You know what they say about opinions: They're where thought goes to die.

Elements of Games

The French intellectual Roger Caillois, in a 1958 response to Huizinga entitled “Man, Play and Games,” called play “an occasion of pure waste: waste of time, energy, ingenuity, skill, and often of money.” Therein lies its utility, as a simulation that exists outside regular life. Caillois divides play into four categories: agon (competition), alea (chance), mimicry (simulation), and ilinx (vertigo). Super Mario has all four. You are competing against the game, trying to predict the seemingly random flurry of impediments it sets in your way, and pretending to be a bouncy Italian plumber in a realm of mushrooms and bricks. As for vertigo, what Caillois has in mind is the surrender of stability and the embrace of panic, such as you might experience while skiing. Mario’s dizzying rate of passage through whatever world he’s in—the onslaught of enemies and options—confers a kind of vertigo on the gaming experience. Like skiing, it requires a certain degree of mastery, a countervailing ability to contend with the panic and reassert a measure of stability. In short, the game requires participation, and so you can call it play. — The New Yorker: Shigeru Miyamoto, Nintendo’s man behind Mario

Wettkampf/Herausforderung, Glück, Simulation/Erlebnis und, naja, wie will man Vertigo übersetzen? Interessantes Konzept, So offensichtlich Competition und Simulation sind, hatte ich bisher Chance und Vertigo eigentlich immer völlig übersehen.