There are many ways to divide a game, and one of them is into a mechanical component, a metaphorical component, and a thematic component. Some games' metaphorical components are basically transparent, and so tenuous that they are essentially to be ignored, but all games have them.
The mechanical component of a game are just the rules, stripped of any context and reduced to their mathematical roots. In the game of chess, the mechanics are the starting layout of the pieces, their respective movement and capture ability, the special cases regarding the possibility of a certain piece's capture, and the way that the players take turns.
It is difficult to even
describe chess without using metaphor, as "move" and "capture" are both terms best explained by the metaphor. This is because a game's metaphorical component is the part that relates the rules of the game to the player in terms of concepts they already understand. The opposing sides of a chess game are depicted as warring armies or nations, with each piece given a rank and an appearance roughly relating to its power. This is especially apparent in the pawn and the king: "pawn" denotes expendability and straightforwardness, whereas the word "king" denotes importance, suggesting its role as the ultimate goal of the game. "Capture" is a term drawn from the assertion that the opposite sides are at war, and the limitations on the pieces' movement throughout the board is best understood by thinking of them as men that cannot walk through each other (except the knight - which can "jump" over them - another metaphor).
A game without mechanics would be a daydream, or the sort of things that children play when they aren't playing anything in particular - and even then the players are not free of such things as the basic laws of physics, or their inviolate precepts about the universe. A game without metaphor would be inconceivable, as humans use metaphor to comprehend
everything, but my guess is that the closest that exists is a card game, since the original symbolism of the fifty-two card deck has mostly passed from us, or a modern sport.
That leaves the thematic component. A game's theme might best be described as the assertions the game makes about the world. Like the same term applied to literature, it can be nebulous at times, and is most apparent when the metaphor is very strong. Since games are used for learning, a common theme of a game is that strategies successful in the game will also be successful in life - at least in situations that resemble the game's metaphor. In an abstract game such as go, the player is invited to substitute his own metaphor, in a rather distinctively eastern manner.
What is the theme of chess? Since it's unlikely that the player will ever be waging a totally symmetrical war in which both opponents have perfect knowledge of the battle, its metaphor is obviously not the source of its theme. Rather, its themes relate to the strategic choices a chess player may make: an opponent can be manipulated with threats and traps; an advantage is worth at least as much a resource; you must anticipate the results of your actions. Not all games are so richly conceived, but any ancient children's game is certain to contain layers of practical lessons;
such games have been used since prehistory to teach real lessons for physical and social survival. The thematic component of a game is, in fact, what allows games to be used to teach.
The modern video game tends to contain a rather generic or all-purpose set of mechanics for presenting either a (frequently cinematic) story, or a series of puzzles and challenges. In the former case, the metaphor is the storyline and the theme are its narrative themes; in the latter, the metaphor is the explanation provided for the functions of all the components (avatar included), and the theme is found in the problem-solving strategies that are most successful (which most likely have to do with heuristics or lateral thinking).
The capacity of a game to contain a theme is what elevates it, in my mind, to the status of art.
Labels: theory