Minesweeper is a game built on abstraction and simplification. In both gameplay and aesthetics, the game manages to extract this notion of minesweeping and distill it into an easily understandable experience.
Any overarching narrative is heavily implied, given the absence of text for majority of the game. Thus more subtle cues are required in order to present the player with context. The title of Minesweeper itself aids a great deal in setting the scene. Almost immediately from starting the game, the player is able to somewhat ascertain their goal – that is, sweeping for mines – and have some idea of what to expect in the game loop.
Within the first few interactions, a high-level representation of minesweeping is presented to the player in a matter of seconds: clicking some tiles will reveal themselves to be inert, while clicking others will end the game.
For lack of aural cues, the inclusion of a simple yellow smiley face simulates the inclusion of a protagonist through which the player can emotionally invest in the game. This anthropomorphism projects a distilled range of emotions throughout each playthrough. A smile indicates the neutral, safe state in which the player resides in at that point in time. When revealing a tile, the face reflects the suspense involved in the inferred high-risk situation. Revealing a mine is represented with a simple arrangement of Xs over the smiley face’s eyes, confirming the implied lethality that minesweeping would entail.
Obviously minesweeping in reality does not involve displayed numbers to indicate the proximity of nearby mines. Yet the inclusion of these numbers is used as an approximate representation of mine detection technology – to recreate this intelligent guesswork. In the same way that actual mine detection is never certain, the game creates junctions in which the player has no choice but to resort to guesswork. The player can only go so far without needing to risk everything at some point.
Aesthetically, the game strives for abstraction rather than representation; for functionality rather than aesthetic. It is of little importance that these flags would be expected to be used with land mines, or that the mines are portrayed as sea mines. The player knows that the flags represent danger, and that the mines represent death.
It is these limited visuals that allow the game to function the way it does. In the same manner of long-standing games such as chess, its accessibility and timelessness is derived from its core gameplay. If anything, the game’s abstract nature lends itself to many forms of contextualisation through themes and aesthetics. These modernised versions do not add further to the gameplay itself, only serving to embellish purely visual elements:
Whether they are explosives, spiked traps or ladybirds, the representation of these mines themselves bears no real significance. The player only needs to know that they need to be avoided. Through the simple use of icons and contextually-relevant gameplay, Minesweeper manages to abstract minesweeping into a timeless game experience.