My analysis is as follows:
Statements about game elements are half-real, and help create the rules of the game within the players mind. The rules in a video game actually exist in the game and can be considered part of the real world by general assumption. The idea Juul has here is essentially a reworked the “this is not a pipe” argument reworked for games in the reverse. In the context of a game, the statements about fiction are true. Just as in the context of a picture, it is a pipe. Furthermore, simplification of game fiction creates deeper worlds as a mere concept and rules to govern within them... just as in McCloud's arguments. Furthermore, the rules of a game are largely dependent upon real world situations and literacies. Even pong which contains no human images can be quickly figured out, abstraction aside. Conversely, many real world traits are omitted from even the most realistic games, and players must feel out what to do. An example would be being unable to fly planes in GTA4. In real life you would likely be unable to due to technical inexperience, but one might try. In this iteration of GTA however, it is simply not an option. Even if you could fly, new rules would exist that both defy and define the fiction of the world. Why can't I fly into homes and wreck them with my plane, for example. While there are many incongruities in games, they remain a clever mix. Half-real, real rules created to govern fictional worlds.
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