Agency and the Inevitable: Bastion

This post is part of a series examining the relationship between videogames and the tragic form–today’s topic is the action-RPG Bastion by Supergiant Games.

MAJOR SPOILERS for Bastion follow–as before, if you haven’t played it yet I recommend you do so before reading this post. Continue reading

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Agency and the Inevitable: Don’t Look Back

This post is the first in a series examining the relationship between videogames and the tragic form–today’s topic is Terry Cavanagh’s excellent action-platformer Don’t Look Back.

MAJOR SPOILERS for Don’t Look Back follow–if you haven’t played it before, I recommend you do so before reading this post. Continue reading

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Agency and the Inevitable: Introduction

This post is the introduction to a series examining the relationship between videogames and the tragic form.

The tragic genre, along with comedy, is one of the oldest in Western literature.  Classically speaking, a tragedy is more than just a sad ending–it’s a particular kind of story meant to inspire particular kinds of emotions in the audience.  A story where the protagonist is miserable from start to finish, with no pretensions to changing their fate, isn’t really a tragedy–it’s just depressing.  Similarly, a story that ends in tragedy due to circumstances beyond the protagonist’s control isn’t really tragic, either–that’s just a disaster.  True tragedy, as argued most famously by Aristotle, requires that the protagonist bring the ending upon themselves through some crucial mistake or flaw.  The tragic ending is a direct result of the protagonist’s own actions, which the audience can only sit helplessly and watch–yet this introduces a big problem for the medium of videogames, in which the audience is the protagonist.  The mistake or flaw derives its power from the excruciating if only it leaves in the mind of the audience.  If only Hamlet had killed Claudius when he had the chance!  If only Oedipus had known his true lineage!  If only Eve hadn’t listened to that stupid snake!  Yet when the audience is the protagonist, what’s to stop them from avoiding the mistake altogether?  How can we reconcile a genre that pre-destines the hero’s downfall with a medium in which the audience influences their every decision?  How can we successfully weave together the agency of games with the inevitability of tragedy?

In the following posts, I’ll be taking a look at some games that attempt to do this, analyzing and discussing the various techniques they employ.  Over the course of this series, I hope to show that videogames are no more or less suited to the tragic form than any other medium–they simply require different strategies than most narratives employ.

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We Are the 1%

The richest 1% of America’s population controls a disproportionate amount of its wealth–this is the idea that the phrase “we are the 99%” is meant to evoke. The obvious implication of the Occupy movement’s slogan is that this is a bad thing–but is it? Should we try to fix this disparity? And if so, to what degree? Would a completely even distribution of wealth be ideal, or is a little inequality actually a good thing to have?
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Blogger Roundup

It seems I don’t have anything interesting to say this week.  So here’s a list of writers who do!

  • Mattie Brice writes about videogames a lot.  Unlike most videogame journalists, however, her writing style is neither obsessively technical nor academically detached–she approaches all her writing with a fierce individualism and a strong commitment to broader perspective that is sorely lacking in videogames.  You won’t find stat breakdowns or frame rate counts in her reviews, and you won’t find excessive academic jargon in her critiques; instead, you’ll find thoughtful and articulate musings, analyses, and manifestos on how games relate to our wider culture, and how we can relate back.
  • Chris Bateman writes about videogames a lot too, but he also maintains an interest in a broad range of topics, especially the intersection between science and philosophy.  Though his tone is much more academic than Brice’s, he writes with a clarity and open-mindedness that is refreshing in academic works and in philosophical writing particularly.  I have yet to read a piece of his writing without at some point going “huh, that’s an interesting thought”–and unlike most philosophers, those thoughts frequently have actual applications!
  • Finally, Paul Graham is one of the most intelligent, readable, and influential people writing about computers today.  Though the subject matter of most of his essays focuses on his interests (computer programming and technology startups, mainly) nearly all of them can be read with no prior knowledge of the subject, and in every case he tries to tie the topic in to some broader theme of interest (e.g. effective communication, or the nature of beauty).  Though I don’t agree with everything he says (and since some of his older essays were written years ago, he probably doesn’t either), and he occasionally suffers from the naive short-sightedness endemic to all people of privilege, he invariably has something interesting to say and he almost always says it well.  If Brice is the heart and Bateman is the eyes, then Paul Graham is the head.

How about you?  Who are your favorite internet writers?

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Review: To the Moon

To the Moon is a very sweet and often sad story about two doctors—Neil Watts and Eva Rosalene—trying to grant the final wish of a dying man named Johnny. The game’s central plot device is a machine that allows Watts and Rosalene to traverse and modify Johnny’s memories, in an attempt to piece together his past and use that information to grant his last wish: a trip to the moon. Johnny himself doesn’t know why he wants to go to the moon, which makes finding out the game’s ultimate goal. As you make your way through his memories, a number of other mysterious objects and places show up again and again, prompting you to discover how all these elements fit together to form Johnny’s life. All of this information—the context that ties the whole story together—is provided exclusively through dialog and cutscenes. The game contains very few elements that could be called “game-like” at all. So why is it even a game in the first place?

Let’s start with To the Moon’s interactive elements that aren’t essential to the story.

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Personal, Social, Material: The Three Domains of Education

Current conventional models of education place heavy emphasis on the material and intellectual aspects of our world: the realm of facts and figures, action and reaction, of the basic functioning of our external, physical reality.  Even our country’s politicians can agree that this system is in grave peril and needs serious reform, but while reformers debate how best to fix its intellectual shortcomings (which certainly do exist), no one seems to be concerned with the far more serious deficits in our system’s personal and social aspects.
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The Stories People Tell

Working at a printing company that helps produce on-demand custom photobooks, I sometimes get an interesting peek into the lives and interests of a pretty broad range of people.  In my completely anecdotal, thoroughly non-scientific experience, there are a few common patterns in what people take pictures of–and presumably, the parts of their lives that interest them the most.  In approximate order, they are:

  • Sex (including weddings and babies)
  • Food
  • Other people (and their pets)
  • Variety: new places, experiences and activities

It should probably not be surprising that survival and reproduction are at the top–they are, after all, our most fundamental drives, the ones we share with all living things.  What’s a little more interesting is that we seem to value other people and new experiences almost as highly.  Social interaction and curiosity are almost as fundamental to our behavior as basic survival.

Perhaps it also shouldn’t surprise me that I immediately start thinking about how this applies to games.  Most games seem to place a much heavier emphasis on exploration and problem-solving than on social interaction, while more linear media such as films and (especially) literature tend to place more emphasis on characterization and social interaction.  I think it’s no coincidence that the most popular genres in prose fiction are the ones like mystery and romance that derive their interest almost entirely from the characters.  Why do so few games do this?  The popular answer–that social interactions are too complex to easily model–is clearly bogus.  The success of franchises like The Sims and the popularity of the “dating sim” genre in other countries is proof that social interaction in games can still be deeply engaging and successful even when the underlying model is cartoonishly simplified–indeed, perhaps all the more so because of it.

Is it simply because modeling social interaction in a game seems harder?  Perhaps…but I think it’s more likely that the problem lies in trying to reconcile simplified social interactions with the epic, highly-structured narratives we continue to insist on stuffing into our games.  The Mass Effect franchise is perhaps the defining example of this style of storytelling, and it was clearly successful, but it took massive amounts of people and money to (mostly) pull it off.

Are smaller, independent games just doomed when it comes to combining social interaction and narrative realism?  A lot of people seem to think so, but I’m not so sure.  Perhaps the solution lies, not in removing the narratives from our games, but in recognizing that the narrative is not the same thing as the story.  We often forget this due to the ubiquity of literature and film, but non-linear media such as painting, sculpture, and architecture have been telling stories without narratives for centuries.  It may be impossible to fully author the narrative of an interactive work–but that does not necessarily mean that they cannot tell authored stories.

I wonder…what might a non-narrative story look like?  How would you tell one?

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The Free OS

So I recently bought a game I was very exited about playing–I’d hoped to write a review of it here in the next week or two–but when I downloaded it I discovered that I couldn’t play it because my operating system was too old.  “Great,” I’m thinking, “so instead of costing me ten dollars on Humble Bundle, it’ll cost me three hundred or something at a Mac store?”  Having to buy new operating systems every time the one you’re running gets out of date has always been a scam perpetuated largely by Microsoft’s monopoly on the OS market, but I had never felt it so strongly before.  The introduction of alternatives like Chrome OS and the proliferation of always-up-to-date web applications has made this business model seem not only inconvenient and forced, but unnecessary as well.  Then, just as I was thinking I would finally bite the bullet and at least see if I could get a cheaper second-hand copy on Ebay or something, I discover to my delight and surprise that Apple’s newest operating system, OS X Mavericks (guess they finally ran out of cool-sounding cats?) is available to download free on the app store!  All hail the Age of the Internet!  I only hope Microsoft has the courage and intelligence to follow suit with their next operating system.

Now, if you’ll excuse me, I’m going off to play Gone Home.  Look forward to a review of it here in the coming weeks!

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Easy Irony

Are you watching Feminist Frequency?  You should be.

I recently came across an episode of the show discussing the concept of “ironic sexism.”  What does that mean?  In a nutshell, it’s a way to justify the use of sexist (or racist, classist, etc.) tropes and stereotypes by making them so over-the-top, ridiculous, or obvious that they cross the line twice and become acceptable again.  The obvious problem with this technique is that what qualifies as “crossing the line twice” is extremely subjective–one person’s “over-the-top” might be another’s “too close to home”–but I think the bigger problem is that it’s just plain lazy writing and lazy thinking.  More often than not, this kind of technique is not an attempt to mock or deconstruct the offensive trope or stereotype, it’s simply an attempt to excuse its use without materially altering the nature of the trope.  In other words, there’s a not-so-fine line between a sexist parody and a parody of sexism: in the former, the overall content of the movie/show/ad might be over-the-top and ridiculous, but the actual offending trope is played straight or merely exaggerated.  In the latter, the stereotype itself is shown to be unrealistic, damaging, or untrue.  If this sounds harder, that’s because it is–taking the time and effort to think our preconceptions and biases through is very hard work, but it’s the only way to live fairly.

What do you think?  Is Sarkeesian right?  Where else have you seen “irony” used as an excuse for laziness, rather than a tool for critical thinking?

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