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We play them. We make them. But what is a game, really? Ask ten people and you’ll get ten different answers. Some say it’s entertainment. Some say it’s interaction. Some say it’s art. The truth is - a game isn’t one thing. It’s a system. It’s a space. And above all, it’s a player’s experience.
“A game is a set of rules you choose to follow for the sake of play.” - Bernard Suits
At its most basic, a game is a structured form of play with rules, goals, and feedback. But that definition alone doesn’t capture why games are so powerful. Or why we’re drawn to them.
A toy is something you play with. A puzzle has one solution. A game is different - it invites repeated play, decision-making, and often competition (against self, others, or time).
Fun is subjective, but it often comes from these design ingredients:
The magic happens when mechanics and emotions align. A horror game uses tension. A casual game uses flow. A party game uses chaos. There’s no single formula - just alignment between design and feeling.
Without the player, the game doesn’t exist. They bring the system to life. That’s why designing a game is really about designing an experience - a journey through tension, surprise, and reward.
A game isn’t just what you build - it’s what the player does inside it.
When you clearly understand what a game is, you make better design choices. You focus on interaction, feedback, and clarity. You stop adding features for the sake of it and start shaping meaningful play.
Knowing what a game is helps you make games that matter. Not just to you - but to the people who play them.