As we look more closely at the internal structure of a game we see that games have a goal of some kind and a collection of rules governing the behaviors that one can engage in to achieve the goal. So, for example, in a football game, the goal is to score more points than the opponnent by getting the ball into the end zone more times. (This is not to diminsih field goals and extra points. It is just to make the analysis simpler). In getting the ball into the end zone, the team must achieve this goal using prescribed means. If you were to drive a tank down the field or gun down all the members of the defensive line, getting into the end zone would be much easier. But football has rules which say that these tactics are not acceptable.
The goal has to be worthy and achievable. If the winner in football were defined as the first team to score 100,000 more touchdowns than its opponent, few people would engage in the game. But the goal of more points within a limited time frame seems reasonable.
The rules also have to be reasonable. They have to make achievement of the goal challenging and satisfying without making it frustrating. So, if one of the rules of football were that players had to have their feet tied together, nobody would wish to play it.
In addition, as you strive for the game goal according to the game rules, you get better at the game and the satisfaction of playing the game increases.
So, Suit's definition of a game as a "voluntary attempt to overcome unnecessary obstacles" might be slightly restated as an attempt to achieve a challenging and satisfying, but unecessary goal using challenging and satisfying but unecessary means. The goal here is not simply the game goal, but achieving the game goal using the means allowed in the game.
Next we will consider degrees of "gameness' looking at some quintessential examples, some borderline examples, and some bad examples.
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