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This paper examines the epistemological difficulties involved in understanding games at three stages: their design, their play, and their subsequent reporting and critique. Its central argument is that both designing and analysing games are "second-order" problems. Designers can only indirectly shape the experiences players have, and analysts can only reach in-the-moment play through reconstructive, error-prone memory and reportage. To organise this argument, the authors propose a flat-ontology "Game Space Model" in which a game exists as multiple linked "units of being," including the designed, created, published, expected, played, recalled, reported, and analysed game. Their main conclusion is that critics, analysts, and designers must specify which unit of being they are discussing and recognise the limits of recall-based evidence.
The paper gives particular weight to player expectations, which are shaped by marketing, genre labels, and wider game culture. Drawing on earlier work, it finds that a mismatch between expected and actual gameplay, as seen in titles such as Amnesia: A Machine for Pigs, Brütal Legend, and No Man's Sky, tends to produce strongly negative post-play criticism. Genre expectations can also narrow what players notice and discuss. The authors assess the main reportage methods, immediate approaches such as think-aloud protocols and Let's Play videos, and delayed approaches such as reviews, diaries, and forum posts, and argue that each carries distinct limitations, including reactivity and reconstructive memory error. Reliable understanding therefore requires triangulation across methods and attention to pre-play expectations.
The final section focuses on the cognitive biases that distort memory and anticipation, especially the "rosy view," which encompasses rosy retrospection and rosy prospection. Comparing Amnesia: A Machine for Pigs with The Dark Descent, the authors show that players tend to idealise predecessors and recall recent games in more specific and critical terms than older ones. The paper concludes that developers and researchers should account for these biases, particularly in marketing and post-release reporting, and that game analysis is strengthened when it identifies the specific memory processes at work.
Jason Schreier · 2026