching up rapidly. The question partly reflects a generational gap: people over 50 who did not grow up with games often cannot perceive what is interesting or sophisticated in them, just as someone who has never read a novel may not understand why it differs from a newspaper article. The academic study of games (game studies, ludonarratives, platform studies) has developed substantially in the last 20 years. The cultural institutions (museums, awards, academic journals) are developing more slowly.
Is there a meaningful difference between "games" (boardgames, sports) and "video games"?
The same theory of games applies to both — rules, goals, interactivity, voluntary participation. Boardgame design and video game design share almost identical theoretical concerns. The difference is the medium: the computer enables games of a scale, complexity, and type that physical games cannot achieve (a 3D world, real-time physics, a million simultaneous players). And the computer adds the possibility of authored visual and audio narrative. Boardgames have had their own renaissance in the last 20 years (Settlers of Catan, Pandemic, Gloomhaven), and serious game designers move fluidly between both traditions.
Do violent video games cause violence?
The scientific consensus is: no demonstrated causal relationship. Dozens of studies have attempted to show a link between violent game play and real-world aggression; the methodological quality of most is poor, and meta-analyses have found no robust effect. The strongest counter-evidence is structural: as game sales have increased dramatically since the 1990s, youth violence rates in most developed countries have declined. Countries like Japan and South Korea with extremely high gaming rates have very low rates of gun violence. The "video games cause violence" claim has been used as a political distraction from gun policy discussions, particularly in the United States, and is not supported by the evidence.
What's the best entry point into "serious" games for someone who doesn't play?
Journey (thatgamecompany, 2012 — available on PS4/5 and PC, ~2 hours) is the most commonly recommended entry point for non-gamers interested in games as art. It requires almost no prior gaming skill, is visually beautiful, has no text or dialogue, and delivers a complete emotional experience. Other excellent entry points: What Remains of Edith Finch (walking simulator, 90 minutes, profound), Flower (meditative, no challenge), and — if comfortable with some challenge — Celeste (a platformer explicitly about mental health). For strategy: Civilization VI in tutorial mode reveals how simulation generates narrative. For narrative: Disco Elysium (a text-heavy RPG closer to a novel than a film).