By Leigh Alexander
Audiences constantly demand video games fight familiar boundaries. Weâre sick of the same old, same old. We want creativity, artistic integrity, elegance and depthâor do we? Do players know what theyâre asking for when they look for âmoreâ from games? And if this is really what we want, then whatâs with the mixed receptionâboth cultural and economicâwhen we get it?
Weâve seen it happen time and time again. A game can ring all the right bells in response to the clarion call for âart,â for âlegitimacy,â for âmoreâ â and yet fail to penetrate the market in a significant way. Examples? We asked for an adult game on Wii ever since the platform launched, and if you believe the internet, the lack of Wii games for grownup, hardcore gamers is a potentially lethal chink in Nintendoâs armor.
Yet March NPD revealed that Sin City-inspired, artfully violent MadWorld, which on paper is exactly what we asked for, performed only modestly at 66,000 units. Similarly, GTA: Chinatown Warsâ underwhelming sales performance on DS has been made an avatar for the idea that mature content on popular platforms just doesnât pull audience attention â even with high ratings. Then, of course, thereâs Capcomâs classic Okami example, the last-gen avatar for the baffling case wherein creative success doesnât match up to the commercial.
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Here at Kotaku last month, we talked about all the ways in which M-rated content isnât really yet mature. Now, we look at the viability of art gamesâand as sick of the âgames as artâ issue as most are, we wouldnât be so tired of hearing it if there werenât something missing, either in the conversation or in the games themselves. Whatâs holding them back?
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Designer and academic Ian Bogost recently theorized that what players are really asking for when they kick around the issue is not simply art, but legitimacyâ in other words, we know that games are capable of affecting players more deeply than the silly thrill of the headshot, so we want to see them try.
And yet the response to art games is usually mixed. Neither the critical press nor the consumer base seem to be universally decided yet on how to receive the work of developers like Jonathan Blow of time-bending Braid fame; Jason Rohrer, creator of thought-pieces like Passage and Gravitation, or Tale of Tales, whoâs slowly advanced on the art game scene with both The Graveyard, a brief essay on entropy, and the darkly allegorical The Path.
Off The Beaten Path
Tale of Talesâ The Path is the latest game on the scene to confuse traditional âgamers.â Itâs an exploration horror title that relies allegorically on the fairy tale of Little Red Riding Hood to provoke thoughts about innocence, curiosity, expectations, violation, growing up â or, at least, thatâs what the response has been from some. Beyond that, itâs difficult to describe without spoilingâ The Path might provoke you to think about something else entirely, and so the best way to understand it is just to play it.
Notably, itâs open-ended; itâs not task-driven, and whether or not there are âwinâ conditions is up for debate. Itâs a game that asks audiences to reconsider what a game âis,â but letâs not wander off The Path to tackle that issue today. Steve Gaynor, designer and author of the Fullbright blog, has an excellent door-slammer: ââIs it a gameâ is almost as useless as âis it art,'â he says. âDid you play it? Congrats, itâs a game.â
Gamers act very fatigued of familiar conventions; thereâs a jaded, blasĂ© attitude toward re-skinnings of the same old thing. Yet we often see confusion and hostility toward games that experiment with new ways of reaching playersâmaybe part of that is because both audiences and designers are stuck in old ideas about what games âare.â
Thatâs what Tale of Tales believes, so perhaps itâs unsurprising that The Path is a non-traditional gameâthe developerâs two-person team, MichaĂ«l Samyn and Auriea Harvey, are not traditional developers. In fact, they never set out to make games, and spent most of their careers as storytellers in other media â sculpture, painting, performance, graphic design and music, to name a few. The pairâs fascination with fairy tales and old mythology came out of the desire to work with existing story language rather than fight the fact, as they say, âwe werenât the greatest fiction writers in the world.â
âIn 2002, we threw ourselves into the reluctant arms of game development,â the pair tells Kotaku. âBecause, unlike the web technology we had been working with before, games technology was still continuing to evolve towards ever greater ways of making interactive art. It seemed like game technology would allow us to finally really create what we had only been simulating before.â
Stuck In A Rut?
Samyn and Harvey chose to work with video games, then, because they believed in the idea that games are capable of delivering art and story in unprecedented ways. But they admit to being a little disappointed at how rigidly both game developers and players insist so strictly on established conventions.
âWe quickly found out that many game developers donât think of their technology as a medium for artistic expression or even for touching people or telling stories about the world,â say Tale of Tales. âTo our surprise they were really fond of the very traditional game structures that they had inherited from board games and arcade games. And they enjoyed very much re-skinning the same game over and over.â
Regardless of how you feel about The Path, thereâs no universe in which a desire to try new directions for video games is a negative. âWeâre exploring the enormous potential of this medium for art-making. Weâre not interested in purity,â Tale of Tales explains. âWeâre not so interested in the history of videogames or the traditions of game design. Weâre taking the medium at face value and poking at it to see what it can do.â
But the team admits they were shooting for âcommercial potentialâ with The Path, moreso than with Tale of Talesâ Independent Games Festival award-nominated art game The Graveyard. But speaking on whether audiences are actually willing to pay $10 for The Pathâ âwe tend to be pessimistic,â say the pair. âIt seems to be very difficult to find an audience large enough to support our production without extensive effort outside of the purely creative activity.â
Pushing The Borders
Another inhibitor to greater commercial and cultural viability for art games is the difficulty in reaching mainstream audiences. Tale of Tales actually hopes primarily to reach non-gamers through work like The Path, but explains why thatâs a complicated proposition: âThe main thing that seems to be blocking this progressâif weâre allowed to call it thatâis the difficulty of approaching markets outside of the market for games,â they say.
âThe games industry is very well organized and very successful within its own ecosystem. But it has optimized all of its systems and habits for internal use. As a result, only gamers like games. And everybody else doesnât understand them or is even disgusted by them. Which is problematic for us. Essentially, we make games for non-gamersâand, in general, non-gamers hate games.â
Designer Jason Rohrer, known for poignant titles like Gravitation, Passage and IGF Innovation Award-winning Between, has bypassed the entire issue of the commercial viability for art games by making all of his titles free to download. âIâd say that Tale of Tales is not making games at
all, but something else entirely,â he says. âThey call their works âgamesâ out of simple marketing convenience.â
From that perspective, it makes a little more sense that gamers hesitate to vote with their wallets in favor of games like Tale of Talesâ if theyâre not meant to be âgamesâ as we know them.
âWorks like Braid and [Rod Humbleâs] The Marriage, on the other hand, are undeniably games. You can win both games, and in the case of The Marriage, you can also lose,â says Rohrer.
Still, thereâs no saying that The Path would be a commercial juggernaut even if it adhered to more familiar definitions of âgame.â Says Rohrer, âItâs not clear to me that âgaminessâ is correlated with commercial success. Braid was a commercial success and was generally embraced by mainstream players, while The Marriage was given away for free, and arguably couldnât have been a commercial success if it was sold.â
Rohrer says that game length, replay value or other measures of the amount of time players can spend with a game is a common way by which people determine their financial valuation. âBraid is more valuable to [gamers] because it takes five hours to complete; it contains a few dozen puzzles. The Marriage is like a single puzzle, and if you figure out what the mechanics mean, you are done playing.â
Itâs easy to blame the audience for not receiving progressive games the way they âshould.â But Rohrer argues that the primary obstacle to growth for art games is actually an absence of depth: âWeâre trying to push the medium forward into more meaningful territory, but we havenât figured out how to do that while also preserving the features that make games an interesting medium in the first place,â he suggests.
And Rohrer says itâs worth pointing out that lack of depth isnât just a problem in art gamesâitâs a problem for most games. âMainstream, commercially-successful games arenât deepâtheyâre just really long,â he says. â Long and shallow. Art game makers have rejected the notion of making a game unnecessarily long by repeating the same gameplay filler over and over for 40 hours. But what art game makers are producing instead are short and shallow games, at least in terms of gameplay.â
So itâs not that gamers donât want art, and itâs not necessarily that the audience is unprepared to embrace new definitions of games. The issue may just be that even though they push boundaries, art games suffer from the same problems as all video games do.
Looking Down The Road
Itâs not all bleak news for art right now. âWe do continue to be surprised by the amount of people within the games audience that do appreciate our work,â says Tale of Tales. âSo some things can change on the inside as well⊠There are even hardcore gamers to whom The Path is a true revelation.â
âThe Path seems to be selling to some people, which shows that there are some people who are willing to throw down money on it,â agrees UK journalist Kieron Gillen of the Rock Paper Shotgun blogâwhere staffer John Walker posted complex but ultimately mixed impressions of the game.
âIn fact, I suspect at the end of all this, The Path will end up doing financially better than the average indie game which recapitulates what weâve seen a thousand times before âbecause itâs exploring a relatively fresh niche,â says Gillen.
And Gillen suggests it may not be such a problem if people appreciate art games, but are unwilling to spend money on the experienceâthe Tate Modern in London, for example, charges ticket fees for special exhibits, but the majority of visitors to the gallery simply visit the free exhibits.
Tale of Tales says itâs âquite pleasedâ overall with The Pathâs sales, even factoring in the âsteep dropâ within a week of the gameâs release. Thatâs a normal sales pattern, but it means the pair has work yet to do in order to help the game reach more people.
âTwo years from now, we will draw our conclusions,â say Tale of Tales. âSo far, it doesnât look like a project like The Path is commercially feasible without arts fundingâat least not within the current games community.â
âBut we donât intend to stop at its borders. Perhaps The Path can find commercial success in a whole new audience. Weâll let you know.â
âMaybe when we do this a few more times, and when other artists and designers join us, the audience will get more used to these âdivergent gamesâ and the landscape will change accordingly.â
Why âchange the landscapeâ? Plenty of gamers just want to play Halo, and thatâs fine. But pushing the boundaries of traditional design is the only way video games will gain a greater cultural presence. Without titles like The Path, games risk being relegated to permanent insularity. Audiences and designers who care about games must playâ and buy â these kinds of games, and accept their role in the future legitimacy of the medium. Otherwise, âgames as artâ will remain nothing but a tired talking point.