Touché, bitches!

Archive
Features

Every now and then I get a new game to play. This time round it happens to be Deus Ex: Human Revolution. When playing these new games, I find that I become completely immersed in the game via its graphics, storyline and freedom of movement.  I believe the last game or games to get my complete attention, possibly for too many hours, was the STALKER series. Now, I don’t know if this is a good thing or a bad thing, hence the title of this article.

Is there a tipping point where my gaming could destroy my AFK life?

We have heard many times that gaming can lead to anti-social behaviour, or at least more awkward social situations with a decline in the quality of social interaction (also this article). It has been blamed on aggressive (read this too) and sometimes even violent actions IRL. It is also the scapegoat for obesity, and it has even caused death.

But how has gaming affected me?

Obviously I’m not dead, so we can strike that out.

But do I have anti-social tendencies? Is my day-to-day life degrading? AM I OBESE?

Just looking at the above diagrams of what I perceive as my current life, I probably can’t be considered a hardcore gamer. Maybe my life should look something more like this:

But then if I take a step back and reassess, maybe it’s not just about the direct gaming, but the influences it has on the rest of my activities. Take for example the topics of conversation within my tight group of friends – that is my SC2 4v4 party – when we go out for a drink or dinner.

And maybe I should then consider how much time I spend sitting in front of a computer. Does the APMs that are recorded in SC2 correlate with my time in Vectorworks / Photoshop / Illustrator / InDesign?

Stay tuned for part II, where I continue to break down my social-gaming life.

Read More

Two articles have recently got me thinking about the interactions we are seeing between the visual elements of games and the aural. In this article on Osmos at Create Digital Music [via Critical Distance], Peter Kim discusses with its creators the process behind the sound design of Osmos and how the game’s mechanics continuously affect it. The other article is on the synaesthetics behind Audiosurf [also via Critical Distance].

Along with the works created by Brian Eno and Peter Chilvers’ project, Generative Music (Bloom, Trope and Air), Audiosurf and Osmos make interesting comments about synaesthetics in modern games. By way of extrapolation we can see them positioned across a sort of spectrum:

The game and thus gameplay is determined according to the music (music determines player’s actions): Audiosurf recognizes that music is as much a part of the game as the visual and mechanical side.

The music indicates aspects of the game and gameplay and vice-versa (music affects game and gameplay, game and gameplay affects music): Pacing in Osmos is suggested by pacing in the music. Conversely, visual elements alter the music. As Osmos creator Mat Jarvis says to Kim:

“I’ve always liked music visualisers like the Processing and Cymatics stuff, they’re quite compelling to watch how they react to the music, so it would be interesting to go the other way; by manipulating/ sculpting abstract shapes which then modify or even create sounds and music, especially using the new controllers like the Wii, [Microsoft’s] Project Natal and Sony’s Motion Controller instead of the mouse.” — Music, Physics, Space in Perfect Fusion: Interview, Creators of Game Osmos.

The player’s in-game actions determine the music (player’s actions determines music): In Generative Music’s software as well as in works like Electroplankton, what the player does determines the music. Whether or not these works constitute games will not be discussed here, but they are relevant as, no matter what, they inevitably fall under the same banner as traditional games.

Following this line of reasoning, we can deduce the following chart:

chart_1

Simply put, this is a clear synaesthetic relationship being formed between long-standing components of games. I think it is quite wonderful how seamlessly music and gameplay are being integrated in this way. I know there are other games out there that attempt to form these environmental relationships, but the games chosen here demonstrate my point clearly. In sum, some questions:

  • Could this relationship be the result of more musicians taking active roles in game development? Generative Music, for example, has Brian Eno at the helm. Eno is a highly influential musician particularly with regard to the types of aural experiences we’re seeing in games. Wiki ‘generative music‘ for a summary of this.
  • What directions might these synaethetic relationships take games in the future?
  • And what other relationships might be built in to games in similar ways?
Read More

After three-years and fourty-thousand checks of my email, the Starcraft II beta finally arrived. I guess one of the perks of keeping a blog is that you get access to the newest things in video games as they happen, like DoTA remake Heroes of Newerth, as well as exciting developments in the field, like home-made and independent games. But after playing a fair few games of Starcraft II I got to thinking: is this game really “new”; is this game really exciting?

My first impression of SC 2 was, bascially, “wow — this game looks great, this game plays great, this game is great”. And, like culture shock, this elicited a feeling of excitement that this was something familiar (principally similar to Starcraft, common units) but completely different (new mechanics, new units, etc.). But also like culture shock, it wore off, and I was left with the reality of Starcraft II.

Starcraft II, from what I’ve gathered from the multiplayer component of the beta, is a really good game, even post-’culture shock’. The problem: it feels like a really glossy remake of Starcraft; it doesn’t feel like a revolution. As anyone who has been following the developent of the game will know, there are a few changes to the way the game can be played. For example, certain units can leap / scale cliffs and ledges, Zerg roaches can move burrowed. In my short time with the game, I have also noticed the drastic ’rounding’ of the Zerg game since Starcraft (they actually have an early game via roaches!). There is also more filled-out, linear progression from light to heavy units.

For me, some of these features felt like they could have constituted a heavy patching of the original game; the other features, while cool, did not and, in my experience, have not redefined the way the game is played. Low-tier unit rushes are still the same except Terran use a few marauders and Zerg use roaches instead of hydra. Protoss often incorporate stalkers, but can rely on early zealot pushes. Likewise, if playing against someone with even a slightly lower skill level, a fast tech to heavy air units still usually delivers a comprehensive victory.

That being said, there are some drastic improvements in the playability of the game: the ability to select multiple buildings, rally miners to resources, improved pathing,  generally less ‘bugged’ unit AI (I am yet to see computer opponent AI in full force), que upgrades, que rally points / commands, etc.

Yet in spite of all this, I return to my earlier point that Starcraft II just feels like a (very) comprehensive remake of Starcraft II. The improvements on Starcraft don’t constitute a revolution of the game. A revolution would imply a considerable, near-redefining shift in the fundamentals, but this has not taken place. Perhaps it is more helpful to consider Starcraft II in terms of evolution. If we consider the patching Starcraft mutations, then I’d say that Starcraft II constitutes, while drastic, just another mutation.

But so far I have only discussed the gameplay itself. The aesthetics of the game, on the other hand are completely different: the design of Starcraft has seen revolution. Units, buildings, terrain have obviously been intricately designed and benefit greatly from the gorgeous Havok-driven polygons. But such changes are to be expected and constitutes an article unto itself.

As you have probably gathered, I was left with the feeling that Starcraft II was more of a contemporaneous interpretation of the original and not the drastic revolution of RTS I was hoping for. Once the culture shock of the new units and (limited) new mechanics had worn off, I felt like I was playing the same game. This is not to say it is bad. In fact nearly every improvement is a liberating development on its predecessor. Additionally, playing Starcraft II is one of the most joyous and purely fun gaming experiences I’ve ever had. I chalk this down to a) its familiarity and b) the developed aesthetics and gameplay. It’s more than likely that the fundamental similarities between the two games were conscious master-strokes made by its developers. But that doesn’t undermine the fact that Starcraft II is to Starcraft as a human is to a chimp: on the surface there are substantial differences, but many of the same principals underpin both creatures.

In sum, Starcraft II does excite me and it is a greatly evolved version of Starcraft, but it is not a new genus of RTS. These are minor, analytical gripes, however, and hinge largely on my own expectations. All in all, anticipate enjoying the game immensely and being uniformly impressed by the work as a whole.

Read More

tb_osmosFor years now the PC games industry has been in an inexorable arms race. Once it was for higher resolutions, vaguely recognizable faces and bloom guaranteed to win the owner first prize in the village petunia growing competition. Now of course it is for those buzz-words of marketing spiel – edginess, immersion, open-world settings and (gack) emergent gameplay. Developers and publishers have fallen over themselves to declare that their new game alone will revolutionize the medium by letting the player go anywhere (within the set area), engage in fluid and cinematic conversation (along set dialogue trees) and look precisely twice as good as real life (if you have a computer system to rival Lucasfilm). But there is a growing force of gamers who just don’t want that anymore. The hardcore gamers are tired of broken promises and experiences that fall between half a dozen chairs. The casual gamers never wanted something so complicated in the first place.

tb_serioussam

So what is the answer? If the growing number of ‘old style’ games is anything to go by, it is for some developers to hark back to a simpler age. Over the years a number of oldie first-person shooters have appeared to various levels of success. Serious Sam is an iconic and tongue-in-cheek example where the screen is often filled with screaming  alien mechwalkers, animated skeleton beasts and half a dozen more incongruous enemies which the player is tasked with mowing down using a variety of super-sized weapons. Why? Who cares when you have a man-portable canon! More recently Darkest of Days, the new release from new team 8monkey Labs, lets you play as an American civil war era soldier armed with near-future weaponry in various battles throughout human history with only the thinnest of B-movie explanations as to why or how. Games like these prefer to revel in their own sheer unbridled gameness, with no pretention to rationality. We can certainly expect to see more of this to cater to people’s dulled palates – you might want to live of five-star restaurant cuisine sometimes you just gotta have a burger.

In a similar direction but simpler (and some might argue, ‘purer’) style are the mass of indie and flash games that  are gaining prominence in gamers’ and the general public’s awareness. Flash-games hosts such as Armor Games and MobyGames are more popular than ever and their developers are making money largely through sponsorship money gathered by the hosts from advertising revenue from the people playing the games.

Thanks to the easy availability of direct download services, independent developers can reach enormous numbers of potential customers and they would not be gathering attention if there were not people who wanted to play their simpler (by necessity as much as by design) games. There is no denying it – smaller, more concentrated experiences are what many people want.

This isn’t to say there is not a place for twenty hour FPS-RPG cross-player games with a development budget of $15 million and an equally priced marketing campaign, but it is clear if current trends continue they are going to be sharing a lot more digital shelf space with the likes of Portal, Peggle and GemQuest.

Chris Fox is an English Computer Games Design student at Staffordshire Uni, dabbling in games commentary and talking too much on the internet. You can find more of his incoherent ramblings at keysakimbo.blogspot.com.

Read More

I recently read ‘A Trilogy in 7 Parts’ over at Hit Self-Destruct (heart!). In the first part, Mitch Krpata exposes—rather earnestly—his feelings about the diminishing allure of video game journalism. But unlike his contemporaries in the field of lit criticism, he doesn’t bemoan any so-called death of journalism. Instead he credits game journalism with having become more informed and educated over recent years. And I, for one, agree with him. But why is it that while the standards of general journalism decrease in many other fields due to mass layoffs of editorial and support staff [1] [2] the standards of game journalism increase?

I think the coinciding of Web 2.0 and the rise of game criticism have had something to do with it. Where other types of writing have struggled to keep their heads above the surface of the ever-rising deep that is the ‘new media’, a school of game critics have formed itself within its boundaries and dexterously utilized its components. The high quality of online game writing produced has thus kept game writers—both print and web—on their toes.

But what can Web 2.0 offer writers that print can’t? Well, here are a few ideas:

  1. A new peer-review process: Game critics can post an article and have the whole internet fact-check, theory-parse and critique it. This is a new incarnation of the peer-review process.
  2. Journals 2.0: They are forming left, right, above and behind, just not in the form we’ve previously known. In fact, many members of them have never met. Community game blog Critical Distance, for example, essentially functions like a think tank by bringing amateur critics together and releasing podcasts and articles. Coupled with the peer-review process discussed in points 1, I’d argue we can consider this a type of journal.

  3. Direct contact between author and reader: In traditional academic fields, writers can rarely receive direct feedback from their audience but depend on the guidance of editors. But in the world of Web 2.o, writers who keep blogs get direct feedback and often in abundance. How does this apply to game critics? Well, because a lot of game critics are putting their work straight onto the internet, they put themselves at the critical behest of the entire community, often coming face-to-face (sort of) with people who know a lot more than they do. This results in a hell of a lot more accountability.

For many years, I’ve been involved in lit writing —both academic and journalistic—and the presence of critical lit writing online is non-existent save the traditional institutions (New Yorker, McSweeney, Paris Review). As such, lit journalists generally don’t have much pressure on them from online writing. Nonetheless, this issue is in the minds of many people in publishing [1] [2].

Game criticism, on the other hand, is far more prevalent on the net. And coupled with the above components, is of a generally high quality. By embracing the faculties of the new media, web-writers have consequently forced established journalists to improve and effectively save themselves.

When talking about Web 2.0, people tend to talk about how it is set to destroy traditional medias. Seldom do you hear how it can produce good writing. Hopefully, though, I’ve illustrated some of the ways faculties of the internet have helped produce good writing in game criticism and (arguably) incidentally improved game writing at large.

So why not start looking to the future instead of bemoaning the present? It seems to be accepted that all types of medias are changing rapidly. If you ask me, this means we should start preparing for a near-future that will be utterly different to the recent-past. Besides, I don’t think it looks that bad at all.

Read More

It’s a pet topic of certain authors on this blog to talk about a so-called postmodern turn in contemporary games. After reading about postmodernity in gaming on this blog, a fellow reviewer and journalist recommended that I play The Chinese Room’s Dear Esther. As she saw it, Dear Esther incorporates many of the conclusions of postmodernism much like The Path. I played it and agreed with her. But what was it that made her—and me—think Dear Esther would add interesting elements to the pomo argument? It wasn’t the genre-challenging nature of the game. Nor was it the inherent intertextuality. Dear Esther slots nicely into the postmodern argument because it is built around a highly polysemous narrative. In other words, the story is amiable to multiple—if not infinite—interpretations. I’ll begin with a quote from the developer about the game:

‘The user [of Dear Esther] navigates the environment, triggering audio fragments of a narrative which, together with visual clues and codes embedded in the world, build to create a story which is inherently constructed around the innate slippage of meaning and fragmentary nature of interactive experiences.’

Obvious in this quote is that the game was built around this idea of polysemy. In Dear Esther, the player—or ‘user’—is not given a cogent or even seemingly sensible narrative. Via audio of someone reading out letters to Esther and environmental cues like things written on walls or figures in the distance we are delivered fragments of something what we assume is a broad narrative. These snippets are fragmentary and discordant, so much so that the game fails to deliver a pre-determined plot. But this is the intention. Let me quote a commenter on Dear Esther’s Moddb page:

‘Lol. Im to scared to find out the secrets of this island, Can someone please tell me what all the writings are about [sic]’

The discordancy of Dear Esther’s ‘narrative’ is genuinely scary. It’s not because the island setting is grim and deserted. This isn’t enough to scare most gamers. What makes it so scary is our own minds; the way we interpret the cues we’re given in the context of someone wandering a deserted island. I should add here that we don’t know from whose perspective we’re playing. Is it Esther; is it the sender of the letters; is it a ghost; or is it someone/something else?

Anyway—back to postmodernism. Dear Esther is, as discussed above, completely polysemous. Like The Path, there is no set meaning to the text as a whole. Also like The Path, it doesn’t resolve the central ‘plot’ tenets. As such, any reading you give it is correct. Welcome, Postmodernity. Dear Esther successfully utilizes this postomdernist idea of polysemy to create an interesting and absorbing experience (see abiove). It also challenges the taxonomies that be: what is ‘game’; what can first-person games be; can games be art; and what is an ‘interactive story’ as opposed to a game? When you play it you’ll see what I’m getting at and I’m not going into these idea here. I’m going to posit something instead—games bereft of narrative conclusiveness are gaining prominence and postmodernism in gaming can be observed at some level across many modern games.

The Path, Dear Esther, Blueberry Garden, Mad World and many others provide the player with input that we assume is narrative-related. But we aren’t told anything conclusive and thus mould said inputs into something useful. As such, these games are polysemous. Postmodernism is a framework that’s overlaid on texts and not something necessarily inherent in their creation. But what these games do is bring the ideas of postmodernism to the fore and it should be noted that many of these games have other postmodern traits. And it should be noted that by implementing a polysemy in games, developers are acknowledging a dialogue that exists between them—the artist—and players. In other words, they acknowledge that how art is read is not entirely up to the creator and that it is often a compromise between inherent components in the work and the reader’s (player’s) interpretation.

I think it’s interesting how the medium is used to analyze the textual polysemy argued for by postmodern scholars. But not only do I think it’s interesting, I also think it’s very important. These games investigate the ideas scholars have thus-far only alluded to in books, film, music, architecture and art. From an academic-theoretical perspective, this helps to modernize the medium of games and forcibly bring them up to speed with other medias. I’d argue that this pomo turn in gaming is a reaction to the games as art issue—can games be considered art like other mediums? Of course they can. And these games demonstrate this by incorporating features of other types of text.

I encourage anyone who reads this to tell us about any other games that fit this description. I also highly encourage you all to play Dear Esther. It’s an enlightening and fascinating experience that none of us here at Touche will be forgetting soon.

Read More

I recently read this post at Sexy Videogameland which made me think about all the old games I played. Consequently, I went around to my parents’ and dug up all the old boxes that belonged to an array of PC, Game Boy, SNES and Playstation games. And this got me to thinking: many of these boxes, particularly PC game boxes, are well designed, embossed, large A4 and look good on a shelf like books do. These days I just download games through Steam or WiiWare or buy it in a standard plastic case. The transition happened without me noticing. So where did the boxes go and why don’t I mind that they’re gone?

There is a debate raging in dorky niche-blogs all over the internet about the death of the book. Not in the video-games-and-movies-are-destroying-books way, but in the e-books-are-cheaper way. People everywhere are worried that e-book readers like Kindle, e-books themselves and print-on-demand services will ultimately result in the demise of the book as an artifact. There seems to be a high value placed on books as objects and I for one can understand why—there is nothing quite like a beautifully designed and printed novel. Here is one example and another.

While there was a similar reaction when music started going digital, there seems to have been no fuss when video games did with the advent of services like Steam. I mean, think about it—books, music and games all manifest in ways that transcend the objects by which they are delivered: books in stories played out in the mind, music in aural and thoughtful stimulation and games in images, narratives and thoughts delivered through the screen. Almost gone are the days when you could buy a game in special edition packaging with embossed titles and shiny foils designed to move more units. I mean, they still exist, but they’re catered to hardcore consumers and have smaller runs than the old Starcraft special edition boxes did. That being said, almost all new games come exclusively via download or in plastic cases pioneered by the DVD and not actual boxes.

Why is this? Why do people on one hand fear the demise of books, records and CDs but barely bat an eyelid when some games become available only online [1] [2]? What’s the difference in these medias that facilitates this?

I personally think all these questions can be answered by considering this last question. Let’s start by comparing books and games. Books as we know them have been around for well over 4oo years when Jonathan was only a twinkle in great-great-great-great-great-great grandpa Blow’s eye. Books, as such, have a heavily ingrained set of traditions and practices associated with their appearance, their production and their societal values and people understandably don’t want to let this go. Once books go E, the printing press will all but disappear, designers will struggle for work as more people use open source layout tools to do it themselves, in lieu of reduced revenue publishers will cut costs resulting in lower quality books.

Video games on the other hand have developed in parallel with the technology that’s said to dissipate the book. Many of us, I’m sure, have downloaded demo games before buying their full-version boxed form. And after all, the packaging is secondary to the game itself. Also, video games are delivered in the same forms either by the internet or on a disk whereas books seem to be damaged by this sort of transmittal.

So why then the fuss about CDs? These arguments made about games surely translate there. Well, we musn’t forget that as music went digital, people weren’t sure about how a variety of other technological factors would impact: e.g. internet speeds, availability of media players. In other words, the associated technology was in a state of flux.

Video games, by comparison, quietly go download-only without anyone worrying about it or caring. It happened gradually as internet speeds went up. Also, gamers are generally young and are quite comfy using the internet. They understand that the media is more useful to them when stored remotely: you can’t lose it and it can’t be damaged or stolen. And I personally would rather see a healthy list of games in my Steam client than boxes on my shelf just as I’d rather see my iTunes library carefully organized than my CD cabinet alphabetized.

Like we’ve seen with CDs and even vinyl, we’ll still be able to find most games in stores and I don’t think any of us will live to see the day when bricks-and-mortar bookstores are boutique. But it is an interesting thought—that games, due to their nature, are manifest in something completely transcendent of their associated artifacts whereas books seem not to be. I argue this is to do with the cultures around them and not the objects themselves. As I mentioned earlier, special edition packaging was used to sell more copies of a game, but perhaps the gradual disappearance of such things suggest that gamers never valued these things like readers prefer a hard cover. That is, it’s a different culture with different prerogatives and a different understanding of the impacts of technology. Finally, I’ll leave you with a question not addressed here:

  • How do collectors of cartridge-only games fit into this discussion? Are they analogous with readers? How might Virtual Console and the like affect said people?
Read More

Critical Distance recently did a retrospective of BioShock criticism. It was a good post and made me want to go back and play the game. Which I did—for many, many hours when I should have been writing something else. Critical Distance’s (and 2K’s) fault—not mine.

Anyway… As I was remembering the good times and considering some of the fascinating criticism given about the game, I had a thought—I consider BioShock a member of the FPS category of games, but what really is the difference between BioShock and, for that matter, Goldeneye, Halo and Half Life and an RPG. The perspective is different, sure, but that being said, in these FPSs and you play a character who’s given objectives and missions and must accomplish an overarching goal. Read: these are basically first-person RPGs. Well, actually, there are some substantive differences.

Most RPGs have impetus the development of your character. Another difference is the focus on items and skill-building. In many FPS games, your character’s health and weapons kit remains pretty constant throughout the game. BioShock (which I’ll return to), Deus Ex and Oblivion are obvious exceptions to this.

As I said, you’re still playing a character who interacts with other characters and accomplishes quests to achieve end-game. This is the principal of every RPG and many FPS games. So why not, based on this, stuff these FPS games under that same umbrella as RPGs—FPS-RPG, perhaps?

Which brings me to BioShock. By taking substantive elements from both FPSs and RPGs, BioShock fuzzies the boundary between RPG and FPS. In BioShock we develop a character with a range of in-game skills, collect money to buy certain things and hunt Little Sisters to be able to enhance said skills. Yet you wield a weapon like most FPS games. Clearly, the developers refused to be constrained by their predecessors in the RPG and FPS genres; they refused to pick a camp. And this blurring of categorical boundaries is fascinating for the critic and forces us all to ponder what the difference is beyond perspective.

I put forward two explanations for the divide.

The first is quite simple: both genres emerged from difference places but are working to similar ends. The makers of FPS games come from the Wolfenstein and Doom tradition. Certain environmental, mechanical and gameplay features must be present. The same can be said for RPG developers emerging from the backdrop of twelve-sided dice and Dungeons and Dragons. In addition to this, in video gaming both groups aim to immerse the player in a realistic—but not realist—and interactive world where the players becomes a character with goals and aims. I must remind you that I mean FPS developers making narrative-based games. FPS, as I see it, accurately describes Counterstrike and Quake but not necessarily Goldeneye and Half Life.

Now to the second explanation—Central to this is that we may hinge this categorical difference on the idea of character development. In games traditionally classified as RPGs you develop the skill of the character that represents you in the game; in FPS games, it’s your skill in the real world—your first-person skill—that needs to be raised to accomplish harder missions. As your twitch skills and lateral thinking about environments improve in FPS games, you’re more successful. On the other hand, in traditional RPGs, to be more successful you must kill X monsters to gain Y experience to deal more damage and beat higher-level bosses.

I argue we can define these games not just on the grounds of the perspective from which you play the game, but where the skills emerge: in role-playing FPS games the skills develop in the actual player as opposed to the character, like in traditional RPGs. Both types of games reward longer gameplay, but where in RPGs its simple maths—more time grinding means better character—FPSs reward your physical ability used for actually playing the game. A nice case of this might be Counterstrike vs. WoW. My points above are applicable—better CS players have developed their skills where WoW players have developed their character’s skills and attributes.

As I mentioned BioShock takes substantive elements from both camps and can thus be described by both of the explanations given above. This results in a game that forces us to ask the question put forward in this article: what is the difference between many FPS games and RPGs? And, as is the want of this blog, BioShock advocates questions (I am Touche, Bitches! and I am here to ask you a question…) about video game categories and definitions. I recommend looking at the Critical Distance critical commentary for some great sources and discussions.

Read More

I tried to write a paper back in 2005 about minimalism in video games. It was a complete failure. The main tenets of minimalism—functional and visual simplicity, bare-bones design, an exposure of the critical elements of its category—seemed to be largely absent from video games. Sure, I managed to describe the components of some games using minimalism, but as an abstract taxonomy, it failed. I had lost all hope for the minimalist approach to games. Until now…

This week a copy of Blueberry Garden by Erik Svedäng landed on my desktop. After playing it for a few hours, I realized that there was something about it that I just couldn’t quite explain; a je ne sais quoi not present in other games. Overtly, it is a very minimal game—the gameplay is simple, the visuals sparse and beautiful, the music is used sparingly. Consequently, it occurred to me that perhaps a minimalist taxonomy could elucidate some of its defining features. You guessed it—it’s time to apply minimalism.

Before considering the game in these terms, let’s take a brief look at what defines a minimalist text. For the purposes of this article we can compress the definition to three key components. I don’t purport they are comprehensive, but they give you a working idea:

  • Minimalist texts embrace the core elements of their category; they are stripped to their essentials
  • Features of minimalist texts are highly economical. For example, in a lot of minimalist architecture, one component will serve multiple purposes.
  • Less is more: much can be expressed by only using simple features. E.g, minimalist writing is defined by an almost complete lack of adjectival phrases, using basic sentence structure and context to convey meaning.

Blueberry Garden arguably embraces these core minimalist values. In the first instance, it is obviously a highly stripped-down game. There is no evident story behind the gameplay and your actions and interactions with the environment are clear-cut (e.g. B will happen if you eat fruit A). Compare it with Braid and And Yet it Moves which incorporate new properties—temporal and spacial transfiguration—into the platformer genre. Blueberry Garden doesn’t do this but instead examines a set of core properties.

And it works beautifully. Like Philip Glass made music by isolating melody and rhythm, Erik Svedäng has made a game by isolating the “explore-find item” component of games. This feature, as you will know, is almost universal. So why is it different here? Well, Blueberry Garden doesn’t cloud the explore-find item condition with narrative and gives it no significance beyond it being a function of gameplay. Likewise, you don’t fight bosses to get items or even travel large distances. In this respect, compare it to most RPGs.

In addition, items are economically used as part of the environment. When you discover an object in the game, you and it are transported to a home location. As you discover more items, they stack on top of each other. You then travel from the top of said stack. The higher the stack, the more you can explore. Items serve a purpose that’s two-fold: 1) as items you must find and 2) as structurally part of the environment.

In music, minimalist compositions often contain repeated patterns and structures. Anyone who’s listened to Philip Glass or Arvo Pärt will be familiar with this. Blueberry Garden forces the player into a set of fixed patterns. But they are good patterns. You explore (fly around, swim, wander), bring items to home, repeat. In fact, the patterns used at the beginning are present at the end. Again, compare to RPGs where you’ll develop new skills, find new items and enter new environments. While most players will recognize patterns in their RPG play that exist throughout but they are varied by said factors; the patterns become buried.


Before concluding, I’d like to briefly address the minimalism in the games audio and visual design. Visually, the game is very minimal. This doesn’t need much explaining, but what is interesting is that there is almost nothing in the environment that isn’t purposeful. This was one of the critical comments made by minimalist art and design: that beauty doesn’t mean complexity; lines and simple colors are enough;
less is more.

Music, I find, also plays an interesting role. It is used sparingly and serves to highlight the sparseness and ranging beauty of the visual elements. Compare this with sculptors and architects who, instead of adding elements to the design itself, used lighting to accentuate aspects of it. That is, the music emphasizes not only the experience of playing but the experience of looking at Blueberry Garden.


While none of the analogies drawn in this superficial examination between Blueberry Garden and minimalism are perfect, I do feel that they are useful. Similarly, I understand that it’s meant to be a short, self-contained experimental game, but it works well as an interesting platform for the views put forward here. As such, applying the conclusions of the critique of minimalist work can illuminate some interesting things about this game. But, as always, we are left with some big Qs:

  • How might this analysis be compatible with other games?
  • Is the analysis useful? If so, what new ideas emerge? If not, where does it falter; should we reconsider “minimalism” when we discuss games?
  • In art and design, minimalism arose out of a reaction to abstract expressionism. Perhaps the components that make Blueberry Garden so interesting arose out of a similar reaction to its contemporaries; graphics-motivated games; and the generally high detail of most games?
  • How might the ideas of minimalism explain gameplay elements across video games? Could this be a useful tack in explaining things beyond the visual, auditory and text-based?
  • What more can be said about the visual elements of Blueberry Garden?

The purpose here is not to impose critique from other fields on video games but to work towards a new taxonomy using this critique as a starting point. I hope to to spur debate about these topics in pursuit of these taxonomies. So, you heard me. Debate!

Read More

About a week and half ago, on his blog, Japanmanship, JC Barnett wrote about the response to rape games in and outside of Japan triggered by Rapelay. Barnett places the issue in the context of—as he tells us—a general absence in Japanese culture of Western-style taboos regarding pedophilia and rape. I recommend not only taking a look at the article but also the debate that played out in the comments section.

The whole issue got me to thinking about how such arguments are delineated and resolved in contemporary critical terms; can, in fact, modern frameworks like postmodernism actually produce amiable outcomes? Let’s start by looking at the article in question.

While Barnett asserts that he “no great fan of censorship”, he takes a firmly absolutist tack on the issue:

“[games] have some responsibilities… but it is good to see… that Japan generally is looking into these sticky issues and agreeing a more responsible approach might be required.”

The responses are polarized in predictable ways. Many venture into relativism: what is “right” for one person may be “wrong” for another; such a topic can not contain absolutes. At the other pole are those agree with Barnett: we should, as a society, express our disgust at things like rape and pedophilia. This usually manifests in censorship.

Note: I find it interesting that the idea of these games affecting someone’s tendency to enact the contents was only lightly touched on. I won’t discuss it here because there is a wealth of information in support of the media not being an insidious entity. That is, people won’t kill after playing Doom. Someone who wants to kill might come to Doom, but the game won’t make them want to do it. Anyway, back to it…

Barnett bases his absolutist argument on the idea that games are not art; they are products and therefore have responsibilities beyond themselves. But who’s to say games aren’t art? Surely, at least some part of some games could be considered art? The narrative structure of BioShock, Braid and And Yet It Moves’ environments, Metalgear Solid’s player-game interactions, just to name a few. And perhaps I want to play Rapelay for it’s 3D environments and textures and not for the rape itself (I use this only as an example). I mean, I can appreciate Nazi deco design but be appalled by its content and purposes.

Similarly, the aforementioned camps have murky sides to each of their arguments. Those in the subjectivity camp back themselves into a corner where they, logically, have to be OK with other personally and culturally subjective things like customary law and child pornography. Conversely, those in the absolutist camp are ostensibly advocating censorship. This has its own swag of issues—by whose tastes do we censor video games; yours and mine or a politician’s? In liue of this, I must note that from some of the comments on Barnett’s post, I got the feeling that some people were made more uncomfortable by the idea of censorship than the content of the game. Censorship, I feel, can only be a conclusion from our analysis of the contents but should not inform how we analyze it.

So let’s attempt to abstract ourselves from these viewpoints and the censorship argument. How do most critics do this?—by applying an abstract framework. As is in vogue and the want of this blog I’ll follow postmodern lines and consider the benefits and inadequacies of the frame.

Firstly, we must consider the possibility of multiple readings of the text. Perhaps the developers meant us to consider the rape and the characters as analogous, as representative of something else. Perhaps it’s irony: a massive exaggeration of male-female power relations designed to make us question them? (I don’t agree with this at all, but for the sake of argument…)

This aspect of postmodernism is what gave rise to its push for subjective values: how you and I view corporal punishment may be different from someone else. Read: there are no absolutes under a postmodernist approach.

Obviously this is a slippery slope, for reasons discussed above. But it does highlight some issues associated with censorship. We’d be censoring this game based only on its overt content—we assume. Maybe the developers wanted to convey something more subtle; something beyond what is actually happening on screen? Now, I’m not suggesting this is the case, but postmodernism begs us to consider as much.

The postmodern argument clearly favors those who argue what’s right in my books my not be in someone else’s and thus censorship is flawed. Thus, in its own terms postmodernism works to resolve this issue.

In this case, I tend to agree with this line. But only with
a very clear but at the end. No one is getting hurt by simulated rape and I’d rather someone with these tendencies exert them onto a game like this than in reality. But this rule shouldn’t—nay, can’t—be hard-and-fast. Images of real rape and child pornography should not be allowed for many reasons that have been discussed ad nauseam throughout the media (e.g. how can we regulate these things, are all parties consenting, how would it work jurisdiction-wise).

OK, I just outed myself in favor of absolutes. In this sense, I agree with Barnett. But Barnett muddies his own argument by including art. Art is a far too subjective term. Where Barnett says games aren’t art, I might say they are. Besides, the games as art jury still seems to be out and not likely to return any time soon. And it is accepted that the explicit images in art can be offset by what they are trying to say. Hence, a ten-year-old can see nudes in a gallery but not at the movies.

If you subscribe to postmodernism then this debate is quite clear-cut. If you, however, believe postmodernism can ethically take you only so far, then the debate is stodgy and it’s hard to draw lines. I’ll conclude this with some of the questions raised:

  • If postmodernism is inadequate here, where is it adequate? That being said, is it relevant to this debate? And, further, if it isn’t relevant here, where is it relevant?
  • Is this debate split down censorship lines or ethical ones?
  • Should our attitudes towards child pornography and rape extend to simulated versions? If so, why? Largely, this hasn’t been explained.
  • How does the games as art affect this debate?
  • What other frameworks might resolve the issue more cleanly?

Oh, and do read Japanmanship. I’m quite a fan of Barnett’s writing.

Read More

I don’t mean to harp-on about this topic, but it seems to have grown in to an interesting discussion. This is largely thanks to a mention on the Tale of Tales website (the creators of The Path). The developers fortunately seemed amiable to my discussion of their use of postmodern techniques.

Which brings me to this post…

I mentioned in my original post that the game seems to be made “without a clear narrative”. I feel the need to clarify this, mostly so I do justice to a well made game. The Path lacks a clear narrative only in so far as you’re not explicitly told what events “mean” and how they relate to each other. Unlike, say, Diablo, where event and quests link directly into a clear narrative that’s explicitly delivered through the gameplay, The Path just gives you the events and you’re expected to string them together yourself. You’re not told why one girl happens upon a TV and another girl a ghostly campsite. You just know they must mean something. And this something must be determined by you; the player.

The inherent polysemy (multiple-meanings) of texts, as you will know from my previous post, is a tennet of postmodernism. The makers of The Path foregrounded this and succesfully used it to create a rich, satisfying and haunting experience. That being said, maybe I only found it haunting because of the way I interpreted the events; maybe I read the events in terms of something in my life; maybe you’ll interpret them differently and find them funny or sad?

It is a deeply psychological game that is ushering in a new type of game; the postmodern game. Soon, I’ll consider the HL 2 mod Dear Esther in similar terms. Stay tuned!

PS. I refer to it as a game only because this is a convenient term for this type of text. I maintain that whether or not it is a game is up to the player and their definitional conclusions.

Read More

The Path’s postmodern-ness doesn’t end with the comments in my last post. Some other aspects of it are favorable to postmodern critique:

  • By consciously lacking a narrative, The Path forces the player to give the event their own reading—how I interpret an event will be different to you. As such, it foregrounds the idea of textual polysemy.

  • The Path is also highly intertextual. By overtly incorporating structural elements from Little Red Riding Hood, it identifies that games rely on other texts like books. This is an important element of The Path for us to recognize, too. It helps bring games into a wider critical arena where their elements are considered on par with literature and film.

Again, check out the demo. It’s awesome.

Read More