In Borges’s The Garden of Forking Paths, a book is described: a an infinite book, a book that is a labyrinth. Instead of portraying one timeline of choices and consequences, the writer has simultaneously created all possible alternatives. And sometimes the alternatives converge—the same event may have startling different antecedents, and thus startlingly different meanings:
“With slow precision, he read two versions of the same epic chapter. In the first, an army marches into battle over a desolate mountain pass. The bleak and somber aspect of the rocky landscape made the soldiers feel that life itself was of little value, and so they won the battle easily. In the second, the same army passes through a palace where a banquet is in progress. The splendor of the east remained a memory throughout the glorious battle, and so victory followed.”
So, too, with games. Even a very linear game has many possible paths between the fixed points, events that happen to one player and playthrough and do not happen to another. In a game designed to have choices a the macro level, the possible paths approach infinity.
Borges mentions two men meeting in a garden, with two different results: “…in one of the possible paths you are my enemy, in another, my friend.” This exact situation has been encoded in many games, where the non-player characters the player meets have no way of knowing at the time of compilation if this time the player will be their friend or their foe. The designer must prepare for every possibility, because the meta-narrative the characters exist within needs to contain every probable scenario and configuration.
Now, it’s obviously impossible to write or design these scenarios by hand, adjusting the story to the player’s every possible move, without having the designer in the game loop itself: Dungeon Masters in roleplaying games, and the Storyteller in Jason Rohrer’s Sleep is Death take this route. This is possibly as close as you can get to writing as a performance art.
But what about every other game, the ones that can’t have a live human writing the outcome of every situation? Either the designer must account for every possible outcome, or the designer must create a system that generates the outcomes from the player’s input. In practice, these two solutions overlap: it’s impossible to write everything, and even if it was, there must still be a way to choose between the possible alternatives.
So a game has a system, a process for taking an input and turning it into an output. And the process can sometimes take two radically different stories and generate the same event, because they were close enough on the dimension being measured to result in the same output. Therefore, games cannot be understood apart from the processes that drive them. Two games or two playthroughs of a part of one game, may have the same visual appearance, the same plot, the same structure, the same fabula and syuzhet—and yet have occurred through entirely different means and have completely separate antecedents. In the same way that the Kuleshov effect can give cuts in a film startling different meaning, the underlying processes can give two games that are visually identical entirely different meanings, meanings invisible to the eye but made distinct through the underlying mechanics.
To understand a game requires an understanding of the systems and processes that make up the game. This is complicated in video games by the game usually existing as a black box, the inner workings hidden and only the input and outcome exposed. The mechanical processes of board games makes them more open, and easier to analyze from an outside perspective, but in both cases the importance of the process in the meaning of game is difficult to underestimate…and can be completely invisible from a purely visual or literary analysis.



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