Ch2 How To Play Videogames
Ch2 How To Play Videogames
tetris
Rules
Rolf F. N ohr
Abstract: Rules are integral to the functioning of game systems and to the experi-
ences they create; for the puzzle game Tetris, this means aligning blocks into rows
before they fill the screen. But to fully understand how rules breathe life into inter-
active experiences, Rolf F. Nohr contends that we must analyze both explicit, inter-
nal rules and all those implicit, external regulations that color gaming experiences;
playing Tetris is, thus, more than the sum of its blocks.
21
22 Rolf F. N oh r
right and perform quick drops, and the shapes may also be rotated clockwise and
counterclockwise. The pleasures of Tetris are borne out of dealing expeditiously
with these limited options in a limited timeframe. Level after level, the game in-
creases in difficulty as the falling tetrominoes descend ever more rapidly. Com-
plete the lines by moving shapes left, right, down, and around. What else is there
to know? This is a true but incomplete picture. Indeed, there are additional lay-
ers of significance hidden in the on- and off-screen regulations that engender its
gripping gameplay.
The initial spread of Tetris in the West is owed to its inclusion in the first
Microsoft Windows Entertainment Pack and to its popularity on the Nintendo
Game Boy handheld system, both released in 1989 (see figure 2.1).1 On the back
cover of the Nintendo Game Boy packaging, the following instructions appear:
“Beams, boxes, zig-zags and L-shaped blocks drop down a narrow passage. Feel
your pulse quicken as you spin, shift and align the shapes for a perfect fit. It’s
challenging and demands split second decision!”2 Simplifying this marketing jar-
gon we might say, “Avoid gap in line for high score.” If this sounds familiar, it is
because it is a variation of the well-known inscription appearing on Atari’s first
PONG arcade machine of 1972: “Avoid missing ball for high score.” One could
argue that it isn’t necessary to know more than this single rule to play Tetris or
PONG before it. Of course, such a functionalist view of rules reduces a game to
those parameters that determine a win condition. But games are more than win-
ning and losing, as the chapters in this anthology attest. Moreover, a game’s man-
ifest rules of play are accompanied by a number of other, often far less obvious
regulations and expectations that shape that experience, a myriad of internalized
(and not-so-obvious) social and cultural codes that orient a player to mediated
rule sets, shaping their gameplay and that of others. Analyzing the rules that give
rise to gameplay reveals a host of cultural values, design beliefs, and social mores.
The word rule possesses at least three definitional inflections: (1) a guideline,
convention, standard, or regulation (“Whoever cheats, is out”), (2) a social regu-
larity (“Don’t go to school naked”), and (3) a predictable phenomenon (“When
you let go of this crate, it will fall to the ground”). Although game rules are most
frequently associated with the first meaning—that of a guideline or standard—
analyzing game rules should also include a consideration of the latter under-
standings. For the moment, let us define game rules as a “set of socially agreed-
upon instructions.”
The idea of the rule-as-instruction is closely intertwined with notions of play.3
Indeed, differing understandings of play invariably affect the relative value of
rules. For instance, the free play of little kids playing “Cowboys and Indians”
or “Princess Teatime” is perceived as possessing an emancipatory ethos because
young people are able to interact playfully with the world through so-called trial
Tetris 23
number have been eliminated, thereby completing the level, or until they over-
whelm the player’s screen ending the game (e.g., its dramatic climax or catharsis).
Rules constitute the official parameters by which one can win within the game’s
“possibility space.”6 Rules likewise limit the player’s range of action; one can’t con-
veniently set the falling tetrominoes aside when they don’t fit. The existential ne-
cessity of rules is often in conflict with the playability and the player exercising
his or her agency within the emergent and contingent field of choices. Rules, af-
ter all, are guidelines for action; they are not actions proper, meaning that play-
ers ultimately decide what they can do within a gamic space, sometimes rules be
damned, including breaking, quitting, ignoring, and cheating (as Steven Conway
and Kelly Bergstrom discuss elsewhere in this book). This brings us to a problem
of defining rules using Huizinga’s formulation. His distinction is based on a clear
separation between the game as a “magic circle” of play and the non–game world.
However, such a distinction is only conditionally maintained for the video game.
Philosopher John R. Searle strikes an important and useful distinction between
constitutive and regulative rules.7 Constitutive rules are those that enable actions.
Without these types of rules, the game and its competition between players could
not exist. Constitutive rules are negotiated, are based on agreement, and are ex-
plicitly stated.
Searle’s regulative rules, on the other hand, are the sometimes ambiguous and
implicit standards that structure intersubjective societal cooperation. They are
closely connected to a society’s “common sense” and are, for the most part, invis-
ible and naturalized. Regulative rules are taken for granted and are social conven-
tions that are accepted without question.
The problem with assessing video games rules is that they only seem to be de-
fined functionally on the basis of their constitutive rules, those predefined terms
for action and computational algorithms that adjudicate player choice. But this
limited viewpoint excludes an essential gameplay act: the rule violation. Breaking
constitutive rules does not lead to the abolition of the “gaming agreement,” but it
is—in fact—part of the game experience (often part of the gaming fun). As Huiz-
inga argues, each game oscillates between the compliance of rules (often judged
by an arbitrator like a referee) and the breaking of constitutive rules to gain some
competitive advantage.
If rules differ in type, so, too, do their perceived violations. The dive in foot-
ball/soccer, the moving screen in basketball, holding in American football—these
are all tactical acts committed with the goal of winning. Cheaters commit these
fouls. Spoilsports, by contrast, are those who rupture the magic circle by break-
ing the regulative rules and shared social contract that cast the holding spell of
gameplay. The spoilsport is the nudist who streaks across the baseball diamond
to disrupt the invisible social membrane between athletes and ourselves, and it is
Tetris 25
Figure 2.1
Tetris for the Nintendo
Game Boy.
the older sister who reminds her younger brother and his dice-wielding friends
that they are not intrepid dungeon adventurers on the hunt for riches.
Rules are powerful things. Together, explicitly stated constitutive rules that are
inscribed into the functional operation of the game as a technology, and all those
implicit social regulations that help determine how a game is negotiated by players,
have the combined effect of naturalizing and normalizing a game’s metaphysics.
Together, rules create the impression of a hermetically sealed autonomous world.
In the nonnarrative universe of Tetris, certain questions go unanswered. Why do
the tetrominoes always fall down? What exactly spawns the blocks? Where do they
go after they’ve been aligned? Rules have a way of erasing that which lies beyond
the field of play, just as it normalizes actions within the game space.
The rigid system of rules that delimit player agency would seemingly foreclose
the possibility of locating liberating play in such games. Indeed, the presence of
constitutive and regulative rules tamp down opportunities for open-ended play. If
one evaluates games only by their sacrosanct rule sets or by the determinations
of eagle-eyed referees, the medium would be an oppressive one. And this op-
pression would be enhanced by the obvious rigidity of the technical medium on
which the game takes place: the computer.
But, of course, we know that there is cheating and free play in video games de-
spite all the technical and social prohibitions to the contrary. Thus, a possible solu-
tion to this problem of where to find freedom in games, even in one as seemingly
proscriptive as Tetris, is to conceptualize a space of rules outside and beyond the
26 Rol f F. N oh r
Notes
1 For a detailed explanation of the (more than exciting) history of the development and re-
lease of Tetris, see Dan Ackerman, The Tetris Effect: The Game that Hypnotized the World
(New York: Public Affairs, 2016).
2 Luke Hackett, “Tetris Gameboy Box Art,” Super Luigi Brothers, www.superluigibros.com.
3 For an elaborated differentiation between different forms of play and game, see Roger
Caillois, Man, Play, and Games (Chicago: University of Illinois Press, 1961).
4 Johan Huizinga, Homo Ludens: A Study of the Play-Element in Culture (Boston, MA: Bea-
con Press, 1955 [1938]), 10.
5 For the rich array of activities that surround gameplay, see James Newman, Playing with
Videogames (London and New York: Routledge, 2008).
6 For a detailed discussion of the concepts of possibility, choice, rules, and narrations, see
Katie Salen and Eric Zimmerman, Rules of Play: Game Design Fundamentals (Cambridge,
MA: MIT Press, 2004): chap. 26.
28 Rolf F. N oh r
7 John R. Searle, Speech Acts: An Essay in the Philosophy of Language (Cambridge: Cam-
bridge University Press, 1969).
8 PONG Museum, http://pongmuseum.com.
Further Reading
Consalvo, Mia. Cheating: Gaining Advantage in Videogames. Cambridge, MA: MIT Press,
2007.
Juul, Jesper. Half Real: Video Games Between Real Rules and Fictional Worlds. Cambridge,
MA: MIT Press, 2005.
Salen, Katie, and Eric Zimmerman. Rules of Play: Game Design Fundamentals. Cambridge,
MA: MIT Press, 2004.