We tend to hyperbolize whatever game comes along and eeks a feeling out of us besides adrenaline because the experiences are few and far between. Journey, The Walking Dead, To The Moon. Itâs early days for games exploring the emotional spectrum, and Iâve got two pieces digging deep into this idea from totally different angles. It begs the question: do we want this?
This conversation often quickly bogs down into what individual people desire from video games. Itâs where terms like âwalking simulatorâ come from for Gone Home and its ilk. Are mechanics inherent to the term âvideo gameâ? Can you even come up with a good definition for mechanic?
This isnât new, obviously, but the heated discussions surrounding these ideas is what makes me truly excited about the future of games as a medium. That we canât come to a consensus on what video games even are anymore means theyâre quickly becoming something else. Video games were always supposed to become bigger than the people who quietly championed them.
All that said, Iâm excited as heck to stomp on some zombie heads in Dying Light this weekend!
BOOYAH! See you next week!
Hey, You Should Read These
âRomanticizing Tragedy: Should Disaster Games Be Fun?â by MaddyMyers
My âfavoriteâ game from 2013 was Papers, Please. Itâs not the game I had the most fun with, but when I mulled over what experiences impacted me the most, it was easily Papers, Please. I didnât blame others for being unable to get into the game, especially when theyâd remark to me about how utterly depressing it was. That was the point, and what Maddy Myers grapples with in her essay about This War of Mine. My wife, for example, doesnât really like to watch âsadâ movies. Sitting down on a Friday night to watch a film is about escaping the stresses of everyday life to her, a position easy to understand. But Iâm glad games are expanding to the point where âfunâ isnât the barometer of success. Iâm interested in having games make us uncomfortable, allowing us to empathize with situations we couldnât otherwise understand. Thatâs âexciting.â
âI say that because Iâm not sure This War of Mine is accessible. The depth of its sadness renders it unplayable, at least for me. I mean, I played it, for a little while, but I could hardly bear it. It made me angry and frustrated, and then I felt guilty about feeling angry and frustrated. The characters were going through so much, and there was nothing I could do to help them. The worst part was knowing that was exactly the point. The game wasnât even ham-fisted or pretentious about this lesson, eitherâit wasnât a game that pointed to itself and yelled, âSee, Maddy? War is bad!â Instead, it just crawled into my stomach and coiled there like a miserable snake, hissing at my heart.
Does that make it a âgoodâ game? What is its âfun factorâ? (Zero.) What is its âreplayability scoreâ? (Zero.) What purpose does it serve from a design standpoint? What lessons can other developers learn from This War of Mineâperhaps they can learn how to make a game that humans can only stand to play for a few minutes at a stretch, before craving the sweet release of death? What price-point would be fair to put on a completely miserable experience?â
âVirtual Reality, The Empathy Machineâ by Josh Costine
Weâre at the earliest stages of understanding the longterm impact of virtual reality, and thereâs reason to believe itâs simply the new 3D, a trumped up fad relegated to obscurity after a few years. I hope not. Iâve seen the power of virtual reality, how the experience of placing yourself into a world overwhelms you in a way a regular TV set cannot. Josh Costine experienced a set of experimental VR demos, ranging from a bomb detonation in Syria to a first-person account of a sexual assault. The latter caused him to swiftly leave the room in quiet disgust. Canât blame him.
âPerspective; Chapter 1: The Party places you at a beer-drenched college gathering. You play Brian, seemingly just another frat guy. As your eyes drift across the party, you come across Gina, pretty but pretty lonely, dancing by herself. You sway together, flirt, and drink.
But fast-forward, and Brian and his buddy have discovered Gina passed on the floor of a bedroom. For just a moment, you hope the two of you have pure intentions as you pick her and place her up on the bed. Then the scene turns sinister. Your friend suggests you take turns having sex with her as he gawks at Ginaâs unconscious body.
The disgust and guilt are overwhelming. I winced, stomach churning as my character gruffly pulled off her boots. My cringing face relaxed only slightly when the scene went dark as it gets too graphic. The story continues as Brian and his accomplice scramble to escape the party, catching just a glimpse of Ginaâs expression of shell-shock at the top of the stairs.
Most VR demos end with an attendant cheerily asking âHow was it?!â I was thankful that the woman who took the Oculus Rift headset back from me said nothing. I avoided eye-contact. Left in the exhibition room modeled after The Party, complete with keg and sagging couch, I slinked out silently. These behaviors mirror those of true shame. I wanted to crawl somewhere dark and disappear. Once I began to digest the emotions, though, I wanted to mobilize against campus sexual assault.â
If You Click It, It Will Play
These Crowdfunding Projects Look Pretty Cool
Unseen64 dedicates itself to finding information on cancelled game projects.
Deirdra Kiai, one of gamingâs most interesting young voices, wants your support.
Underworld Ascendantseems well on its way to reviving yet another old franchise.
Tweets That Make You Go âHmmmmmmâ
This Kate Upton game ad campaign $ would've more than paid for all of the first Dead Space's development.
â Ian Milham (@Monkey_Pants) February 2, 2015
https://twitter.com/embed/status/562406121214709762
Retro pixel art is a useful stylistic constraint for non-AAA game development. 200 triangle characters could be, too.
â John Carmack (@ID_AA_Carmack) February 3, 2015
https://twitter.com/embed/status/563414823229456384
Oh, And This Other Stuff
A Snowy explored the consequences of severe player restrictions in Fallout: New Vegas
Rami Ismaillaid out how understanding the industryâs failures is how we succeed.
Phill Cameron interviewed Campo Santo about moving from zombies to forest fires.
Derrick Sanskrit mulled over how Life Is Strange invokes the whateverness of teenage life.
Adrian Chen followed a group focused on confronting Internet harassers in real-life.
Adrian Chmielarzargued tropes in games stories donât always have to be a bad thing.
Imran Khan pointed out how games can help us better understand other racial identities.
Clickhole had the video weâve been waiting for: lesbians explaining Sim City cheat codes.
Critical Distancehighlighted some of the best Letâs Play videos around the web.
Lindy Westconfronted her most consistent and aggressive Internet troll.
Christian Nuttinterviewed the developers of Dark Souls II about player expectations.
Daniel Starkey contacted a number of indie developers about what itâs like to be indie
You can reach the author of this post at [email protected] or on Twitter at @patrickklepek