art games don't suck

Posted by Gordy on Oct. 28, 2013, 9:54 p.m.

art games just seem to lack a defining property of what makes a game; gameplay (adventure games have a similar problem, but we'll get into why that's not a problem a bit later).

sure, walking around, looking at the pretty pictures, and solving a few puzzles is technically gameplay, but it's usually not engaging gameplay. most other games solve this by employing what are probably the most common game tropes of them all, abnegation and agency.

let's define these two things.

abnegation: "the act of renouncing or rejecting something" in our case, reality. as a player invests their time and energy into a game, they are willingly accepting whatever game mechanics make the game, whatever art there may be, as another reality of its own, one they can immerse themselves in, and become a part of (either by controlling an avatar, or by controlling some other system). abnegation is not something you necessarily 'design' for in your game, but an emergent property of games themselves as an interactive medium.

agency: "action or intervention, esp. such as to produce a particular effect" in our case, forcing the player to make gameplay decisions, in a manner that challenges their thought and logical deduction of a situation (most commonly done by increasing speed, or number of obstacles). the more agency, the more the player must focus on the game (which also encourages abnegation).

together, abnegation and agency work to keep the player engaged, so, how do we use this to our advantage?

both gamers and developers know that what happens in a video game, usually doesn't affect much other than the game itself, which has lead to the emergence of many developers using the medium as an outlet for our primal desires (we'll shy away from eroges at the moment).

killing waves and waves of enemies in a video game sure feels empowering, especially when my personalized character slashes their body in two, sending chunks of blood and gibs throughout the level and a little chime plays as my experience bar grows. it's a reward system, albeit a cheap and easy one to implement, but it works in keeping the player interested. abnegation and agency at work.

here's where a little question in game design occurs; how do you engage the player in a game where combat, or action oriented elements are not primary to the gameplay or are completely nonexistent (lacking agency)?

this is where adventure games come in.

to reference one of my favorite series of all time, "look behind you, a three-headed monkey!" (if you've never played the Monkey Island series, go do it)

these games have no quick time events, no combat (apart from the excellently crafted verbal retorts), and very little if any, agency. so what is it that compels the player to continue on?

the puzzles, the witty dialogue, the exploration? i would propose that it is not just a single element that makes a game engaging, but the combination of all the systems working together not just as gameplay, but as meaningful gameplay.

meaningful?

okay, okay, let me explain. i don't mean, "this game is an allegory for the post-right era of governmental suppression, this game is meaningful", (however that could be a quite meaningful game) i mean that the actions of the player holds much more influence over the game than just aimlessly slaughtering thousands of mobs, that the player can learn something from their choices, or the consequences therein.

games with combat and agency can be meaningful games, there are many, in fact.

but, when designing a game without much agency, a designer has to call upon other methods to engage the player; meaningful gameplay (things like, narrative, challenge, even discovery). this is where art and adventure games shine.

so, if it's easy to create an engaging game with combat, action, and all that glitz, why the hell am i developing an adventure game?

that's easy, beyond being a programmer, i am an appreciator of art. art is a reflection of society, art is a thought process, art is an experience, and art is something we can all learn from, regardless of how we interpret it.

i believe that games too are an art, and due to their interactive nature, i believe they can be just as influential as any novel, script, or painting, they just need to be meaningful.

so, here's my thought experiment, what is meaningful gameplay to you?

Comments

Eva unit-01 10 years, 6 months ago

I haven't played many 'art' games, but the ones I have played I've quite enjoyed, like Toribash (does it even qualify?), Flower, and Journey. I still want to get my hands on Dear Esther and Antichamber though.

I really just see art games for more of a unique 'experience' rather than for gameplay if that makes any sense. I mean all games are an experience, but 'art' games are often outside the box where all the weird shit is, I like fooling around with those from time to time. And they're not always good.

Don't mind me if I didn't make any sense though, I don't really care what I play as long as it's good.

JuurianChi 10 years, 6 months ago

I think all of this talk about games being art is bullshit. Because when you ask people for examples of games that are art, you get a bunch of personal examples or a list of games that some pretentious TheNewYorker wannabe compiled because he knew everyone between the age of 13 and 35 would click on it and read it.

Games can be "artistic" in some vague sense or what have you but there isn't any such thing as a way to define what makes a game art.

Let's give a scenario.

I'm under duress and have to pick Five games that I would consider to be art:

-chrono trigger

-Kingdom Hearts

-Fez

-Madden 2002

-Naruto Ultimate Ninja 3: Full Burst

Did you scoff? Are you appalled?

Guess what? You've proved my point.

Mega 10 years, 6 months ago

That was an interesting read.

Personally, I refuse to compartmentalize games.

I play a game, if it engages me, I stick to it. Meaningful gameplay is anything that drives the experience; be that smooth controls, complex decisions, micro-management, puzzles, platforming or gimmicks like time travel.

death 10 years, 6 months ago

I agree with Mega here. For me, a meaningful experience can be a combination of game mechanics, story, music and anything else you get from a game. I've found games with no combat to be engaging and games with no real conclusion. I'm quite open-minded though and I always enjoy new experiences.

Also i get the feeling the first two commentators didn't read anything except the title.

Castypher 10 years, 6 months ago

I will gladly put up with a game with monotonous gameplay that is otherwise presented well.

See: Mother

Cosine 10 years, 6 months ago

Also Mass Effect.

F1ak3r 10 years, 6 months ago

Is it just me, or is it really hard to read this thin-lined light grey on white text? I had to highlight it.

I like art games/adventure games/stuff like that as well. I know there's a trend to get all hand-wringy over games that don't have "meaningful gameplay" as we define it, and that's something that used to worry me a lot. Why do I enjoy these games that aren't games? Wouldn't they be better as films or some other form of non-interactive media? What's the point of a game that's not a game?

I think the problem is that we call anything where you have some agency in a computerised story/simulation a "game", and that word is wrapped up in all sorts of expectations and limitations. And then you get something that isn't really a game in that you can't meaningfully shape your experience too differently from what the creator had in mind (Dear Esther, Judith or Photopia for extreme examples) and we say "that's not a game!" But it doesn't need to be a game. And yet it does need to be interactive. The vast majority of thoughtfully made art games would lose most of their impact without player agency. Loneliness would be a minimalistic wallpaper. Having any agency at all in a piece of art, even if it's just holding down one button, has a profound effect on what that art means.

So ultimately I think it's okay if what you're making "isn't a game". These not-games have a right to exist, they're just not to everyone's taste, and are probably mislabelled as games, but we don't have another word for them.

I really like adventure games. Maybe it's because I don't have the reflexes for twitchy action games, or because I don't have the patience for in-depth strategy, but there's something about just sitting and thinking about lateral-thinkingy adventure game puzzles that I love doing. So I get a bit put out when people denigrate them as not being real games or whatever. Sure, they're probably right, but it doesn't matter if something is a real game or not.

Adventure games have been called gated stories (not a positive appellation). You solve the puzzles so that you can see more of the story. The most cohesive adventure games make the puzzles relevant to the story – it's a good puzzle if you can't lift it out of one game and plonk it down in another. The trick is to make the player think "I need to make this happen" in terms of the story, not "I need to rearrange these soup cans so that I can see a cutscene" in terms of the game. What Telltale's been doing with having choices pretty much instead of puzzles is particularly interesting – you don't get stuck on one puzzle for a week, and what you do affects the outcome. I don't know that I want it to entirely replace the old model, but a healthy mix of both could work really well.

Toast 10 years, 6 months ago

@SirXemic

(still - 1) = no_longer (Toast's First Law of Discontinuity)

ok = no_longer shit

death 10 years, 6 months ago

Yo F1ak3r, you blogin' up in this blog?