Once again, Ian Bogost changes the way I look at games. The first time was with persuasive games, and now with his latest article, The End of Gamers. I’ve argued in the past (not online) that games aren’t a medium. The reason for my conviction came from quickly considering the first couple of mediums that came to mind: print, photography, radio, film, etc., and then comparing them to games. I concluded that a game wasn’t a medium since one medium can pretty readily be translated into another. What’s written in words can be shown in a film, or vice versa. On the other hand, it isn’t possible to translate a film into a game. You can say your game is about Star Wars: Revenge of the Sith, but the gameplay itself is nothing like watching or even reading Star Wars episode 3. Instead of going into it here, I’ll just refer you to Jesper Juul’s argument.
The reason I don’t want to get into it here is because, well, I’ve changed my mind. My flaw was in having too narrow of a view of what a medium really is. As Ian points out, games are a medium of procedurality, of systems, a medium “that lets us play a role within the constraints of a model world.” Games are the medium through which the very procedurality of systems is transmitted, can be accessed, controlled and played with.
Once you fully grasp this concept, suddenly games aren’t just about either being entertaining or being serious. I think Ian says it best when he challenges us to “do with games what we do already, implicitly, with every other medium we use to create or consume ideas. We must imagine videogames as a medium with valid uses across the spectrum, from art to tools and everything in between.”
I’ve come to the point where I have to wonder why we still call everything in this medium a ‘game’, when that term implicitly connotes entertainment and basically just causes confusion or ruins the legitimacy of some interesting systems of play. Of course, I won’t propose or start using some new name, but there will either come a time when we will have to adopt a new name for this burgeoning medium, and ‘game’ will remain the name of entertaining systems of play, or else ‘game’ will need to lose its current connotations and come to express all interactive procedural systems, regardless of whether they’re just for fun or something else/more.
Ian Bogost has a new column over at Gamasutra called Texture where he makes the case for a tactile appreciation of games. From Go’s game pieces to bump mapping, to force feedback to games that “touch”. These touchy-feely, hard to quantify aspect of the games “are pleasures more subtle and confounding then the anonymous fun of solving a problem in a game”. But the concept of texture can be taken further than these simple tactile pleasures; a game’s texture can be used to relay plot.
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Yes, the “P” word. Allow me the benefit of the doubt.
Bogost briefly talks about how different meanings can be conveyed through force feedback: The tremor that accompanies gunshots in Call of Duty 4 alert the player to unseen dangers, the rumble of lose dirt beneath Link’s feet in Legend of Zelda: Orcania of Time signals buried treasure, and the pulse of your player character’s heartbeat in Silent Hill is an indicator of his current health. Interestingly, Bogost also adds to this last example that the heartbeat’s quickening pace as you get closer to death “instills fear”. This mechanic isn’t just an innovative, non-visual way to provide feedback to the player. It also adds something completely irrelevant to the game’s system of play, but quite remarkable to the game experience.
To take these kinds of textural effects even further, let’s take a look at Ico. For those unfamiliar with it, Ico is the story of a young warrior, Ico, who as part of his village’s tradition is taken to a mysterious castle. There, he finds a young woman named Yorda who he must save by helping her escape the castle without having her dragged away by shadow-like creatures. Ico also uses force feedback, but not for any game related reason. Ico can take Yorda by the hand to drag her along at a quicker pace. When they join hands a quick burst of force feedback reinforces this connection. The startling rumble of the controller mimics the startling physical sensation of a first touch, and the more you play, the more it comes to illustrate the tactile, sensual nature of their relationship, the trust and safety of holding hands. It can even come to signify the emotional connection of the two characters, reinforcing the emotional attachment the player starts to feel for Yorda.
This textural effect is pure plot. It comes to affect the way you feel, and is irrelevant to the game itself. But what if we wanted a textural effect that was more like the one in Silent Hill? Useful and evocative. Then let’s take the rumble effect in Ico a step further. Suppose that the controller also rumbled distinctly, sharply, when Yorda is attacked by shadow creatures, or if she is about to fall. The rumble would serve the useful purpose of giving the player feedback on Yorda’s well being, while the startling vibration would mimic the pang of fear and worry that Ico feels over her safety, emphasizing their relationship and again helping to reinforce the player’s emotional attachment.
What’s important to realize here is that all of these actual or suggested textural effects in Ico are basically irrelevant to the game’s system of play. Within the game’s rules, you have no choice but to care about Yorda’s well being since the player fails if she dies. Rumbling when Ico and Yorda join hands (or when she’s in danger) isn’t necessary to the player caring about Yorda, the player has no choice; but it nonetheless does add something remarkable to the game experience. These “added” textural effects are valuable because they enhance the way the game tells you its story. To borrow from Barthes, texture acts as a kind of indicial function, a part of the plot that establishes mood, atmosphere or gives character. Like a jump shot as opposed to a slow pan in a horror movie, the way you tell (show) the story adds to how the story is experienced. The jump cut will make the scene startling and ultimately more satisfying than the slow pan, although it doesn’t actually change the story in any way. Texture too is a way for games to establish mood, atmosphere or give character. These are tiny, aesthetic aspects of the way the story is told, yes, but ones that make the story richer for them.
