Alright, since my roommate is having sex in my room right now (at least I assume he is, he text messaged me about his girlfriend being up there but he has had so many different girls up there and-I-mean-like-two-different-girls-a-week that I'm about to assume that he's gay and just brings up girls he's just friends with up there to reinforce his masculinity and is really either pounding ass or jacking off) and I got half an hour before I'll be going back there (I'm typing this in one of the computer labs because I have no laptop because laptops are for whores), I'm just gonna talk about shit you probably don't give a shit about.
Hey I know, let's talk about video games.
Or rather, let's talk about the PROBLEM with video games today. Video gamers seem to think that games today fall within two categories, the "casual" game for grandmas and low IQed women and the "hardcore" games for mature gamers such as themselves. "Casual" games are games with no real story behind them that are made for ease of play so the retarded kids can handle it, and those "hardcore" games are games with ramped up difficulty with mature stories that are apparently supposed to make you think or something.
It's all a load of bullshit on both sides really. Both sides have it completely wrong.
Video games today can really be lumped into two categories, but it certainly isn't "casual" and "hardcore". Video games can be lumped into "games" and "not-games".
Games are the ones that have truly evolved from the sprites and pixels of decades past. They're the ones that plump you down in a world and say "come on buddy, let's go see what's out there". They're the ones that are really magic, where even the most hardened programmer can look past the algorithms that make the game go along and just say "wow, this is one fine time I'm having here". It's when all those bleeps and bloops and pictures and images just come together and make something incredible. Games usually rest on a very simple concept. Although there are plenty of great games that are complex by their very nature, you'll find very few games that can't be explained in only one sentence.
Not-games are the ones that looked at what came before and said "hey, wouldn't it be cool if we did this" while missing what really made games good in the first place. They're the ones that will drag you, kicking and screaming into their own little madhouse where fun plays second fiddle to everything else. Not-games are often bogged down by unnecessary things like plot exposition, trying to be serious, and the most insulting thing of all: realism.
There are a lot less games out there than there used to be. This can be blamed mostly on advancing hardware, where designers and programmers have too much room to turn their games into not-games. Advancing hardware also leads to better graphical capabilities. This leads to artists forgetting style and just going for that accursed realism instead. The worst thing is when developers who have been going perfectly along making games get it into their head to make not-games (I'm looking at you Sonic Team).
Not to say that there aren't plenty of not-games out there that try to be games and fail. I Want to be The Guy is a fantastic example of a not-game that thinks that it's an ode to games but is merely a perverse mutation of what makes a game a game. It focuses solely on the difficulty of the old games while completely ignoring everything about those games that made them fun to play in the first place.
That's also not to say that there aren't plenty of games that might've been not-games if not for some clever developers. Valve and Bioware are both wonderful at taking things in not-games and making them into wonderful games. Valve does it by putting the player in the role of an important figure in the world who doesn't actually know what's going on (and I bloody well hope they keep it that way), thus removing unnecessary plot exposition and instead turning what would usually be used for plot exposition into fun things for the player to do instead (most of the time, they seem to be getting a bit worse with this lately in the Half-Life Episodes, but Team Fortress 2 and Portal shows that they've still got it). Valve games do have a lot of story behind them, but this is always in the background, tantalizingly just out of reach to observant gamers. Bioware does almost the opposite thing in having loads of dialog and serious themes in their games, but they wonderfully compensate by somehow managing turning this into the game itself (and I'm pretty sure no other developer has been able to do anything close to what Bioware has managed to do with this). Both Bioware's and Valve's games also OOZE style from every orifice due to these design decisions.
Probably the most important thing about identifying a game is whether or not you'll be able to explain why you like it. If you can't explain why you like it, chances are you just played a real game. Real games fill you with that sense of wonderment and adventure. They make your blood pump as you overcome any challenge that comes your way. They make you gape at larger than life obstacles then fill you with pure ecstasy as you overcome them. Real games have style, charm, and most of all everything you can experience from it can never be written down in just one sentence, even if a summary of the entire game can (and should be).
Not-games can entertain. They can make you go "ooh" and "ahh", but you'll always be able to find words for what you feel as you go through the motions. "Interactive movie" is a terrible term to use in any context, but this is really what they are. No matter how good they look, anything they make you FEEL isn't going to be a result of interaction, or if there is any interaction between you and the world the not-game delivers it will either be highly minimal or scripted.
Hey look half an hour went by. I'm done here.