If you haven't already, be sure to read part one of this article first. It sets up the concepts I refer to here in part two.
Lets go back to ‘systematicity’, and the entailments of the GAMES ARE COMPETITION metaphor. These are, I’ve claimed:
GAMES CAN BE WON OR LOSTGAMES ARE ENTERTAINMENTGAMES HAVE RULES
I
would argue that how closely a game adheres to these entailments influences its
reception within the video game community. For example, Mortal Kombat (2011) was criticised because its final boss, Shao
Khan, suffers from ‘SNK Boss Syndrome’. This is when an enemy character is
difficult to beat because they are able to do things (such as unblockable attacks)
that other characters are not. Shao Khan is therefore difficult because he breaks the rules of the game, and players
reacted poorly because this deviated from the entailments of GAMES ARE
COMPETITION, which is key to their concept of what a game is. Compare this with
a game such as Ninja Gaiden. Universally
seen as extremely difficult, Ninja Gaiden
is nevertheless warmly received because its challenge is fair. Gamers don’t
mind the game’s difficulty because it sticks to its own rules, and is therefore
in line with the metaphor.