Art/Fart

Now with pictures! Happy now? πŸ™‚

The idea of “games as art” is an over-discussed topic and has been since the days of the later Final Fantasy games, which many regard as one of many points where video games just started to show their potential to tell interesting stories in interesting ways.

So I’m not going to talk about games as art – at least, not “mainstream” games. I want to take a moment to share a few curious experiences I’ve had recently. I hesitate to call all of these examples except one “games” by virtue of the fact that they’re not really traditional “games” as such, more interactive artistic works, and I think that’s fast becoming a genre of its own – something I’m all for.

A few of these games are probably quite well known by the side of the gamer community that is interested in this sort of thing, a couple of others you may not have heard of. So I hope that by the end of this post you might be inspired to check out some things a little bit outside the box. You may well find them pretentious, boring and crap – I’m sure many people do – but like any work of “art”, there are bound to be differing opinions, expectations and feelings about them.

So let’s jump in with probably the most well-known of the titles I’m going to discuss today. There may be spoilarz ahead… and you can click the game titles to visit the sites for them. (If you’re reading this on Facebook, you might not be able to. Click here to read this post properly.)

Braid

Braid
Braid

Braid is a game by Jonathan Blow that represents, to me, one of the interesting things about the Xbox 360 – the fact that this is a console with such diversity that triple-A “blockbuster” titles like Gears of War 2 and independent “arthouse” (for want of a better term) games like this can happily coexist on the platform quite comfortably. With the recent launch of the NXE and the Community Games project, I think it’s relatively safe to say that Braid will not be the last game of its type that we’ll see.

But what is Braid? Ostensibly it’s a platform game that largely centres around puzzles rather than action. The central game mechanic is an interesting “time rewind” system which has an interesting twist put onto it in each of the game’s worlds. In some worlds, you can simply rewind time if you make a mistake. In others, certain areas or objects are immune to time manipulation, so you can rewind time in the areas around the object and remain unaffected by this. In yet others, time winds forwards while you run to the right and backwards while you run to the left. It’s an interesting mechanic that makes for some absolute brain-benders, and I maintain that I’m far too stupid to ever solve the game without help.

Still, the interesting thing about Braid for me, and the thing which divides opinion the most, is the “meaning” behind it all. Each world is preceded by a series of text interludes, describing the main character’s quest to reach a princess in floaty, dreamy, vague language and tying the central mechanic of each world in with the main character’s conflicting emotions and feelings about time, place, love and loss as he proceeds through the game. It’s a fine line between “emo bullshit” and “existential masterpiece” – and there’s plenty of people on both sides of the debate on this one. One thing is certain though, everyone who has played the game has plenty to say about it, whether it’s good or bad.

Passage and Gravitation

Gravitation
Gravitation

These two “autobiographical” games by Jason Rohrer at first glance appear to be simplistic “retro” style games with eye-catching super low-res pixel art. But look into them a little deeper (or, if you need a little prompting, as I did, read the Creator’s Statement that Rohrer has thoughtfully posted for each game) and you’ll find that each of these two games represent a deeply personal exploration of a certain aspect of “life” to Rohrer – with Passage offering a look at mortality, companionship, ambition, love, loss and the balance between these things and Gravitation looking at the concept of fatherhood, the creative process and again, the balance between these things.

Each is represented very simply with the aforementioned low-resolution pixel art. But it’s the little things about the presentation and the games themselves that carry the deeper meaning. In Passage you start on the left of the screen, with more of the “world” – your life – stretching out ahead of you. Very shortly after the beginning, you have the choice of picking up a companion, who then stays with you until almost the end of the game. This makes you unable to reach some areas of the game, but it’s actually quite difficult to consider leaving her behind. If you’re me, anyway.

As you progress through the game, you gradually move across the screen towards the right side, meaning that at the beginning, you are looking forward to what is ahead, while at the end you are looking back on where you have just been. Shortly before the end, had you chosen to take your companion with you, she dies, leaving you as an old, lonely man left to trudge on towards his own death alone. This moment, although it is represented simply by the companion suddenly turning into a gravestone and the speed of movement of your character suddenly cutting to a quarter of what it was originally, is a hugely touching moment due to how understated it is. For me, it put across the idea that death is unglamorous, is unavoidable, but there is always someone left behind to trudge on without the person who is gone. I found it to be quite a beautiful, thought-provoking sentiment that is all the more poignant when you read Rohrer’s description of the meaning behind the game.

Gravitation, conversely, does not deal with a subject such as death, but rather the struggle that a creative person has between his art and his family. The game starts with you playing “catch” with a child figure. Each time you bounce the ball back to the child, a little heart appears above their head, but you cannot make any progress in the game itself by doing this. To score “points”, you have to leap up a huge tower, with gravity that is constantly changing, presumably representing varying degrees of motivation (or “mania” as the Rohrer puts it), and collect stars, which fall to the ground and form rocks. Following this, you have to drop back down and push these blocks into a furnace.

The twist is, the more stars that drop, the less able you are to get to your child to play with them, as the rocks that appear form directly in front of your child, blocking your way to her, and this also seems to have an effect on the gravity of the game. So it becomes a balancing act between play with your child and the “work” of pushing the blocks into the furnace.

These two games are two of my favourite examples of this subgenre because of their simplicity of presentation and gameplay, and the amount of “interpretation” that can be had by looking more closely at what is happening. I think it’s also really interesting to see “autobiographical” games, as Rohrer calls them, and he himself points out that this is not something that many developers have done as yet.

The Majesty of Colors

The Majesty of Colors
The Majesty of Colors

This is another game that chooses to use 8-bit style pixel art as its means of presentation, giving it a distinctive look and character that seems entirely appropriate for the game. I can’t pin down why this is, but I love it. This is also the first of two games hosted on Kongregate, which originally became my favourite Flash games site purely for the presence of Desktop Tower Defense following my brother’s recommendations, but seems to be developing into an interesting community of indie developers, “interesting game enthusiasts” like myself, and illiterate 12 year olds who just want to play stuff with badly-drawn animΓ©-style characters. Fortunately, like the Xbox 360, the groups seem to coexist quite happily, meaning we get titles like this.

In The Majesty of Colors, you play a betentacled sea monster. The game opens in black and white with balloons floating past your face and the “monster’s” inner monologue represented as text across the top of the screen. Grabbing a balloon and bringing it close to the monster’s eyes suddenly brings the world into vibrant colour, and the story itself begins. Essentially, the player can choose to manipulate the humans who appear on the scene either through violence or helping them, and this eventually leads to one of five endings, each of which involves the “monster” (whom, it transpires, is actually a person having a dream) awakening in very different ways.

I kind of don’t want to say anything else about this one, because I believe it’s worth experiencing. It’s a simplistic game with not a lot of “point” to it as a game, but it’s very much an interactive work of art to me.

Coil

Coil
Coil

The first of two games by Edmund McMillen, Coil is a self-professed game with no instructions that requests you “keep an open mind while playing”. It’s presented in a rather abstract manner, with mouse-driven mini-games interspersed with Braid-style text interludes. The story of the game appears to be deliberately ambiguous to provoke discussion, but the consensus from many people seems to be that it is about a woman who was raped and the feelings she develops towards the child that is the product of that incident.

Like The Majesty of Colors, I believe this is a “game” that’s somewhat open to interpretation, and another that will probably split opinion. The lack of instructions can make it challenging to progress, but it’s worth persevering with the story to see what you think of it.

Aether

Aether
Aether

Another from McMillen, Aether seems to be a rather personal story about childhood feelings of inadequacy in the eyes of others. Players swing through space atop the back of a curious blob-like monster trying to solve simple puzzles on planets to restore colour to their lives. The game is a somewhat abstract “journey into imagination” that seems to represent an individual’s struggle for validation and acceptance by others. It also has some fabulously hypnotic dynamically remixing music which really helps with the atmosphere.

So there you have them. Pretentious crap or an interesting method of displaying a work of art and telling a deeply personal story? I vote the latter, though I am more than prepared to hear people disagree, which they no doubt will!


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10 thoughts on “Art/Fart

  1. Well spoken, sir. I have a feeling you know what side I come down on.

    It’s a tiny little thing, but I think that Metro Rules of Conduct is a wonderful gamelet that snuck in just in time to be my GOTY — much like Desktop Tower Defense was touted last year (it was last year, right?). MRoC isn’t the best game of the year, but it’s a game that I think captures the spirit of the new territory that games are expanding into: short-form, in-browser personal perspective (and bonus points for being social commentary).

    Rohrer’s games gave me momentary pause for reflection, McMillen I can take or leave (though I don’t deny that his work has an impact)… and when the hell is Braid going to come to PC?

    1. @Cyranix: Yes, I was thinking the same, actually. I’ll get right on that later. It was late when I wrote it though, and I always feel the word-type things are more important. πŸ™‚

      I’ll be sure to check out MRoC when I get a chance, too.

  2. Y’know, I think that if you’re blogging about a game, a cover pic at least. That’s what I’ve been trying to do on my own blog lately. πŸ˜‰

  3. Thanks for the visit. I’m glad you enjoyed the work we all do there.

    Also, I shall have to check out some of these games you reviewed. I actually play off and on on Kongregate and you definitely piqued my interest with The Majesty of Colors.

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