Photo via Henrik Berger Jørgensen |
There's nothing like being fashionably late to
a party, or a debate about formalism and games.
Oh, wait- I mean, a debate about formalism and digital games. Because if you've read all the posts and
back-and-forth's, you probably noticed one thing; it almost entirely centers on
the medium of digital games. Which is
not a bad thing, really. It just happens
to be a shame, because the topic is larger than the digital and should,
rightfully, include the medium of board games.
First off, I want to be clear that I'm not
going to discuss the grand old question 'are games art?' Personally, I find that question to be inane
and a complete waste of energy. Others agree. I'm totally certain that others disagree vehemently, but that's my
stance and you won't convince me otherwise.
What I want to investigate here is an
altogether deeper issue. Why, in all
this debate on the question of formalism, have board games been mostly
ignored? Because it seems to me that the
board-based brethren get short shrift when it comes to the debates circulating
around the larger topic of 'games'. Raph
Koster, who let loose a salvo in the formalist fracas with his 'A Letter to Leigh', does mention board games, but he also cloaks their presence, and by
extension the absence of other 'non-games', under larger issues of player
agency and 'gameness'. While I don't
agree with Koster's overall assessment, which I detail below, I do want to make
clear that by bringing board games into the conversation Koster has done the
debate a huge service.
Zack Morris time out: Pop quiz- what makes a
game a game? Would you be amazed to know
I'm playing a game right now? It's
called, 'Write a Blog Post' and I'm currently kicking the ass out of it. I'm winning in every way, despite having no
defined objectives (if I finish, did I really complete the game? If I quit writing my blog post, have I not
achieved some sort of win state? Does it
go on, ad infinitum?), and the only person playing is myself. I just earned bonus points for writing
this. End Zack Morris time out.
Specifically, let me address one particular
board game Koster brings up in his post- Brenda Romero's Train. Koster categorizes this 'game' as one that
"uses the fact of engaging with it at all to accomplish its effect,"
before asking if this type of 'game' is really just embracing 'narrative moves'
over "game-like moves." He
questions the aesthetic, implying that it is "something that should probably
only be done once, marveled at, and then moved past." By suggesting that Train is a game
where "the only moral move is not to play," Koster questions, at a
very fundamental level, if the aesthetic of play in this type of game is not
merely a twist, a sort of trick of narrative, thus making it not a game at all.
But is the only moral move not to play? To me, this is very indicative of a
'formalist' critique. This is something
board games have to constantly deal with, probably more so than digital games,
because many players categorize the board games they play according to very
formalist schemas. Caylus is a worker
placement game, Twilight Struggle is an area control game, Agricola is part of
the larger family of Euro games, and so forth.
It's easy to think of board games this way. But that's not the whole story. If you take a look at many reviews of games,
they focus on more than mechanics- they ask deeper questions of story, of
theme, of how the game actually plays.
These reviews, without explicitly stating it, ask, "How does this
game give me a narrative to interact with?" - which, in my mind, is
something deeper than a formalist critique.
It's a humanist critique. How
does this game make me react as a human?
Formalism is a product of the rational.
Humanism is a product of the metaphysical.
Returning to the question, "Is the only
moral move (of Train) not to play?", my answer is: no. It's not just no, it's a hell no. Why? Train
is about providing the player a sense, terrible as it is, of the sort of
grotesque, normalizing effects that focusing on transporting Jews to
concentration camps presents to those attempting to maximize and make efficient
such transportation. Playing Train
isn't supposed to be pretty, or even fun.
It's meant to be torturous, it's meant to make you ask and question the source
of your own humanity.
Did you take glee, ignorantly, of moving the
most amount of people to the end of the line?
Probably. And when you discovered
the true purpose of the game- moving representative figures to their
representative death- did you recoil and become sick at the idea? The ethical answer is yes. But would you have encountered this full
range of quandary, of questioning your own humanity, if you simply refused to
play the game out of moral concerns? To
be honest, the moral question brought up by Koster assumes you know what the
game is about before you play it. But
that posits perfect knowledge, which *any* game must assume you don't possess
at the first go-around. So my answer is
that if you want to know what this game is about, you absolutely have to play
it. And in doing so, in playing the game
of Train as it was meant to be played, perhaps you can affirm a part of
your soul and it's place among the larger population of humanity. Does this deny player agency? Does Train embody the qualities of
gameness? Is this just a trick of
narrative?
Asking these sort of questions, to me, is sort
of like the old adage: If you have to ask how much it costs, you can't afford
it. If you have to ask do these
qualities make Train a game, you probably shouldn't play it. I say this in no affront to Koster, but I do
think asking these sort of questions is indicative of the formalist trap of
evaluation. Which is, to say, I think
this falls along the same issues as asking if 'games are art'. Should you only play Train once? Perhaps.
Does that mean you can't watch others play it, see their reactions, and
take that experience in conjunction with your own? Brenda Romero designed the game, has seen it
played many times- and I'm pretty sure her answer would be 'no'. Because, in a metaphysical sense, watching
others play Train can be just as powerful as playing it yourself, even
if that game lessens its 'gameplay' effect after one session.
Now I'm fully aware that opening your argument
with a game like Train is a bit like dropping a hydrogen bomb to solve
an ant problem in your house. It's a bit
of overkill. But I make this example as
a way to demonstrate that similar metaphysical games, like so many Twine
examples, can easily be sunk in this same formalist quicksand without
considering, truly, their full effect on the player, or even those not playing
but merely observing a Twine game being played.
If your evaluative criteria is that "You can't do better at Train",
then you have blatantly favored the rational over the metaphysical. Which is fine, to a point. But it certainly isn't applicable to the
nebulous category that we call 'games'.
Games are, by their very nature, a blending of the rational and the
metaphysical. Board games tend to draw
this blending out in a way that video games do not, so easily, reveal. Because with board games, you have to address
the form they present at a basic level. But you absolutely have to go past that
for any real critique. You have to go
past mechanics to consider the humanist perspective.
Koster says 'art games' and AAA are about
control, that "they are…more about the author than the player." But I wouldn't be so quick to dismiss player
agency the way Koster is comfortable doing, especially with regard to deeply
personal games- like Dys4ia. As a player
of these of games, am I not affirming my place in the broader perspective of
humanity when I play a deeply personal game?
Why is the narrative effect a hindrance in Twine games, but for other
games- like Andean Abyss or Twilight Struggle- the narrative effect adds to
their luster and allure? When you step
out of the strictly rational bounds of critique, when you go beyond the form of
the game, you enter into a territory much less defined by exclusives or schematizations. You enter into the being of the player
themselves, their ability to take what is presented and draw their own lessons
from the act of play. I can think of no
greater surrendering of control than to let someone bring his or her own
interpretation to the fore.
Koster calls this process out "as rhetoric
and not…dialectic," with the consequence being that Twine games (or really any deeply personal games) "move against the fundamental current of
gameness." But I think this makes
the mistake of placing the game on a central pillar and reducing the role, the
agency, of the player who approaches this pillar. Koster says, "the unique power of games,
to me, lies in the conversation between player and designer." But I disagree- the unique power of games
lies in the conversation between the player and themselves while interacting
with a designers interpretation. If we
place the game on the pillar, as is the tendency of the formalist critique,
then we are accepting the supremacy of the rational over the metaphysical. If we place the player on the pillar, then we
reaffirm the humanity in the game and accept the presence of the metaphysical
in conjunction with the rational. In the
end, the pillar disappears under this ideal and we no longer are bound by
rhetoric. We become the dialectical.
Play is not something that begins when the game
starts and ends when it is put away.
Play is the process of using a rhetorical device to engage in a dialectic
with ourselves. That's why I can't agree
with Koster when he says, "games have had nothing to say for so
long." They have so much to say
that it's easy to just link this outpouring strictly to mechanics and then
reject what the game has to say by rejecting the mechanics linked to its
outpouring. When you imply that Twine
games impose a narrative rather than have the player construct a narrative,
that critique is easy to accept or recognize because the mechanics of Twine are
rather straightforward. But to look only
at mechanics and not ask the deeper, metaphysical questions of what play in
this medium produces as far as conversation between the player and themselves
is to miss a very large part of why games exist at all.
Or, to put it another way, to frame a game
experience as between a player and designer is to favor, exclusively, the
mechanical over anything else. But if we
frame a game experience as between a player and themselves, we can elude the
trap of formalism and go straight to the dialectical process play intrinsically
produces.
But I've digressed far too much from my main
question- why have board games been largely left out of this formalist
debate? Why are digital games entering
this phase now? I think, in part,
digital games are coming to terms with the *way* in which they are played. When people begin to critique the
effectiveness of Bioshock as a first person shooter, what they are really
critiquing is the necessity of using a standard game controller to interact
with the digital medium. Digital games
have long been experiences mediated through various controllers, and this
recent 'piercing of the veil' with regards to Bioshock should be seen as a turn
away from the formalist obsession with mechanics, and the controllers that
facilitate them, towards a bigger question of how does this formalist
'roadblock' hinder or not hinder the conversation the player is having with
themselves while playing the game.
That's why board games can, and should, provide
the digital game critiques with an exemplar of how to negotiate around various
formalist roadblocks. So many players of
board games ask these sort of questions every time they play. While many do, admittedly, frame this inquiry
around a mechanical theme- does the card driven mechanic of Twilight Struggle
enhance the gameplay experience?- the larger questions asked go to the heart of
what it means to interpret the game experience as a player. The various 'controllers' utilized in board
games are hardly fixed in place, and the numerous mods or house rules scrawled
on box tops are a testament to the wide degree of flexibility board games enjoy
over their more rigid digital cousins.
Now I would be the first to admit the board game/digital game
relationship is not a 1:1 experience, and there is only so far comparative
analyses can go in these sort of endeavors.
But the links are there, waiting to be explored.
A few questions and notes.
ReplyDelete> "Formalism is a product of the rational. Humanism is a product of the metaphysical."
What does "metaphysical" mean, especially since you're contrasting it already with something conceptual and already therefore not physical?
"Train" is a gag. It's equivalent to John Cage's 4:33 or googley eyeball glasses.
> "And when you discovered the true purpose of the game- moving representative figures to their representative death- did you recoil and become sick at the idea? The ethical answer is yes."
Really? Did you recoil and become sick at the idea of ripping someone's head & spine out of their body in Mortal Kombat? Or did you realize that this was obviously not real and the theme is just there to communicate feedback to you about the gamestate, and says nothing whatsoever about your moral character?
This is why "morality" never has any connection with games: because "morality" is a behavior motivator, but games already HAVE their own behavior motivators in terms of goals. So, I'm sorry, but if you're bothering to play a game at all, you're going to pursue the goals.
What I mean by formalism being rational is that it's based on a series of rational inquiries. What type of game is this? How do I accomplish a win state? What does it take to lose, or to do better? What are the qualifiable things that I can point to that identify what type of game this is? It's very much rooted in concrete terms or identifying characteristics that give it a 'shape'. It's like saying a first person shooter is based on the idea that you have a first person viewpoint, carry a gun or weapon, and try to kill the enemy based on damage totals. That's all rational.
ReplyDeleteMetaphysical inquiries focus on things that can't be so easily quantified. What is my reaction to playing this game? How does making this game make me feel as a person? What is the larger message I'm taking away from this game? These are highly personal, highly un-quantifiable questions. To put it another way, it's the difference between values based out of Enlightenment thought and those better placed in a Religious, or Baroque setting.
I absolutely disagree with you about Train being a gag. When people walk away from playing deeply moved, that's not a gag- that is real reflection facilitated through play.
I actually didn't enjoy the fatality scenes in Mortal Kombat. As I child, playing that game, I was obviously 'wowed' by such over-the-top violence. But as a reflective adult, I realize that this sort of imagery had impacts on my psyche and shaped my tolerance for such violence in other situations. We could go on further here, but needless to say I went beyond the rational mechanics of feedback and questioned what that sort of exposure does to one's inner being. Now I'm not one to say violence in video games leads to violent behavior- because I don't believe that. But it does have an impact, just as the depiction of females in much of game culture has an impact on how we see females in the larger picture of our society.
Your last part is very rationalistic, I'm guessing influenced by behavioralism (Skinner). But you have to understand that this is a rationalistic pursuit that can ill inform metaphysical questions. Pursuing goals is one thing, but questioning what those goals are and how that reflects on the impact of how you play the game is a much larger issue. It goes beyond looking at things in terms of goals or win states, or even efficiency in attaining those win states. It goes to the heart of asking what play accomplishes beyond the rule set, how we reflect on our gaming sessions. That's what I mean when I talk about players having conversations with themselves.
"What is the larger message I'm taking away from this" implies that a "larger message" is required or superior. This also illuminates your bias towards "extra-game" value in games. Since we're raised on two generations of boring, cynical rehashes of the same 5 video game designs from the 90's, it's easy to think that, since games are so boring, shallow and ultimately pointless that they don't qualify as worthwhile to an adult unless there is some thematic layer with "maturity" as we would quantify maturity by the standards of story, an entirely different discipline.
DeleteThe truth of the matter is that games don't have to be boring. Games offer their OWN form of holistic, mature enrichment, but you're not going to find it in 99% of board games and video games alike.
Go has a lifetime of enrichment, opportunity for learning, growing and exercising the mind, opportunity to inspire, to fill a person with passion and excitement for uncovering a deeper understanding of the possibility space, etc. Go doesn't need a posturing art installation piece slapped onto its ruleset to be taken seriously by our jaded, posturing generation of game critics.
Go is high art on its own, but virtue of its ruleset. And playing go is also an artform, as true virtuosity requires creativity, insight and innovation.
I don't think my statement implies that at all- what I'm trying to say is that players often look at their play experience and ask themselves "what is this game trying to tell/teach me?' Sometimes, that message is "have expert timing when jumping on platforms" or "don't let the fireball touch you." Sometimes, however, games achieve a deeper level of meaning, such as the lessons brought about through playing Train or any number of Twine games.
DeleteI also don't think I've displayed a bias towards extra-game value- I never broke the process into pieces, I'm considering the process as a whole. Plus, I don't think games are shallow or boring. I play a lot of board games and they cover diverse topics utilizing interesting mechanics and or styles of play. Video games have also been very diverse as of late, so I just can't agree with your sentiment there.
I agree with you on Go (I enjoy the game quite a bit), so I wonder if you've misunderstood my larger argument. Go definitely fosters a conversation between the player and themselves. And I don't think any game needs to be in an art museum to enjoy it, or learn from it, or have it foster a conversation. In fact, I never put that qualifier on playing games. I do think Go has many lessons to teach those seeking ways out of the formalism trap, or formalist critique, because it appears, on the surface, to be nothing but form- yet players know the sort of rich, philosophical background and thinking playing Go inspires.
I appreciate what you're trying to communicate, but yet again, you show your hand. What do you mean by "deeper meaning?" "deeper meaning" than what?
DeleteYou're assigning a frivolous value to a game mechanism themed as a princess and a fireball, and assigning a "deeper" meaning to an art installation piece themed after the holocaust.
You're still missing the point. A deep, emergent, balanced, brilliant ruleset HAS deep meaning, in and of itself. Games have their OWN kind of richness and depth by virtue of their ruleset. The point I was trying to make, and based on your response is still valid, is that since we are so unused to games with rich, original, wonderful rulesets, we need to distract ourselves from how boring or retreaded most of the games we play are by judging them on the merits of the craft of story. By the way, you know that the way in which you come to appreciate the "deep" elements of these narrative or thematic layers in games is by the principles and forms of classical story craft. You're being just as "formalist" in saying "story A is 'good', or "subtext/theme B is 'bad.'
Modern video games are diverse? This would be news to me. Do me a huge favor and list 10 games which have a truly unique design that do not fall under the following categories:
-tower defense
-action RPG
-JRPG
-"match 3" abstract game
-Fighter
-Shooter
-Shmup
-3rd person action button masher
-Continuous Runner
-gimmick-based puzzle platformer
I'm sure I'm missing a few, but the trick here is to avoid stuff that is just "Smash TV but themed differend"(Binding of Isaac) or "an RPG with stylus swipe commands instead of a controller," which is just a gimmicky input mechanism.
I'm talking original designs. Rulesets that are holistically different from the ground up. The difference between joust and pac man. Difference between Dig Dug and super mario brothers, or Populace and Tetris.
If you look at it the way I'm illustrating, I don't know how in the world you could describe the current atmosphere as "diverse."
Once again, I think you are seeing only what you want to see in my argument- because the answers you give are highly formalistic and completely rational responses to a piece that ties to push beyond the rational and consider something deeper brought about through play. I could care less what type of form a game embodies- be it a shooter, JRPG, tower defense, etc... If it were just about mechanics then your points would be valid. But games are not the sum total of their mechanics or rule-sets. On a very base level, sure, this is what constitutes a game. But you have to move beyond mechanical effects and consider how the player interprets that mechanical effect and correlates that to the narrative they see unfolding through play. Really good design will almost seamlessly match up mechanical with the 'feeling', or metaphysical, aspect of play. Bad designs will not, and many lay evaluators of games are quick to see this and complain when it occurs.
ReplyDeleteWhen you discuss craft of story, that strikes me as very much in the vein of digital games. But have you played board games? Because they embody 'mechanical' designs, what you seem to be concerned about, that go way beyond the types you listed above. Games are not limited to just computer or console creations. They span a much wider range, which includes board games or even playground games that kids make up every day at recess. If you read my post more closely, you would see that I'm trying to show how digital games can look to other mediums for guidance in avoiding the formalist trap. It's not just digital games being dealt with here.
Bottom line: rules don't create meaning. Mechanics don't create meaning. Players engaging with those rules and mechanics, creating a narrative through play is what gives meaning to the act. It's not about the developer or the interpretation they are trying to create. Take 'Braid' for example. It's a well known fact that the designer was pretty upset that players didn't get the meaning he worked so hard on inculcating through design. They pretty much missed the boat entirely based on his view. But were the players wrong in the conclusions they drew from play? That's a subjective- not objective- question to answer. Your view would have us say that the players are 'not playing the game correctly' if they take a meaning different from that of the designer's intent. But again- had you read my piece carefully, you would see that I think that's the wrong way to think about the issue. Meaning comes from the player having a conversation with themselves as they play. This is a subjective process, independent from rational inquiries but tied, somewhat, to rational processes. It's a blending of the rational and metaphysical in one, very nebulous act of play.
Or, to put it another way, design is a very rational process. Play is a very metaphysical process. If you don't accept that distinction, then I think it will be difficult to grasp what I'm trying to address here.