I’ve expressed unpopular opinions about nerd idols before, but this one is a little harder for me to talk about. My dislike of Terry Pratchett’s books is simple: I don’t like the deconstructionist genre. Easy enough; I can just stick my tongue in my cheek and go on a rant. But my reasons for disliking World of Goo and Little Inferno aren’t so straightforward. Continue reading
Tag Archives: games
Agency and the Inevitable: Shadow of the Colossus
This post is part of a series examining the relationship between videogames and the tragic form–today’s topic is the classic atmospheric epic Shadow of the Colossus.
Unmarked SPOILERS for Shadow of the Colossus follow–as before, if you haven’t played it yet I recommend you do so before reading this post. Continue reading
Filed under Essays
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
Filed under Essays
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
Filed under Essays
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.
- Part one: Don’t Look Back
- Part two: Bastion
- Part three: Shadow of the Colossus
Filed under Essays
Play vs Prop: Games, Videogames, and Why Videogames Aren’t Games
What are games, exactly? It’s a tired question in the videogames industry, but it’s tired mainly because nobody has been able to agree on an answer. Many game designers are fed up with the whole debate and find all the semantic squabbling rather pointless, yet I think it’s telling that the debate persists. No other medium causes such confusion–everybody knows, and can easily identify, a book or a film or a sculpture or a painting. Videogames, on the other hand, are more ambiguous. Take Feed the Head, for instance–is it a game? Is it a toy? Is it something else? This is not a deliberately experimental work meant to push the boundaries of definition, this is a relatively modest (though delightful and admittedly surreal) work of simple entertainment. What about David Cage’s Heavy Rain? Is it a game, or is it an “interactive film”? Is there a difference? What about SimCity? Its own creator, Will Wright, attests that SimCity is a “toy”, not a game. Does this make other simulation games toys as well? And what does that mean for the toys? Could a toy, typically associated with the frivolous play of children, ever be art? Could one use a toy to tell a story, or convey emotion?
GDC 2012 – The Rise of Games, the Birth of a Universe
What are games?
For many years now, that question has driven me to learn everything I can about the medium, to travel and meet as many people as I could find who shared my passion, and to refine my own ideas so that I could express them more clearly. This has been my passion, my dream, ever since I was a kid: to see games mature and fulfill the tremendous potential that I could sense even in the early days, when I was still too afraid of losing to do anything but watch my friends play. Last year, I went to the GDC to try and find others who shared this vision–and, more importantly, to find others who shared my vision of what games could become, what the miraculous technology of computers could make them. I came away impressed and inspired, but also let down–what I saw was a commercial world where even those trying to break out of the mold were still thinking in limited terms. They saw games as systems, collections of rules to be built and exploited. They saw the advances of science and wondered how we could use them to make our games more popular, more engaging, more fun. They saw other media and wondered how we could incorporate them into ours in order to strengthen it, to make it more than itself. But few were asking the questions that I felt most deeply, and fewer still had any answers. None were to my satisfaction. True, there were some saying we shouldn’t emulate other media, that games’ strengths stand on their own. And there were some saying that games could tell stories, that they could be artistic, that they could be used as a tool to comment on important issues and enhance the way we live. But it didn’t seem to have occurred to anyone that maybe games were the art form we shouldn’t be emulating. No one was saying that maybe, perhaps, video games could be meaningful without telling stories, that they could be beautiful without being artistic, that they could be useful without being treated as mere tools.
This year, I saw much of that change. The industry, and those who work in it, are beginning to realize that games can be beautiful, useful, meaningful, and inspirational for their own sake, not in service to some other medium or purpose. We are coming into our own as a medium of expression and power, and we are doing it not by becoming better at incorporating other media into our own, but by becoming more confident in the knowledge that our medium can stand on its own, without help from any other. That is a marvelous thing, and if that was all I got to see in my lifetime I would be a very lucky man.
As it happens, however, that is not all. We, today, are witnessing the rise of not one, but two art forms. The first is a medium that has existed for millennia, that has shaped and sustained cultures the world over, that helps define who we are as living and learning creatures. This is the medium of games, and it is a wonderful medium, and it deserves to be recognized.
But.
There is a second medium that is coming into its own, and this medium is so new and confusing it does not yet even have a name. This medium is strange and wonderful and huge–it is a medium with at once more power and more scope than the medium of games, capable of infinite expression. It is a medium so broad, in fact, that all others ultimately fall under its shadow–just as the seas flow into the ocean, just as all mountains are rooted in the earth. It is a medium conceived by the algorithm, birthed by computers, and now being raised by game designers. This is the medium that gives me shivers and permeates my dreams; this is my passion, this is what I wish to see. I don’t want to be a game designer, really–there are already thousands of wonderful games in the world, and millions of people making them, most of them far better than me. What draws me is the vast, uncharted places beyond games, the places that the computer has only recently made visible, has just barely made traversable. I want to design for this new medium, where there are no precedents and no expectations. After all, a poor path through the wilderness may nevertheless be remembered if it is the first–and this wilderness is so frighteningly vast, one almost cannot help but be the first simply by taking a few steps in.
So that’s where I’m going. With a handful of other brave explorers, I’m going to start making tracks into this wilderness, searching for secrets in the jungle. Care to join us?
GDC 2012: Day Five
Congratulations! You’ve completed level five of the GDC! Here are the secrets you discovered:
- You saw a game about making objects smaller and bigger
- You learned how Dan Benmergui created his award-winning game Storyteller
- You heard how the game GlitchHiker was made, and how it was eventually killed by its players
- You found renewed inspiration for the capabilities of games to be immersive experiences with Robin Arnott’s Deep Sea
- You discovered that game designers are not very good at cooperation
Filed under Reviews
GDC 2012: Day Four
Today was the most fascinating and inspirational day yet! Unfortunaltely, I don’t have the time or the energy right now to cover everything I’d like. Instead, I’ll give you some bare-bones notes on what happened now, then come back and fill them in later.
Congratulations! You’ve completed level four of the GDC! Here are the secrets you discovered:
- You heard Will Wright and Cliff Bleszinski talk about their inspirations, and realized they’re not that different from yours
- You saw how the art in Dear Esther told a story through use of environment, and how realism can actually be detrimental to immersion
- You realized that all your favorite games share the common element of strong “atmosphere”, and that having this quality in a game ultimately boils down to nothing more than having a strong, unique, and cohesive identity
- GDC Microtalks 2012:
- You witnessed David Sirlin discuss how giving the player less time to think can actually lead to deeper strategy
- You felt the subtle yet powerful difference between competitive victory and cooperative victory during Mary Flanagan’s talk
- You learned six things Dan Pinchbeck thinks we need to stop discussing about games
- You learned several ways in which Pinchbeck told a story through the environment, music, and narrative of Dear Esther
- You noted several games, books, and movies speakers mentioned that you should check out for inspiration
You’ve unlocked the final level! Continue? (Y/N)
Filed under Reviews
