The Walking Dead is superbly written, well-voiced and complex. Its characters all have hidden sides. Its sombre music adds a quiet but persistent sense to the horror of its setting. It is beautifully animated, soulful and occasionally very sad. And it uses the fact that it is episodic well, foreshadowing events that might happen and taking account of different branches in the story that you may have chosen.
It’s really great. Until, that is, I play it for a little while.
"There is no such thing as a player character" is the kind of tagline that gets me into trouble in some places. So is "the emotional connection between player and character that many game makers believe exists in fact does not". Both contain a powerful subtext, questioning everything from a player's sense of identity to the validity of their experiences. Read the wrong way, they can seem to say that all the emotion you feel in playing games is made up.
Of course that's not my intent. When I say "there is no such thing as a player character" I don't mean that there is nothing. When I say play occurs through "dolls", likewise. My intent is to reinterpret the emotional experience of play within a game-native context, and so derive useful insight that could apply to all games. In otherwords, the emotions are real but our way of talking about them is broken.
This is an essay to fully explain this concept, to set what's really going on when most players play games in context, about the importance of identity and self expression. (Warning: this article is over 8000 words in length.)
Perhaps a way of think of games in terms of a larger set of interactive art is as artificial worlds. Like a biome in the Eden Project, each has artificial rules superimposed upon reality in an attempt to craft a place. Each is different, bounded by the systems that give them form, but full of possibility and indviduated experience.
You could call them ludomes, ludic (as in interactive play) biomes. Perhaps that makes us all ludomancers, which makes the URL of Daniel Benmergui's blog oddly apt, no?
What does meaning really mean? Generally it translates as resonant, illuminating, symbolic or significant. In some cases all of the above. A meaningful song might evoke the history of a revolution for the listener, so that even though she does not know the facts she feels a connection to it. The same is true of novels, movies and art.
Games incorporate agency and so many of the events that happen within them are of a player's making. An action causes change in the game world, and can therefore be significant, but not necessarily resonant, symbolic or illuminating. The question for games is really whether they can incorporate other kinds of meaning too.
Chris Bateman over at iHobo is mid-way through a curious series of posts talking about the value judgements of those who define games. I think (correct me if I'm wrong) this spun out of a debate started on this blog over 'what is a game' that erupted in the wake of Dear Esther. Specifically whether defining something as a game only reflects a critical bias on the part of the definer.
It's complicated, especially when viewed in such lights as the four lenses of game making. Clearly there are many ways that people who hold a belief about what games are, or should be, could conjure a definition of games to fit their own bias as a circular argument. However does that mean that all such attempts are doomed?
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.
Games usually consist of interconnected and repeating patterns of play which group together to form larger movements. Some designers take this idea further by saying that smaller and larger patterns have much the same shape. So a loop generated from a single action such as hitting an opponent and a movement of play (such as killing a boss) are basically the same thing. One is just a larger version of the other.
You need a good yarn to weave a dream (to steal a quote from Paul), and in a game you need solid fun to weave a world. However fun opens the door to many other joys.
Triple Town is about matching objects, but also the joy of city building. Rez is about targeting and shooting objects, but also the joy of synesthesia and uncovering a story. The Sims is about organising time and space, but also the joys and frustrations of living.
Fun is merely where we start. What could we build on top of it?
E3, trailers and previews mostly sell games based on potential experience. Look at the haunting graphics of Journey or listen to a podcast about the epic scope of Skyrim, and the promise of experience is there. Come into our worlds, they say, they are thaumatic.
Sometimes they are, however those worlds which are successfully so are based on more than just experiences. Experient design’s goal may be to take the player on an emotional journey, but it’s the games that pay attention to what happens in between emotional events that truly are magical. Experiential highs are just one tool in the making of games, not what they are.
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