It would be very peculiar indeed if a critic were to publish an academic essay on an abridged version of Gravity's Rainbow or a version of Eraserhead with explanatory voice-over added. Not only would this hypothetical critic's experience be far different from that of countless other readers or viewers and thus not generally applicable, but he or she would be writing of a totally different work of art with an additional author other than Pynchon or Lynch. Let's eliminate this complication and assume that Pynchon himself abridged the novel and Lynch, in his odd drawl, added the narration to Eraserhead, both artists doing so to aid the less experienced audiences in understanding the work (perhaps because their distributor insisted on such a version). We would still have a problem with these secondary works and their use in the critical discourse on the primary works. Part of this problem is just the aforementioned issue of disparate experiences, but there is a second issue related to the artists' decisions when creating the works. At least one of the two different (hypothetical) versions of each of these works must not be the maximally effective version for conveying the artist's themes. We tend to recognize this immediately with abridged versions of novels, because large swaths of content and style, which the author clearly intended to be a contributing factor to the interpretation of the novel, are missing. We could argue that something similar happens with the voice-over example, but in this case it is an issue of excess: every part of the work is not contributing maximally to the thematic content, and some pieces may now even be subverting or distracting from it.
Gravity's Rainbow and Eraserhead are, of course, quite difficult texts. They are not suitable for all readers and viewers because it takes a certain familiarity with the grammars of their respective mediums to make meaningful sense of them. As such, they are inaccessible to most of the populace. Few people take issue with this fact, though. We accept that certain artistic achievements require some amount of training to apprehend. We work up to them, and we train our children with simpler works. At times we may use abridgement or adulterated videos as teaching aids, but we do not view these teaching aids as an end in themselves. We accept that an artists work, with each element chosen to be maximally effective in service of its themes, may naturally present a certain amount of difficulty, which may be large or small, to its audience.
Why, then, do we insist on multiple versions - that is, multiple difficulty settings - of each video game?
My comparison of video game difficulty to literature and film is certainly a highly flawed one. I am comparing apples to oranges in that video games alone offer relatively simple routes for the author to implement variable difficulty within the primary work. Further, difficulty is rarely used as a direct mechanic in any medium other than games; in other media, it is usually simply a by-product of a particular stylistic technique. This is a very significant difference because it suggests the possibility of variable difficulty being a device that can carry thematic meaning in and of itself. But my comparison to literature and film still has some suggestive relevance to video games because the majority of games, especially narrative-driven games, are not using variable difficulty as a direct mechanic, but, rather, include menu-based difficulty settings to maximize the appeal of the game to a variety of audiences. This use of difficulty settings implies that game designers are not typically using in-game difficulty with thematic purpose, but instead, they are injecting it for some tangential purpose, such as consumer demands or mere tradition.
In April and May of 1842, Edgar Allan Poe published a pair of reviews in Graham's Magazine of Nathanial Hawthorne's Twice-Told Tales. These reviews would go on to become quite well-known and influential pieces of literary criticism owing to their careful delineation of the significance of the short story. Poe celebrates the short "tale" as a genre, particularly because of its ability to sustain a "unity of effect" owing to its total consumption by the reader within a single sitting. He notes that such a unity of effect requires of the author that "there should be no word written" which does not contribute to the "pre-established design." Most video games, of course, are not consumed in a single sitting and thus do not sustain a single unity of effect quite as Poe imagined for the short tale (though Poe might well have been impressed by our ability to serialize such effects as we do with modern TV and games). Nonetheless, his concept of the unity of effect is an instructive one.
At every point in the creation process of a work of media, the artist is making a representational choice with every piece that goes into the work. Likewise, the audience is making an interpretive choice at every moment in the experience of that piece. Each aspect of a work of art is a tool for creating meaning in some way, and something like Poe's unity of effect is achieved when all of these pieces are used together effectively in service of theme. If a game designer abdicates responsibility for feelings of frustration or achievement and tense focus or casual relaxation, then the designer is abandoning a portion of the thematic control the medium offers. No longer does the designer have any information about the emotional state of the audience at any given moment, and thematic meaning through game mechanics may be lost. There is no unity of effect, for at any point various aspects of the game may be working against each other emotionally. For these reasons, I suggest that it is not enough to simply take user-controlled difficulty settings as a given necessity and merely discuss various attitude toward them (as people have done, for example, here, here, and here). Instead, designers and critics must address this problem more fundamentally. They must ask what difficulty means in a given game, and seek to wield it as a tool for creating meaning. At times, this may mean removing control over such aspects from the audience.
I imagine that many players and designers would view the sacrifice of such user control as something that approaches sacrilege. To anticipate some of the objections, I note that I am not advocating a wholesale abandonment of variable difficulty - I am advocating its careful application with artistic purpose over haphazard adherence to convention, which at times, especially in some narrative-driven games, may mean abandoning difficulty settings. Perhaps it is no accident that many of the most artistically acclaimed games, such as Braid or Ico, lack the community-mandated difficulty options menu. Others might object to a lack of user-controlled difficulty settings from a more practical angle: customers expect them, so their removal might be a financial mistake. I suspect that this objection rests on faulty assumptions, because I doubt that any reliable statistics exist regarding how this would affect sales. Still, if it is an issue, it could be easily mitigated. In Valve's multiplayer shooter, Team Fortress 2, the default settings cause a warning to pop up if a player tries to join a server with more than 24 players. The message warns that the game has been designed for 24 or fewer players, and may not create the same experience with more than that. Because it is relatively simple to implement features like reduced or increased difficulty, designers could accompany alternate settings with a similar warning.
The demand for players to have endless control over their in-game experience in all cases, such as with difficulty settings, is a symptom of how much of the populace views video games. In demanding such features without regard for thematic meaning, we are treating games as consumer products rather than artistic media. Surely some aspects of consumer demand inform all media, but I would prefer that we treat games more like we treat film and literature and less like we treat microwave ovens and lawn mowers. If we are to move in this direction, we must view every game design decision in terms of its artistic meaning and its effect on the player. Re-evaluating how and when we utilize variable difficulty may be an important part of such a refinement.
Showing posts with label games as art. Show all posts
Showing posts with label games as art. Show all posts
There is a peculiar, though perhaps not wholly unexpected, trend in the way many people view and describe the experience of video games: players are demanding "immersion." Though this word is often ill-defined, it usually refers to something like the player's ability to fully identify with their avatar to the point of "losing themselves" in the game.
In some discussion forums, this word pops up in nearly every discussion that makes value judgements on games. For example, as of 2013-06-26, about 5% (360 out of 7260) of posts on Reddit's TrueGaming subreddit, which purports to be dedicated relatively serious games discussion, take "immersion" as their subject, and the subject arises in thousands of other posts in the comments sections. Authors of games criticism often take immersion as an a priori desirable facet to any narrative game, as Stu Horvath did in a recent lamentation of his inability to feel the frailty of the characters of The Last of Us. This assumption seems faulty, and I suspect that games criticism is doing itself a disservice with its obsession with 'immersion.'
But before we get to that, it's perhaps best to clarify the concept of immersion a bit. Players are not referring to the "immersion" of typical academic discussions of art, which is characterized by maximal illusion of reality (i.e., attempts at virtual reality; see, e.g., Grau's Virtual Art). Instead, when players talk about immersion, they are really referring to an aspect of narrative distance, to use more standard literary terminology. In narratological studies of literature (and, by extension, other narrative texts like film and games), narrative distance refers to the 'separability' of the narrator's point of view from the story presented. Put another way, it is the extent to which the audience feels directly involved in the narrative - does the narrator place the audience's perspective directly into the story or is the perspective removed from the action? To a large extent, narrative distance is a stylistic choice of the author, but it is also impacted by the audience's approach to the text, as Film Crit Hulk illustrated in a recent article about audience reactions to spoilers. So far, there hasn't been all that much talk about these concepts as they relate to games in formal sense, although Matthew Schanuel almost hit upon upon it over at the Ontological Geek, albeit in a rather limited sense.
The issue with gamers' obsession with immersion is that it is formally limiting. It is a similar to the problematic nature of discussing game in terms of how 'fun' they are, as Campster over at Errant Signal discussed last year. Briefly, Campster takes issue with 'fun' as a critical term for games both because it is ill-defined and implicitly excludes a wide variety of modes of engagement with the player (e.g., can a game convey feelings of suffering, rage, or cautious reason if it strives only for an ill-defined 'fun'?). These same issues arise with the term 'immersion.'
To begin with, the term is presently far too ill-defined to be useful critically. A simplistic reading of 'immersion' suggests that it is increased by minimizing narrative distance. Taken most literally, this suggests that first-person games rendered realistically with no HUD, cutscenes, or menus should be most immersive and, if immersion is a priori desirable, most successful. This definition excludes much of the term's usage, though. Engrossing third-person RPGs and MMOs (and even, sometimes, 2D platformers like Limbo) are often held as pinnacles of immersion, as a quick Google search will readily demonstrate. And while many players disable HUDs to increase immersion (indeed, many PC games have modifications available that remove HUD elements), it is not self-evident that this tactic actually does increase immersion in the sense that many players mean. Roughly aiming a gun in the real world, for example, is relatively intuitive even if one is not looking down the sights, thanks to our natural spatial awareness of our body parts. In a first-person shooter, the crosshair usually acts as a crutch to simulate this awareness. Removing it may counter-intuitively decrease immersion by forcing the player to more consciously consider the aiming mechanic itself. When using the term 'immersion' critically, these alternate interpretations are not usually made explicit, so the term loses any explanatory force.
Perhaps the more worrying aspect of the immersion obsession is how it limits the formal options that we tend to assign to games. Let's return to considering literature and film, for a moment. Most bestsellers attempt relatively low narrative distance. The work of Dan Brown or romance authors typically places the reader close to the action, taking omniscient points of view while emphasizing the physical and sensory aspects of plot advancement. Similar approaches exist in blockbuster films. This approach is obviously quite successful in terms of interesting consumers, and it can create great empathy with characters. If we widen our net a bit, however, other successful options become apparent. In the canon of classic literature and film, many of our most revered texts are those rife with formal experimentation. (We will not mention other media, such as poetry and sculpture, that typically make no attempt whatsoever to create anything like immersion.) A work like Joyce's Ulysses, frequently considered among the greatest novels ever written, is hyper-allusive, carefully structured, and full of word-play. In short, it employs many techniques that require a large narrative distance to fully appreciate, and it thoroughly discourages long-term immersion despite the elaborately realized world that it creates. Even more extreme is something like Italo Calvino's If on a winter's night a traveler, which alternates between the second and third person points of view, telling the story of the reader's attempt to read various novels. This novel self-consciously plays with point of view and narrative distance to examine how the reader-author relationship informs the act of reading and how that, in turn, affects our lives. Immersion is acutely broken in these works in service of their themes, and the effects achieved by doing so could not have been obtained through other means.
By implicitly asserting that immersion is always a desirable quality, we are discouraging the analogous formal avenues in games. While there will always be experimentation in the independent game development sphere, the obsession with immersion likely limits the ability of more mainstream development to use new and experimental devices in their game design. Perhaps more troubling, this tendency toward the praise of immersion limits the directions that we take in the critical discourse on games. We should not always be asking how a particular game could be made more immersive. We should not take immersion-breaking devices to be flaws in a particular work. Instead, we should be asking how different devices and narrative distances function within a given game. These are choices that game developers must consider when creating their game. If immersion is broken, we should not discard that as mistake but instead seek to understand how it alters the creation of meaning for the player by the game. If we encounter the game-equivalent of If on a winter's night a traveler, we must ask why the game is calling attention to our gameplay, not ask for a different game.
Games certainly have a unique ability to draw us into their worlds. That ability to create immersion opens up thematic pathways that are closed to other media, and that feature is often rightly praised. But surely games can also do other things. We already see this experimentation popping up in a range of recent titles, from the frenetic jump-cuts of Thirty Flights of Loving to the direct address of dys4ia. Let us not dsicourage the spread of such experimentation, and let us not do a disservice to games that do experiment with narrative distance by doing them a critical disservice.
--------
For additional interesting reading on the concept of immersion, see Jamie Madigan's article over at The Psychology of Video Games or the High Level Storytelling Design article at Frictional Games's blog.
In some discussion forums, this word pops up in nearly every discussion that makes value judgements on games. For example, as of 2013-06-26, about 5% (360 out of 7260) of posts on Reddit's TrueGaming subreddit, which purports to be dedicated relatively serious games discussion, take "immersion" as their subject, and the subject arises in thousands of other posts in the comments sections. Authors of games criticism often take immersion as an a priori desirable facet to any narrative game, as Stu Horvath did in a recent lamentation of his inability to feel the frailty of the characters of The Last of Us. This assumption seems faulty, and I suspect that games criticism is doing itself a disservice with its obsession with 'immersion.'
But before we get to that, it's perhaps best to clarify the concept of immersion a bit. Players are not referring to the "immersion" of typical academic discussions of art, which is characterized by maximal illusion of reality (i.e., attempts at virtual reality; see, e.g., Grau's Virtual Art). Instead, when players talk about immersion, they are really referring to an aspect of narrative distance, to use more standard literary terminology. In narratological studies of literature (and, by extension, other narrative texts like film and games), narrative distance refers to the 'separability' of the narrator's point of view from the story presented. Put another way, it is the extent to which the audience feels directly involved in the narrative - does the narrator place the audience's perspective directly into the story or is the perspective removed from the action? To a large extent, narrative distance is a stylistic choice of the author, but it is also impacted by the audience's approach to the text, as Film Crit Hulk illustrated in a recent article about audience reactions to spoilers. So far, there hasn't been all that much talk about these concepts as they relate to games in formal sense, although Matthew Schanuel almost hit upon upon it over at the Ontological Geek, albeit in a rather limited sense.
The issue with gamers' obsession with immersion is that it is formally limiting. It is a similar to the problematic nature of discussing game in terms of how 'fun' they are, as Campster over at Errant Signal discussed last year. Briefly, Campster takes issue with 'fun' as a critical term for games both because it is ill-defined and implicitly excludes a wide variety of modes of engagement with the player (e.g., can a game convey feelings of suffering, rage, or cautious reason if it strives only for an ill-defined 'fun'?). These same issues arise with the term 'immersion.'
To begin with, the term is presently far too ill-defined to be useful critically. A simplistic reading of 'immersion' suggests that it is increased by minimizing narrative distance. Taken most literally, this suggests that first-person games rendered realistically with no HUD, cutscenes, or menus should be most immersive and, if immersion is a priori desirable, most successful. This definition excludes much of the term's usage, though. Engrossing third-person RPGs and MMOs (and even, sometimes, 2D platformers like Limbo) are often held as pinnacles of immersion, as a quick Google search will readily demonstrate. And while many players disable HUDs to increase immersion (indeed, many PC games have modifications available that remove HUD elements), it is not self-evident that this tactic actually does increase immersion in the sense that many players mean. Roughly aiming a gun in the real world, for example, is relatively intuitive even if one is not looking down the sights, thanks to our natural spatial awareness of our body parts. In a first-person shooter, the crosshair usually acts as a crutch to simulate this awareness. Removing it may counter-intuitively decrease immersion by forcing the player to more consciously consider the aiming mechanic itself. When using the term 'immersion' critically, these alternate interpretations are not usually made explicit, so the term loses any explanatory force.
Perhaps the more worrying aspect of the immersion obsession is how it limits the formal options that we tend to assign to games. Let's return to considering literature and film, for a moment. Most bestsellers attempt relatively low narrative distance. The work of Dan Brown or romance authors typically places the reader close to the action, taking omniscient points of view while emphasizing the physical and sensory aspects of plot advancement. Similar approaches exist in blockbuster films. This approach is obviously quite successful in terms of interesting consumers, and it can create great empathy with characters. If we widen our net a bit, however, other successful options become apparent. In the canon of classic literature and film, many of our most revered texts are those rife with formal experimentation. (We will not mention other media, such as poetry and sculpture, that typically make no attempt whatsoever to create anything like immersion.) A work like Joyce's Ulysses, frequently considered among the greatest novels ever written, is hyper-allusive, carefully structured, and full of word-play. In short, it employs many techniques that require a large narrative distance to fully appreciate, and it thoroughly discourages long-term immersion despite the elaborately realized world that it creates. Even more extreme is something like Italo Calvino's If on a winter's night a traveler, which alternates between the second and third person points of view, telling the story of the reader's attempt to read various novels. This novel self-consciously plays with point of view and narrative distance to examine how the reader-author relationship informs the act of reading and how that, in turn, affects our lives. Immersion is acutely broken in these works in service of their themes, and the effects achieved by doing so could not have been obtained through other means.
By implicitly asserting that immersion is always a desirable quality, we are discouraging the analogous formal avenues in games. While there will always be experimentation in the independent game development sphere, the obsession with immersion likely limits the ability of more mainstream development to use new and experimental devices in their game design. Perhaps more troubling, this tendency toward the praise of immersion limits the directions that we take in the critical discourse on games. We should not always be asking how a particular game could be made more immersive. We should not take immersion-breaking devices to be flaws in a particular work. Instead, we should be asking how different devices and narrative distances function within a given game. These are choices that game developers must consider when creating their game. If immersion is broken, we should not discard that as mistake but instead seek to understand how it alters the creation of meaning for the player by the game. If we encounter the game-equivalent of If on a winter's night a traveler, we must ask why the game is calling attention to our gameplay, not ask for a different game.
Games certainly have a unique ability to draw us into their worlds. That ability to create immersion opens up thematic pathways that are closed to other media, and that feature is often rightly praised. But surely games can also do other things. We already see this experimentation popping up in a range of recent titles, from the frenetic jump-cuts of Thirty Flights of Loving to the direct address of dys4ia. Let us not dsicourage the spread of such experimentation, and let us not do a disservice to games that do experiment with narrative distance by doing them a critical disservice.
--------
For additional interesting reading on the concept of immersion, see Jamie Madigan's article over at The Psychology of Video Games or the High Level Storytelling Design article at Frictional Games's blog.
A recent paper by film critic Thomas Elsaesser (Elsaesser, T. 2011, New Review of Film and Television Studies 9, 247) offers an interesting take on how certain Hollywood movies invoke interpretation in the spectators. (You may want to at least skim it before reading this post.) He posits that a new sort of auteurism ("post-auteur") has arisen, and he discusses it by analyzing the work of James Cameron, especially his Avatar. In short:
But what does this have to do with video games? It strikes me that this is essentially a description of how interactive media functions with its audience. The narrative contradictions that create this effect – dubbed "cognitive switches" by Elsaesser – manifest themselves in games as player choice. The dissonance that a filmic auteur like Cameron can choose to create in his audience is inherent to all interactive media by virtue of the changing experience from play-through to play-through. While Avatar induces different experiences in the spectators' minds, interactive media makes these differences literal in the text. While an author of interactive media may be able to achieve a level of control that fixes the number available readings, the default mode of creating meaning is one of these cognitive switches because the player is forced to make ontological commitments toward a particular reading with every interactive choice.
Game critics often compare interactive media to filmic media, and we often interpret games using cinematic modes of thinking. Game developers, too, clearly follow many cinematic conventions in structuring their games. Most commonly, this approach manifests itself as a straightforward discussion of narrative structure and visual presentation. These modes of interpretation lie squarely within the bounds of classical narratological arugments and types of spectatorship such as the voyeurism of feminist film theory. But these methods are clearly inadequate for games, which require ludic approaches as well. In games, the spectator is empowered, so we cannot, either in design or interpretation, use only passive approaches in our thinking. We cannot apply passive film theories to active games.
What film critics like Elsaesser make clear, however, is that filmic media, especially within certain recent trends, also create meaning within an active context analogous to that of games. We see this spectator empowerment emerging prominently with the rise in popularity of "puzzle films" or "mindgame films" (see, for example, Puzzle Films: Complex Storytelling in Contemporary Cinema, 2009, ed. W. Buckland, West Sussex, UK: Wiley-Blackwell for an extensive treatment or the extensive bibliography over at Film Studies for Free). Auteurs such as Christopher Nolan, David Fincher, Charlie Kaufman, M. Night Shyamalan, and others are disorienting spectators in ways that reward detailed pattern recognition, and they are crafting films with viewing experiences that are substantially different on subsequent viewings. To extensively quote Elsaesser from his chapter in the aforementioned Puzzle Film edition,
What I hope to accomplish with this post is to demonstrate that filmic media, especially in the last few decades, activates its audiences in ways apart from narrative and cinematic images, which are the typical, but insufficient, points of comparison to games. These films empower the spectator to discover their rule-sets and make ontological choices, not unlike players do in games. The grammar of film studies is well-developed, but critics are just beginning to grapple with these new types of active interpretation and consumption. As game critics grappling with the same difficulties, we would do well to understand how an active audience informs our understanding of film, because that will certainly inform our understanding of interactive media as well.
This (for lack of a better word) post-auteur authorship can usefully be discussed in the case of Cameron under several headings: auto-representation and personalized narrative, affective engagement with diverse publics, ambition to effect through technology a change of paradigm. The first I shall discuss as 'control through access for all', the second as 'control through switches of premise and double binds', and the third as 'control through performed self-contradiction'.The control that is essential for any auteur theory is thus manifesting itself in a new way. Without reiterating the whole analysis, Elsaesser argues that Cameron carefully systematizes control of the audience's reactions by presenting mixed signals that induce cognitive dissonances. These dissonances "provoke the spectator into actively producing his or her own reading, in order to disambiguate the 'mixed messages' or to untie the knot of the double bind." Each spectator, then, arrives at a reading of the text that is at once at odds with the film and other readings but which results in a stronger "'ontological commitment' on the part of the viewer to his or her particular interpretation – a commitment that works in favour of the affective bond formed with a given film."
But what does this have to do with video games? It strikes me that this is essentially a description of how interactive media functions with its audience. The narrative contradictions that create this effect – dubbed "cognitive switches" by Elsaesser – manifest themselves in games as player choice. The dissonance that a filmic auteur like Cameron can choose to create in his audience is inherent to all interactive media by virtue of the changing experience from play-through to play-through. While Avatar induces different experiences in the spectators' minds, interactive media makes these differences literal in the text. While an author of interactive media may be able to achieve a level of control that fixes the number available readings, the default mode of creating meaning is one of these cognitive switches because the player is forced to make ontological commitments toward a particular reading with every interactive choice.
Game critics often compare interactive media to filmic media, and we often interpret games using cinematic modes of thinking. Game developers, too, clearly follow many cinematic conventions in structuring their games. Most commonly, this approach manifests itself as a straightforward discussion of narrative structure and visual presentation. These modes of interpretation lie squarely within the bounds of classical narratological arugments and types of spectatorship such as the voyeurism of feminist film theory. But these methods are clearly inadequate for games, which require ludic approaches as well. In games, the spectator is empowered, so we cannot, either in design or interpretation, use only passive approaches in our thinking. We cannot apply passive film theories to active games.
What film critics like Elsaesser make clear, however, is that filmic media, especially within certain recent trends, also create meaning within an active context analogous to that of games. We see this spectator empowerment emerging prominently with the rise in popularity of "puzzle films" or "mindgame films" (see, for example, Puzzle Films: Complex Storytelling in Contemporary Cinema, 2009, ed. W. Buckland, West Sussex, UK: Wiley-Blackwell for an extensive treatment or the extensive bibliography over at Film Studies for Free). Auteurs such as Christopher Nolan, David Fincher, Charlie Kaufman, M. Night Shyamalan, and others are disorienting spectators in ways that reward detailed pattern recognition, and they are crafting films with viewing experiences that are substantially different on subsequent viewings. To extensively quote Elsaesser from his chapter in the aforementioned Puzzle Film edition,
[T]he main effect of the mind-game film is to disorient the audience, and put up for discussion the spectator–screen relationship. The notable emergence (some would argue: reemergence) of mind-game films since the mid-1990s would be one sign of this "crisis," to which they are the solution at a meta-level.... [T]he mind-game films set out to aggravate the crisis, in that the switches between epistemological assumptions, narrational habits, and ontological premises draw attention to themselves, or rather, to the "rules of the game." These rules, in addition to what has already been said about them, favor pattern recognition (over identification of individual incidents), and require cinematic images to be read as picture puzzles, data-archives, or "rebus-pictures" (rather than as indexical, realistic representations).We thus see that recent films have activated the spectator by changing their artistic mode, and that this style is partially driven by the multi-platform, database-like way that we now consume media. Just as cinema has so informed how we structure games, there is little doubt that games have changed how we consume cinema.
Thus, what appears as ambiguity or "Gestalt-switch" at the level of perception, reception,and interpretation is merely confirmation of strategy at the level of production and marketing: with the mind-game film, the "institution cinema" is working on "access for all," and in particular, on crafting a multi-platform, adaptable cinema film, capable of combining the advantages of the "book" with the usefulness of the "video-game:" what I have called the DVD-enabled movie, whose theatrical release or presence on the international film festival circuit prepares for its culturally more durable and economically more profitable afterlife in another aggregate form. Which would lead one to conclude that the mind-game films make "mind-games" out of the very condition of their own (im)possibility: they teach their audiences the new rules of the game, at the same time as they are yet learning them themselves.
What I hope to accomplish with this post is to demonstrate that filmic media, especially in the last few decades, activates its audiences in ways apart from narrative and cinematic images, which are the typical, but insufficient, points of comparison to games. These films empower the spectator to discover their rule-sets and make ontological choices, not unlike players do in games. The grammar of film studies is well-developed, but critics are just beginning to grapple with these new types of active interpretation and consumption. As game critics grappling with the same difficulties, we would do well to understand how an active audience informs our understanding of film, because that will certainly inform our understanding of interactive media as well.
Back when Mirror's Edge came out,
there was a flurry of writing about it in the online gaming criticism
community. I didn't get around to playing it until it recently, so I'm a
bit late to the party in posting some thoughts on it. So I'll start by
rounding up the existing writing on the game before offering my
thoughts.
What People Have Said
I can't say too much about Mirror's Edge (hereafter ME) that hasn't already been discussed (I'm just not that original compared to some of these fine folks!), but I want to bring up Faith's role as a female lead again. It seems to me, especially given the developer's stated disappointment at the objectifying fan art, that the game was something of a conscious effort to address the role of female characters in gaming. Personally, I thought the game made some good forward progress in that respect, despite also making a few missteps, so I want to do some brief (and very incomplete) analysis of the game as a whole in that vein. Others have written about how well (or not so well) Faith herself works to address femininity in games, but not too much writing has looked at potential interpretations of other game aspects with respect to the state of female characters in the gaming world. I'll point out just a few things in the game that seem to comment on that topic, mostly in a simple allegorical way.
If we start from the premise (a mere hypothesis for the sake of this thought experiment) that ME is a commentary on female characters in gaming, it might be worth considering the ME universe as being symbolic of the gaming community. I don't think it's a stretch to assert that no artistic medium can really mature as an art form as long as it inherently excludes large segments of the human population. Gaming, in many critics' eyes, still suffers from this problem to a large extent, though a handful of games have dealt with gender and sex in a more balanced way. In a way, the art design of the ME universe at the largest scales is much like that state of affairs. It is rendered bland by it's lack of color, with only a few bright spots that stand out, not unlike how a medium is rendered ineffectual by lacking inclusion, save for the few developers that manage to do something different. Faith literally bounds from highlight to highlight, as if struggling to find meaning in a world that is otherwise hostile to her.
The gameplay itself argues for a rejection of the most common gameplay mechanic out there: combat. While the player is capable of fighting, it is a decidedly underpowered mechanic, so Faith's running ability and agility are favored in most situations. Even in combat, most moves don't kill but merely disarm. This is an implicit rejection of most games out there, which often rely on combat alone. Mindless aggression is a common stereotype of the male persona, so such a rejection is a comment, albeit a simple one, on male dominance in games. Just as gameplay mechanics are more interesting when fully developed into multiple modes (Faith still can fight, it just isn't her only move), games as a whole are more interesting when they embrace the whole of human experience, including that of other genders.
The character development of ME presents a bit of a bigger challenge in this interpretation, and I think that is because the developers missed the mark to a degree as far as the story, and thus character development, goes, as many reviewers have noted. Faith is the obvious one. Refreshingly, she is a strong female lead that, in this interpretation, serves as a proof of concept for a successful female character driven game. She is modeled more like a real woman, in contrast to the heavily objectified and sexualized characters that populate so many other games, and that helps to make the game inclusive and appealing to both men and women. While she is attractive, she is not sexualized simply for the sake of the male gaze. For the most part, I think Faith is a tremendous step forward in character design in games, but she's not without flaws. In some respects, the developers have simply made her a bit of a parody, by having her physically overcome hugely strong men. She's relatively skinny and lacking in muscle, and there is no way such a person could do some of the things she does. To some extent, suspension of disbelief works, but on the other hand, it seems that the developers were having her act like a man while looking like a woman. Still, she works overall.
There are other characters in ME. I was particularly intrigued by the janitor, arguably the most minor of characters. He (we know he is a he from a note on a computer screen) is unseen, but he leaves notes and objects throughout the levels of ME. He is characterized comically as rather dumb, and he is friends with his pet rat, seen throughout the game. To me, he seems to represent ignorant, but not malevolent, gamers that tacitly support the status quo. They, and he, do this to some extent through expectations for how a game should look and function. An action hero is surely a muscly man, as the janitor assumes in a drawing of the mysterious character who has been knocking down all the red doors. Still, the janitor senses that things aren't quite right, as is seen in another drawing featuring a rat in a cage, surrounded by watching eyes and armed men. Yet another drawing (inside the truck in the level, "The Boat") shows many featureless faces with one unique dark-haired individual, all surrounded by question marks. Perhaps this is the janitor's shock at catching a glimpse at the real main character of ME. I surely missed some of the little details regarding the janitor, as most are barely noticeable, so there is likely a good deal more subtlety in this regard.
Ultimately, ME seems to take a hopeful view of gaming's future ability to be inclusive of female characters and mature into the art form we all hope it will become. This hope is most elegantly expressed through the beauty of the city. It's grey and, in spots, ugly if you look closely, but upon backing up, you notice that there is a great deal of beauty about it. Indeed, in the final scene we see the city at twilight for the first time, and we see, amidst a sea of colorful blue lights, that it is capable of lighting up. That is one of the lessons of ME. While games are quite imperfect, including ME itself, there is great beauty there now and even more in its future, as long as we keep running forward against the odds.
What People Have Said
- First of all, I wrote a normal consumer-advice-format review here, in which I praised the game.
- Fraser Allison discussed how the game creates immersion (PDF).
- PixelVixen707 enjoyed the game and Faith's character design, despite some lapses in realism. [Update 2014-04-20: Link dead; no known accessible archival copy.]
- Andrew Vanden Bossche discusses the game's memorable gameplay and not-so-memorable story.
- Brinstar praised the game's art and character design despite some flaws, discussed the inclusive nature of Faith's character, and lamented the tacked-on feel of the story.
- One of the developers of the game was "bummed" by some objectifying fan art.
- Cineris took a more critical view of the game and Faith, commenting on some interesting similarities to cinematic trends.
- Kris Ligman initially compared Mirror's Edge's protagonist unfavorably to that of Portal, before backing off a bit. Brinstar also commented on this comparison.
- JBurger looks at the flaws in the gameplay.
- Will Tiddy wrote a "semiotic analysis" of the game, but ultimately I found it a bit simplistic.
- State of the Comic Art has a nice little review/analysis of the game. [Update 2014-04-20: Link dead; no known accessible archival copy.]
- In a very interesting post, Ben Medler argues that Mirror's Edge is modernist, while games like Assassin's Creed are postmodernist. [Update 2014-04-20: Original link dead; archival copy available here.]
- Iroquois Pliskin thinks the game is "so close" to being great.
- The Runner is a whole blog about various aspects of the game, and it's written in a very nice sort of prose. [Update 2014-04-20: Original link dead. Some text and images archived here. Text without images archived here. Some posts can be seen in complete text+images form at this archive - filter the results by typing the number "1913" in the filter text box. See also this article about the disappearance of this blog.]
- Richard Terrell compared how the game functions in 2D vs 3D: Part I, Part II, and Part III. [Update 2014-04-20: Links corrected.]
- Over at "the earth is dying and we do not notice it," there is a piece looking at the architecture of the game. [Update 2014-04-20: Link corrected.]
I can't say too much about Mirror's Edge (hereafter ME) that hasn't already been discussed (I'm just not that original compared to some of these fine folks!), but I want to bring up Faith's role as a female lead again. It seems to me, especially given the developer's stated disappointment at the objectifying fan art, that the game was something of a conscious effort to address the role of female characters in gaming. Personally, I thought the game made some good forward progress in that respect, despite also making a few missteps, so I want to do some brief (and very incomplete) analysis of the game as a whole in that vein. Others have written about how well (or not so well) Faith herself works to address femininity in games, but not too much writing has looked at potential interpretations of other game aspects with respect to the state of female characters in the gaming world. I'll point out just a few things in the game that seem to comment on that topic, mostly in a simple allegorical way.
If we start from the premise (a mere hypothesis for the sake of this thought experiment) that ME is a commentary on female characters in gaming, it might be worth considering the ME universe as being symbolic of the gaming community. I don't think it's a stretch to assert that no artistic medium can really mature as an art form as long as it inherently excludes large segments of the human population. Gaming, in many critics' eyes, still suffers from this problem to a large extent, though a handful of games have dealt with gender and sex in a more balanced way. In a way, the art design of the ME universe at the largest scales is much like that state of affairs. It is rendered bland by it's lack of color, with only a few bright spots that stand out, not unlike how a medium is rendered ineffectual by lacking inclusion, save for the few developers that manage to do something different. Faith literally bounds from highlight to highlight, as if struggling to find meaning in a world that is otherwise hostile to her.
The gameplay itself argues for a rejection of the most common gameplay mechanic out there: combat. While the player is capable of fighting, it is a decidedly underpowered mechanic, so Faith's running ability and agility are favored in most situations. Even in combat, most moves don't kill but merely disarm. This is an implicit rejection of most games out there, which often rely on combat alone. Mindless aggression is a common stereotype of the male persona, so such a rejection is a comment, albeit a simple one, on male dominance in games. Just as gameplay mechanics are more interesting when fully developed into multiple modes (Faith still can fight, it just isn't her only move), games as a whole are more interesting when they embrace the whole of human experience, including that of other genders.
The character development of ME presents a bit of a bigger challenge in this interpretation, and I think that is because the developers missed the mark to a degree as far as the story, and thus character development, goes, as many reviewers have noted. Faith is the obvious one. Refreshingly, she is a strong female lead that, in this interpretation, serves as a proof of concept for a successful female character driven game. She is modeled more like a real woman, in contrast to the heavily objectified and sexualized characters that populate so many other games, and that helps to make the game inclusive and appealing to both men and women. While she is attractive, she is not sexualized simply for the sake of the male gaze. For the most part, I think Faith is a tremendous step forward in character design in games, but she's not without flaws. In some respects, the developers have simply made her a bit of a parody, by having her physically overcome hugely strong men. She's relatively skinny and lacking in muscle, and there is no way such a person could do some of the things she does. To some extent, suspension of disbelief works, but on the other hand, it seems that the developers were having her act like a man while looking like a woman. Still, she works overall.
There are other characters in ME. I was particularly intrigued by the janitor, arguably the most minor of characters. He (we know he is a he from a note on a computer screen) is unseen, but he leaves notes and objects throughout the levels of ME. He is characterized comically as rather dumb, and he is friends with his pet rat, seen throughout the game. To me, he seems to represent ignorant, but not malevolent, gamers that tacitly support the status quo. They, and he, do this to some extent through expectations for how a game should look and function. An action hero is surely a muscly man, as the janitor assumes in a drawing of the mysterious character who has been knocking down all the red doors. Still, the janitor senses that things aren't quite right, as is seen in another drawing featuring a rat in a cage, surrounded by watching eyes and armed men. Yet another drawing (inside the truck in the level, "The Boat") shows many featureless faces with one unique dark-haired individual, all surrounded by question marks. Perhaps this is the janitor's shock at catching a glimpse at the real main character of ME. I surely missed some of the little details regarding the janitor, as most are barely noticeable, so there is likely a good deal more subtlety in this regard.
Ultimately, ME seems to take a hopeful view of gaming's future ability to be inclusive of female characters and mature into the art form we all hope it will become. This hope is most elegantly expressed through the beauty of the city. It's grey and, in spots, ugly if you look closely, but upon backing up, you notice that there is a great deal of beauty about it. Indeed, in the final scene we see the city at twilight for the first time, and we see, amidst a sea of colorful blue lights, that it is capable of lighting up. That is one of the lessons of ME. While games are quite imperfect, including ME itself, there is great beauty there now and even more in its future, as long as we keep running forward against the odds.
I'm quite enamored of the free game, The Cat and the Coup. It's a sort of docu-game about Mosaddegh and the Iranian coup, cast as a physics puzzler against a disjointed collage art space. The player controls Mosaddegh's cat, who nudges Mosaddegh to action, as events are told in reverse-chronological order, until the timeline reverses to chronological when the gameplay portion ends. The player is, in a sense, looking back in time only to realize that these things are still progressing forward. But here I just want to talk about one device used in the game. Among many other things, I found the choice of the cat as the player's avatar, as well as other uses of animals in the art design, quite interesting.
One of the main historical points the game tries to convey is the role of Western powers in orchestrating all of these events. As the little black cat, the player compels Mosaddegh from event to event in his life, by doing things that seem quite inconvenient to Mosaddegh, like knocking him over or spilling ink on him. Interestingly, the leaders of the Western powers are depicted in the collage art as having the heads of animals, such as pigs or lizards, while common people are represented by clippings of real people from historical art sources.
First of all, this sets up a deliberate dichotomy between the two groups. It places Mosaddegh clearly with the people, and the cat clearly with the Western leaders, and, by extension, the player, too. To some extent, then, the game is an accusation, a statement that we, the game players, are responsible through our apathy for events of this sort that transpire. This is quite different than most games, which typically cater to appeasing the player entirely.
The use of animals in the Western leaders' character design also functions as a device to dehumanize them. They represent the authoritarian structures in place in our society that are carried out by these people rather than the people themselves on a personal level. The game makes no judgement of these leaders as individuals; they are taken in by the system and converted to these tools. They're a cautionary tale about what anyone could become, and, indeed, the player has become one.
But why a cat for the player? The cat conjures images of household intimacy. It is inherently nonthreatening and comforting, sleeping lazily on the mantle or on an owner's lap. It seems to suggest the level of reach of these structures. On a plot level, it may even symbolize some sort of operative working close to Mosaddegh. More generally, though, it is the ability of authoritarian structures to touch every aspect of our lives, even in the most intimate and private spheres. What could be more private than words spoken in the presence of only a household pet? By making the cat the prime agent of all that takes place in the game, even that trust is subverted. Since individuals seem to have so little control of their destiny in the political sphere represented in the game, we might even wonder if this extends generally, if we have any control at all.
But why a cat for the player? The cat conjures images of household intimacy. It is inherently nonthreatening and comforting, sleeping lazily on the mantle or on an owner's lap. It seems to suggest the level of reach of these structures. On a plot level, it may even symbolize some sort of operative working close to Mosaddegh. More generally, though, it is the ability of authoritarian structures to touch every aspect of our lives, even in the most intimate and private spheres. What could be more private than words spoken in the presence of only a household pet? By making the cat the prime agent of all that takes place in the game, even that trust is subverted. Since individuals seem to have so little control of their destiny in the political sphere represented in the game, we might even wonder if this extends generally, if we have any control at all.
This all combines to contribute to a wonderful directionless and melancholy feel to the game. The path events will take feels so set and hopeless to the player with all of these structures in place, whether the player consciously notices them or not. The soundtrack heightens this feeling, with Erik Satie's slow, aimless piano melodies creating atmosphere. Finally, the events become truly hopeless when we begin to go back to the beginning chronologically. Notably, when the actions are no longer interactive, we see real photos of the Western leader with no animalization, and they are just people like us. This ending packs an emotional punch, and much of it was set up by the use of animals to comment on the level of agency exercised by individuals.
Recently, someone on Reddit asked, "What are some must read texts for game design and fluency in reading deeper into games?" I gathered up all my favorite game-writing links and gave a brief summary of some of my own personal advice, and I posted a response. The content of that response has relevance to the stuff I write about on this blog, so I've transcribed it here in slightly edited form for the benefit of anyone grappling with a similar question:
My standard advice for becoming proficient in analysis is to not limit yourself to reading about games. To be truly good at it, you need a broader base; you should become fluent in film and literature and their analysis as well. Obviously, this also requires experiencing a decent selection of the important games, films, and writings, in addition to the essential games.Hope that helps someone out there!
Some other reddit discussions that might be helpful in this regard (I replied to all of them with links and ideas):
Generally useful game websites:
- Are there any resources with which to learn how to review games as properly as possible?
- What are the essential readings in the games-as-art debate? - Note that the top-rated comment here is a quote from the preface to The Picture of Dorian Gray, underscoring my suggestion to go broader than games. Also, the entirety of the preface from which that quote is taken is essential reading.
- Essential Games - What games should be required playing for studying the medium? What's the 'game canon'?
For becoming literate in film, you can find out what some of the more important ones are at They Shoot Pictures. I won't add a list of film writings and websites because there are just too many. It might be worth picking up an intro to film studies text book like Film Art: An Introduction and a compilation of critical film writing like Film Theory and Criticism. If you want more detailed suggestions on readings in film, let me know; I'm a huge film nerd. Similarly, picking up a book on analyzing literature might be helpful, too.
- Critical Distance - A great aggregator of game writing. Lot's of essential reading here.
- Raph Koster's Website
- /r/ludology and /r/truegaming
- Gameology
- Critical Missive
- Brainy Gamer
- Ben Medler - Tread Digital
- Popular Culture Gaming
- FILMCRITHULK - Mostly film, but also TV and games. The film stuff is essential reading, too, though. This article is particularly relevant to games-as-art.
- Click Nothing - See also the article on here in which the term 'ludonarrative dissonance' was coined. This is a concept you should know.
- J Burger Analysis
- The Game Critique
- Gamasutra
- Vintage Game Club
- The Slowdown
- Medium Difficulty
Another trick to finding out what you should be reading for any area like this, whether it be game design or film studies, is to search for syllabi for university courses on the subject. Typically, such documents have lists of suggested reading. Of course, if you're a student still, you might even be able to take such a course.
Posted by
Evan
at
11:28 PM
I've always had very mixed feelings about the Kingdom Hearts series. (Well, the Playstation 2 games, at least; I've never played the ones on other platforms. And Re:Chain of Memories is another story, that I won't get into here.) When I first read about it, I thought the concept sounded wonderful. The marriage of Disney stylings and injections of Square Enix characters and art sounds like an arrangement that could allow a wonderful assortment of tones, ranging from lighthearted humor to over-the-top melancholia. Playing Kingdom Hearts and its sequel, Kingdom Hearts 2, was indeed a fun experience. Something, however, was always lacking. I had fun, but I got nothing more out of it. My frustrations with Kingdom Hearts stem from its squandered potential. The brilliant concept was used to produce a standard game, when it could have been so much more, and, in a medium dying for original ideas, this seems like a bit of a sin. Here I'll examine how Kingdom Hearts failed despite being a fun game and a commercial success. It's unique position with regards to originality of concept, popularity, and high sales make it a great test case for a problem that plagues gaming in general.
Perhaps the first thing to do is to look at why the game was so loved by so many players. Patrick Molloy, in an article originally published on Bitmob, suggests that player identification with familiar ideas is a prime component. He identifies the familiar hero-journey archetype experienced by Sora with that of Odysseus and other mythical figures. I find those specific examples uninformative merely because Sora's quest is so vague and chaotic as to be identifiable with nearly any story if the proper parts are chosen, but, I think, Molloy has the right basic idea. He goes on to point out that the simple and frequent light-vs-dark, good-vs-evil, heart-vs-soullessness themes and symbology used in Kingdom Hearts are culturally conditioned into most Western players and are thus easy touchstones. Further, they are primary themes in nearly all Disney stories (which are themselves re-purposed from older tales), which have become "a new 'epic' history that nearly everyone absorbs," to quote Molloy. I'll take Molloy's premise a step further and point out that the gameplay itself contributes in the same way, by drawing on our collective knowledge of games. We have saved princesses since the first Mario games, the on-rails shooting of the gummi ship recalls early arcade games, and the action-RPG format is much loved on every platform. In short, Molloy's basic premise is that Kingdom Hearts "resonates" with audiences, hence its success.
Where I differ with Molloy is in the choice of the word "resonate." Resonance in media has a positive connotation. The word itself is borrowed from physics and math – a resonance is a phenomenon that creates a sort of amplification by aligning with what's already there. Similarly, the connotation of the word "resonance" in media is that, by creating identification in the minds of the audience with what is presented in the work, the work amplifies the depth of the themes that it presents. I don't think that Kingdom Hearts does this. While it creates identification in the mind of the player, it uses it to no end. Instead, I propose that simple nostalgia – a mere longing for the familiar – is a better, and more negative, term for how Kingdom Hearts functions in the mind of the player.
To see what I mean, we must return to the main themes of Kingdom Hearts. The series is primarily a (dual) Bildungsroman in form. Sora and Riku reach adolescence and must adapt to a life of responsibility while simultaneously evolving their various friendships and world views. They must work out their (perhaps, or perhaps not, platonic) love triangle with Kairi in the midst of new-found responsibility. They take different approaches, with Riku initially favoring a static state of affair while Sora pursues forward, and thus forces evolution within the group. In the midst of these interpersonal explorations, the game uses the characters' responsibilities to the world to assert unambiguously the existence of good and evil. It posits that a harmony of emotions is the only way to deal with this, vaguely arguing that one must listen to one's heart rather than mere logic while maintaining control of the evil aspects of yourself ("darkness").
But do the various forms of audience identification induced by the game actually enhance these explorations of theme? In my mind, not really. The overall planning of the structure of the story seems non-existent, with the various Disney worlds existing merely to function as gameplay levels forced into the narrative whole. The ideas implied in the player's mind by the Disney source material almost never cohere with the current state of character development in the main narrative. The world based on The Lion King, for example, occurs near the end of the series narrative long after Sora has committed to taking the weight of all the world's problems on his shoulders – why do we need to remember that its sometimes hard, but necessary, to accept responsibilities, as Simba's experiences reminded us, at that point at the game rather than when Sora, too, was struggling with such concepts early in the story? The Disney allusions thus induce some nostalgia, but they do nothing to enhance our understanding of the themes that the main narrative focuses upon. As a result, the themes of Kingdom Hearts remain very simplistic, and the work does not function well as a whole.
Now, let's imagine what could have been. What did the art of gaming miss out on when Kingdom Hearts delivered a disorganized, unfocused work despite its spectacular setting and concept?
Perhaps most obviously, the games missed a wonderful opportunity to explore how fiction, and art generally, impacts our lives as part of the collective unconscious. Disney films literally represent a sort of canon for a Western childhood, and, by extension, they figuratively represent a more general art canon for humanity's cultural evolution. The games could have explored the positives and negatives of this scenario. Since the game asserts the existence of good and evil, perhaps it could have looked at how prototypically good or evil characters influence our ideas of good and bad by exploring more depth of character than simple archetypes typically allow. Old Disney films, for example, are often overtly sexist or racist – the game could have gone back and explored these aspects of "good guys." Or perhaps developing how bad guys end up bad would have been interesting. Are these characters that Kingdom Hearts uses with so little thought really the best conveyors of morals? The use of the Disney canon also opens the question of how works are selected (perhaps unintentionally) to be in an art canon. The reliance on archetypes to create meaning also raises the question of fair use in art, so the game could have examined whether Disney's oeuvre is just somewhat derivative or if it is exploitation of a cultural past.
More directly in line with the games' themes, the series could have better explored the relative merits of emotional and rational decision making in our lives. As it stands, Kingdom Hearts celebrates the use of one's heart (i.e., emotional, gut feelings) unconditionally and without justification. It contrasts this with the unfeeling but logical Organization XIII, who are clearly presented as evil in the game. This is essentially the conflict in the Romantic and Enlightenment movements in art and philosophy, which would have been easy to explore in a game built around fictional allusions. Instead, Kingdom Hearts's approach is simplistic and borderline irresponsible, as it almost derides rational thinking when closely examined.
Finally, by using films within a game to create an audience response, Kingdom Hearts encourages a comparison between the two mediums. It suggests the question of how games function as art. The comparison to cinema is apt, as it is another new art medium, and its evolution could have been explored in light of gaming's evolution. The contrast of the old-school, arcade-like, gummi ship segments with the (at the time of release) cutting edge main game provides a perfect moment to call attention to this evolution. Gameplay's connection to narrative could have been explored by re-purposing the films to create new meaning through the gameplay. As it stands, though, Kingdom Hearts fails as art because it fails to ask any of these questions.
There is no doubt that the Kingdom Hearts series is fun and enjoyable, but how it creates that enjoyment raises other questions that it fails to explore. Its numerous allusions are used to induce nostalgic enjoyment rather than to explore the issues they raise. In this way, perhaps Kingdom Hearts is symptomatic of a problem plaguing gaming as a whole when it is considered as a meaningful medium. As much fun as I had with these games, I was unfulfilled, and I believe that that is because Kingdom Hearts was rendered largely meaningless by its choice of nostalgia over thematic purpose.
Perhaps the first thing to do is to look at why the game was so loved by so many players. Patrick Molloy, in an article originally published on Bitmob, suggests that player identification with familiar ideas is a prime component. He identifies the familiar hero-journey archetype experienced by Sora with that of Odysseus and other mythical figures. I find those specific examples uninformative merely because Sora's quest is so vague and chaotic as to be identifiable with nearly any story if the proper parts are chosen, but, I think, Molloy has the right basic idea. He goes on to point out that the simple and frequent light-vs-dark, good-vs-evil, heart-vs-soullessness themes and symbology used in Kingdom Hearts are culturally conditioned into most Western players and are thus easy touchstones. Further, they are primary themes in nearly all Disney stories (which are themselves re-purposed from older tales), which have become "a new 'epic' history that nearly everyone absorbs," to quote Molloy. I'll take Molloy's premise a step further and point out that the gameplay itself contributes in the same way, by drawing on our collective knowledge of games. We have saved princesses since the first Mario games, the on-rails shooting of the gummi ship recalls early arcade games, and the action-RPG format is much loved on every platform. In short, Molloy's basic premise is that Kingdom Hearts "resonates" with audiences, hence its success.
Where I differ with Molloy is in the choice of the word "resonate." Resonance in media has a positive connotation. The word itself is borrowed from physics and math – a resonance is a phenomenon that creates a sort of amplification by aligning with what's already there. Similarly, the connotation of the word "resonance" in media is that, by creating identification in the minds of the audience with what is presented in the work, the work amplifies the depth of the themes that it presents. I don't think that Kingdom Hearts does this. While it creates identification in the mind of the player, it uses it to no end. Instead, I propose that simple nostalgia – a mere longing for the familiar – is a better, and more negative, term for how Kingdom Hearts functions in the mind of the player.
To see what I mean, we must return to the main themes of Kingdom Hearts. The series is primarily a (dual) Bildungsroman in form. Sora and Riku reach adolescence and must adapt to a life of responsibility while simultaneously evolving their various friendships and world views. They must work out their (perhaps, or perhaps not, platonic) love triangle with Kairi in the midst of new-found responsibility. They take different approaches, with Riku initially favoring a static state of affair while Sora pursues forward, and thus forces evolution within the group. In the midst of these interpersonal explorations, the game uses the characters' responsibilities to the world to assert unambiguously the existence of good and evil. It posits that a harmony of emotions is the only way to deal with this, vaguely arguing that one must listen to one's heart rather than mere logic while maintaining control of the evil aspects of yourself ("darkness").
But do the various forms of audience identification induced by the game actually enhance these explorations of theme? In my mind, not really. The overall planning of the structure of the story seems non-existent, with the various Disney worlds existing merely to function as gameplay levels forced into the narrative whole. The ideas implied in the player's mind by the Disney source material almost never cohere with the current state of character development in the main narrative. The world based on The Lion King, for example, occurs near the end of the series narrative long after Sora has committed to taking the weight of all the world's problems on his shoulders – why do we need to remember that its sometimes hard, but necessary, to accept responsibilities, as Simba's experiences reminded us, at that point at the game rather than when Sora, too, was struggling with such concepts early in the story? The Disney allusions thus induce some nostalgia, but they do nothing to enhance our understanding of the themes that the main narrative focuses upon. As a result, the themes of Kingdom Hearts remain very simplistic, and the work does not function well as a whole.
Now, let's imagine what could have been. What did the art of gaming miss out on when Kingdom Hearts delivered a disorganized, unfocused work despite its spectacular setting and concept?
Perhaps most obviously, the games missed a wonderful opportunity to explore how fiction, and art generally, impacts our lives as part of the collective unconscious. Disney films literally represent a sort of canon for a Western childhood, and, by extension, they figuratively represent a more general art canon for humanity's cultural evolution. The games could have explored the positives and negatives of this scenario. Since the game asserts the existence of good and evil, perhaps it could have looked at how prototypically good or evil characters influence our ideas of good and bad by exploring more depth of character than simple archetypes typically allow. Old Disney films, for example, are often overtly sexist or racist – the game could have gone back and explored these aspects of "good guys." Or perhaps developing how bad guys end up bad would have been interesting. Are these characters that Kingdom Hearts uses with so little thought really the best conveyors of morals? The use of the Disney canon also opens the question of how works are selected (perhaps unintentionally) to be in an art canon. The reliance on archetypes to create meaning also raises the question of fair use in art, so the game could have examined whether Disney's oeuvre is just somewhat derivative or if it is exploitation of a cultural past.
More directly in line with the games' themes, the series could have better explored the relative merits of emotional and rational decision making in our lives. As it stands, Kingdom Hearts celebrates the use of one's heart (i.e., emotional, gut feelings) unconditionally and without justification. It contrasts this with the unfeeling but logical Organization XIII, who are clearly presented as evil in the game. This is essentially the conflict in the Romantic and Enlightenment movements in art and philosophy, which would have been easy to explore in a game built around fictional allusions. Instead, Kingdom Hearts's approach is simplistic and borderline irresponsible, as it almost derides rational thinking when closely examined.
Finally, by using films within a game to create an audience response, Kingdom Hearts encourages a comparison between the two mediums. It suggests the question of how games function as art. The comparison to cinema is apt, as it is another new art medium, and its evolution could have been explored in light of gaming's evolution. The contrast of the old-school, arcade-like, gummi ship segments with the (at the time of release) cutting edge main game provides a perfect moment to call attention to this evolution. Gameplay's connection to narrative could have been explored by re-purposing the films to create new meaning through the gameplay. As it stands, though, Kingdom Hearts fails as art because it fails to ask any of these questions.
There is no doubt that the Kingdom Hearts series is fun and enjoyable, but how it creates that enjoyment raises other questions that it fails to explore. Its numerous allusions are used to induce nostalgic enjoyment rather than to explore the issues they raise. In this way, perhaps Kingdom Hearts is symptomatic of a problem plaguing gaming as a whole when it is considered as a meaningful medium. As much fun as I had with these games, I was unfulfilled, and I believe that that is because Kingdom Hearts was rendered largely meaningless by its choice of nostalgia over thematic purpose.
Braid is perhaps the most talked about of the the current crop of highly acclaimed 2D indie games. It's creator, Jonathan Blow, has inspired polarized opinions, ranging from pretentious jerk to gaming messiah. I think it's safe to say reality lies somewhere in between. In any case, Braid seems worth talking about, because it seems to be impacting how people think about gaming. The internet is full of interpretations of the plot of the game, and those interpretations most frequently center around the somewhat simplistic conclusion that Braid is some sort of commentary on nuclear weapons. While there are undeniable references to the atomic bomb's creation, such an interpretation is incomplete because it fails to successfully implement the gameplay mechanics themselves when deriving meaning from the work as a whole. Other readings focusing on the nature of accountability, regret, and blind ambition tie the game together more convincingly (I will write up an analysis of this reading at a later date). There is another potential reading, however, that I'll turn my attention to here. I find that Braid can be convincingly interpreted as a comment on the state and progress of interactive art (i.e., "games as art") in addition to its more obvious personal and political themes.
To consider Braid fully, we must integrate meaning derived from the two nearly orthogonal modes through which Braid conveys meaning to the player. The first consists of the highly evocative and nonlinear text segments that comprise the plot, while the second is the extremely logical, linear (albeit convoluted with respect to plot) gameplay system that makes up the gaming portion of the title. It is worth noting immediately that the dichotomy of these two modes itself seems reminiscent of the medium of gaming. As an artistic medium, games are necessarily that intersection so far in their history. To function as a game, logical gameplay mechanics are required so as to allow for meaningful interaction across a range of players. The crux of the problem of expression in interactive form is how to implement such mechanics while still allowing the interactivity to contribute meaning beyond what non-interactive portions (e.g., cutscenes) of a work create on their own. If the the mechanics themselves contribute nothing, then the medium is wasted, and a non-interactive form, such as film or prose, could achieve the same effect. Perhaps, then, Braid is suggesting through the sharp juxtaposition of those two components that the player should be considering these issues when contemplating the themes of the game.
The prose portions of the game are present in the level-choosing hub worlds as a series of books that do not interrupt player control. This is significant in that it both suggests an attempt towards integration while keeping text entirely outside the game world. It does away with the frequent need to click through dialogue that is found in other games, and the player might therefore skip through it even faster. This is especially likely early in the game, when it becomes apparent that the text is not one coherent plot but before the gameplay has seriously deviated from an ordinary platformer. Later, in the game however, the player is forced to reconsider the integration of the prose. Because the final level forces two different readings upon the same scenario through the time reversal mechanic, one wonders about the integration of previous plot points with the gameplay. Reinspection reveal both the disorganized plot as well as the aforementioned thoughtful attempt, but partial (and intentional) failure, towards integration of prose with gameplay. This revelation, coupled with the time control mechanic, seems a comment on the state of games. So far, the medium has failed to adequately integrate exposition and gameplay, and the fixation and reliance on traditional gameplay modes has left the medium misinterpreted and incomplete.
Plot wise, the main character, Tim, is complicated. Initially painted as a hero, the final level suggest he is to some extent the villain, harboring stalker-like motives disguised in escapism. If his Princess is taken as a stand-in for an idealized state of the gaming medium, then we initially see Tim as a savior, one who pushes toward the ideal, only to find that he is stalking old tropes - he becomes the state of redundant development so often complained about. The persistent allusions to the Mario and Donkey Kong games support this idea. Those games embody the collective unconscious our society holds toward gaming; the mechanics and characters are nearly innate in our culture. If this is a game about gaming, then, what does it mean that there is never a Princess in need of rescuing in the castle? Tim seems to be simply escaping in those familiar images; he is, as the gameplay suggests, only able to continually look into the past while limiting his future. Like the general plot of the game, the Mario-like flags at the end of the worlds always fly backward compared to the ones in the games from which their inspiration was taken.
Parallels to the Manhattan project are suggested by the in-game text, perhaps hinting at gaming's origin. It is a technology that can be misused, and, perhaps, we are already at a state where it is hard to change its course. Complicated development cycles and closed formats hinder creativity, and few artists have emerged in this new medium. Perhaps development of the atomic bomb and the irreversibility of such a development, indicated by certain plot details, should be seen as a contrasting outcome to that of the development of cinema as an artistic medium, perhaps indicated by the serene graphic and sound design. We can go the route of unthinking blockbusters alone, or work at developing something new.
At the center of all of this is the gameplay. It is tight and focused, with logical and difficult puzzles that utilize a relatively unique gameplay mechanic. It is littered with little hints toward the potential of gaming. For example, Braid's universe is necessarily incompatible with the real world: in one level, velocity in space is linearly proportional to velocity in time, falsifying special relativity. Players must demand, it seems to suggest, that games utilize these world-breaking abilities in ways that actively add to an experience (this is in contrast to simple unrealistic artifacts of finite computing speed and imperfect simulation). The gameplay is exceptionally polished, which is in contrast to most other attempts at high-art gaming out there. Those games (I'm thinking of titles like, for example, those by Tale of Tales) mostly fail to use gameplay effectively to create meaning, and they thus maintain the dichotomy between gameplay and narrative. Braid rejects that dichotomy. The gameplay fundamentally enhances our ability to interpret the narrative. The continual manipulation of time, frequently in the context of otherwise standard game puzzles, forces us to displace our perceptions about the linearity of narrative. Games can create ambiguity of meaning through all of the unexplored potential paths that interactivity allows, in direct contrast the mediums like cinema. In Braid, the way that we have been playing the game is what tells us how to interpret the narrative.
Mixed into all of this is the overall structure of the game. Braid avoids a main menu or end credits, which keeps the player active from the moment the game is launched until it is shut down. It suggests an endlessness to the experience and hence to the creative process on which it is commenting. Similarly, there is the hidden collect-the-stars minigame. The stars are absurdly tedious to get. One requires more than an hour of inactive waiting, while another is impossible to get if you've completed all the puzzles as the game implores you to do. In return for collecting them all, the player is rewarded by being allowed to catch the princess and see a more bombastic ending. The game might be poking fun at the prevalence of mindless reward-based motivation as seen in many other games. In reward for all of the player's pointless work, a more mindless, but also more traditional, alternate ending is earned.
At the end of the game, a Mona Lisa can be seen going forward in time, but it changes to Duchamp's L.H.O.O.Q. when going backward in time. This change encapsulates one possible reading of Braid that I have roughly outlined here. If gaming is to mature as an art form, it must break from tradition in an irreverent way. The game asks us in an early level to commit what is traditionally platformer suicide by jumping blindly into a bottomless pit, only to be saved by time reversal. It asks us to do that with the future of games; we must make games that are willing to discard traditional game conditioning and learn from how past mechanics affected people. Braid is not perfect, and, indeed, that's part of its point. Gaming does not yet have a great masterpiece, but, like the castle built from levels at the end of the game, Braid "feels like an acceptable start." While there are certainly other thematic levels in Braid, such as the personal themes of learning and forgiveness, the game is intimately tied to its medium as well, and serves as an interesting commentary on that topic.
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