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Fictional Games: A Philosophy of Worldbuilding and Imaginary Play
Fiction Writing

Fictional Games: A Philosophy of Worldbuilding and Imaginary Play

Stefano Gualeni and Riccardo Fassone 2023 10 references

Gualeni & Fassone's philosophy of fictional games — games within fiction that are unplayable by design. Use when analyzing, designing, or writing about games embedded in fictional worlds.

game-studies worldbuilding philosophy-of-play fictional-games media-theory ludology

Overview

The Core Framework

  • Fictional games are games depicted within works of fiction (novels, films, TV, video games) that are inherently unplayable — their incompleteness is expressive, not a deficiency
  • Four sources of unplayability: fictional incompleteness, impossible features, nonhuman design, ethical impermissibility
  • Fictional games serve four thematic functions: ideology (replicating power structures), utopia (subverting them), deception (blurring play/reality), transcendence (overcoming human limitations)
  • Use the ground/figure distinction: background games build atmosphere (ground); focal games drive narrative (figure)
  • Almost all fictional games are inherently meta-referential — they invite reflection on actual games and play culture

Quick Lookup

Situation Do This Avoid This
Identifying a fictional game Apply the "double definition": is it a game AND understood as one by characters? Confusing minigames (playable sub-games) or nested games (in-game cabinets) with fictional games
Classifying prominence Use ground/figure: does it build atmosphere or drive narrative? Assuming ground games are unimportant — they carry implicit ideology
Analyzing function Check all four categories (ideology, utopia, deception, transcendence) — they're non-exclusive Forcing a single-category reading when multiple apply
Designing for worldbuilding Embrace incompleteness — hint at rules, don't specify everything Over-specifying rules, which kills ontological fluidity
Assessing meta-referentiality Ask what the game says about actual games and play culture Assuming meta-referentiality requires explicit parody

The Key Insight

"Gualeni and Fassone thematize the unplayability of fictional games, making their incompleteness and unavailability to player experience an intrinsic aspect of their expressivity, rather than a limitation to be overcome." — Daniel Vella, Foreword

References