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I was working on a writing project recently that touched a relatively wide span of game types. While trying to make sense of this taxonomy in the context of the project at hand, I came to this idea:

The difference between a game and a sport is whether the player is a part of the world where the gameplay takes place.

In football, the player is absolutely a part of the game’s world. In D&D and Power Grid, not so much. It’s more dicey when you try to categorize abstract games like bridge and Go this way, but even there, I think you can make an argument that those games have a “world”—the surface of the board—of which the player himself is not a part.

Find me on Twitter as @jefftidball.

I proposed my definition on Twitter and Matt Forbeck wondered back whether ARGs, then, were a sport. Curse him, first of all. But it’s an interesting question, even if the proposition and definitions from which it arises are entirely academic.

The answer to Matt’s question, I think, is that some ARGs fall on one side and other ARGs fall on the other, and the dividing line is one we can draw based on whether the ARG goes to any effort to construct a story-world for itself.

My understanding is that Perplex City, for example, has an elaborate background story for its action. I’d say this conceit of a world makes it a game. The ARG that Fantasy Flight Games’ marketing department devised to support Android had no particular background story; it amounted to a series of puzzles, even if they were about the fictional universe of Android.

This line of reasoning implies a sort of equivalency between sports and puzzles, painting them both in opposition to games in a sort of “my enemy’s enemy” relationship. It suggests that puzzles are sports of the mind, or, to appeal more directly to all y’all in the Gameplaywright audience, that sports are puzzles of the body.

Here’s an interesting follow-on question: If story and/or world is part of the basis of the definition of a game, does more story-world, or better defined story-world, somehow make a game more gamey? Would Monopoly be more a game with a more detailed story? Would Shadowrun be less a game with a less well-defined world?

I think the answer is probably not, both with these examples, and in the general case. The characteristics of the world pretty clearly do not define a continuum of gamey-ness, but instead, simply label the bucket.

The question left as an exercise for the reader is whether these definitions are useful in the real world. Can they lead us to a new ground for the exploration and design of some new kind of games? Do they suggest that the inevitable arrival of real-life holodecks with turn sports into games and vice versa?

It’s something to think about.