I'm never on the side of censorship, but that does not mean that I have no sense of taste. It's the difference between saying that some forms of self-expression should not be, versus saying that I personally find something crass, tacky or offensive. So in that vein the issue of violent content at this year's E3 is one of personal taste for me: It puts me off wanting to buy some of those games.
However there's one game whose whole pitch is actually disturbing me. I'm not talking about the typically desensitising headshot shenanigans of yet another shooter, nor the roustabout splashing bloodiness of a God of War. I'm not even thinking of the somewhat more personal-yet-understandable tone of the forthcoming 'Last of Us', which while heavy still feels appropriate.
I posed the title of this post as a topic at GameCamp.
The idea is this: We get very heated on the discussion of whether games are a storytelling medium or not, with members from all four lenses often talking at cross purposes. Games historically do a bad job of telling stories but sometimes do a good job of catalysing memorable experiences. Those experiences then go on to be formed into stories by players, post hoc.
Last month I contracted what seemed to be a simple cold which progressed into a bronchial infection combined with asthma that knocked me out for three weeks.
It was really bad timing because around the same time, Raph Koster posted a blog bombshell when he said ‘Narrative is not a game mechanic’. A fair few commenters arose in support or ire. Posts flew about whether the meaning of narrative was too broad or limited, whether this was really about a limited formal view of games versus their possibilities, and so on. Exciting stuff, but I couldn’t really get into it.
I’m still recovering, but being ill has given me the chance to reflect and remember that there’s a reason that I don’t normally use the phrase ‘mechanics’. There's also a reason why I tend to dismiss broad narrativism. It’s because both of them are part of a pretend debate over correctness, and each – in their own way – is just circular flame-bait, an ever-burning meme that goes nowhere.
For years it’s been apparent that interpreting games and their makers through the opposed lenses of gameplay or story is inadequate. Such a one-dimensional spectrum breeds false oppositions (fun-or-art?) while either ignoring many games that don’t fit or reinterpreting them so they fit badly. The spectrum is too reductive and, while it is easy to summarise, it leaves out too much context.
Rather than talking about games in terms of two lenses, I use four (potentially five, but I’ll come back to that). Each represents a common set of assumptions and predispositions that I often see in makers, and there are correlations between them which makes for an interesting (though perhaps deceptively symmetric) diagram.
This post is long, but I’d like to take you through each in turn. I think you’ll find it useful.
I had the pleasure of attending a talk by the founders of Bioware at BAFTA. It was about whether games are an art and if so, how. Starting with a definition from Tolstoy, they explained that the ability to create key choices and moments within games to evoke emotion is what they consider art. They then invited members of the audience to share their own emotional play experiences.
However something bothered me about the definition and its application. Both speakers and audience were equating art with player emotion, beauty and experience and that’s not really what Tolstoy meant. It can’t be denied that many players of roleplaying games feel that their play experience should be regarded as art, but is it? Or are they actually searching for validation?
This is a post about definitions of art, emotional validation, the duality of play, Iain McGilchrist and whether roleplaying really is what its proponents think it is.
I often say that videogames are not a storytelling medium. They can’t tell tightly structured tales because the player gets in the way, and this is why there are no great game stories.
However I also often say that videogames are a great medium for storysense. An excellent example is the new Call of Duty game, Modern Warfare 3. This article looks at how Modern Warfare 3 conveys its sense of story, and how it sometimes gets it wrong, as a lesson for what you might do in your game.
In discussing some of my older posts on players, characters and stories, I often come across a logic that says stories are interactive, games are also interactive, and therefore games are stories. Which makes sense except for one crucial detail: Stories are not interactive.
Interactivity is not how you react to what you see. It is how you change what you see. To be interactive, a game (or any art) needs to be capable of being intentionally altered by the viewer’s actions. It may sound obvious, but games are about the doing, not the viewing.
Perhaps the greatest lament of all is the one about why the adventure game died. Once hugely popular, adventure games started to fall out of favour in the mid 90s and by the turn of the millennium were essentially dead. However they did not die because of a grand conspiracy on the part of publishers to kill them (as is often asserted).
Adventure games contributed hugely to the development of the video game as an art form, but there’s a basic reason why they went away: They were bad games.
You might call it challenge, difficulty or a scenario, but a universal trait of great games is that they test players in some way. Games have a learning value (as Raph Koster so memorably chronicled) and a huge part of their fun comes from mastering them. From the simplex crossword to the massive complexity of Battlefield 3, games push the player to be better in some way. Even creative games like the Sims are test driven.
Yet it is a major fallacy to conclude that all types of test consequently make for good games. They don’t, and there are good reasons as to why. The psychology of play and boredom gets in the way, the lack of clarity in some kinds of test makes them frustrating and the overall opacity of their results leave players nonplussed.
This is an essay about optimality, the play brain and why successful games need to be far more abstract than they might appear.
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