2470: The Not-Games

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There seems to be a perpetual struggle in the world of video game enthusiasts to define exactly what is and is not a game.

At the head of this nontroversy is Fullbright Studios’ Gone Home, a first-person interactive story where you walk around a house sans its inhabitants, piecing together a number of different plot threads scattered around the place, some of which are more explicit than others — and some of which are handled better than others. I liked Gone Home, but I felt like its “main” story — the one that lets you “finish” the game when you reach its ultimately rather mundane conclusion, despite what it has built you up to expect — was by far its weakest aspect, with much more interesting things going on through the “unspoken” stories: the bottle of whiskey hidden on top of a bookcase; the condoms in a drawer; the documents lying around the place.

To some people, Gone Home isn’t a game, much as similar games in the genre that has become semi-derisively known as “walking simulator” aren’t considered games either. Dear Esther, The Stanley Parable, Everybody’s Gone to the Rapture, and others like them: all too many people are far too hung up on the rather dull question of whether or not they are actually a game rather than unpacking the dense, interesting narratives that each of these experiences feature.

For some reason, visual novels appear to largely escape this sort of discussion, despite being less interactive than a walking simulator. In your average visual novel, you click through reams of text for hours and hours and hours and occasionally make a choice. In a particular subset of the visual novel called the kinetic novel, you don’t even make any choices: you just read and read and read, and then it’s over with you not having actually done anything.

Even these almost entirely non-interactive affairs don’t seem to get lambasted in the same way as Gone Home and its ilk, though, despite arguably being less of a “game” than something that has a 3D engine, WSAD movement controls and mouselook. In fact, even some of the most well-regarded games in the genre — The Fruit of Grisaia is the most prominent that springs to mind — only have maybe one or two meaningful choices to make in the whole game, with each acting as a fairly transparent means of setting a flag as to which character’s route you’re going to follow, and whether your get their Good or Bad ending.

I wonder why this is? Is it subject matter? No, I don’t think so, because while, say, Gone Home has its narrow-minded detractors for being “progressive” — I think the statute of limitations is probably up on it by now and we can say its main story is actually about a young lesbian couple running away together — there are certainly plenty of well-regarded visual novels out there that deal sensitively with homosexuality, both male-male and female-female.

Is it about artistic intent and the overall “honesty” of the work? Perhaps. Titles such as Everybody’s Gone to the Rapture often draw ire for being “pretentious” and, while I enjoyed all of the titles I’ve mentioned thus far, it’s kind of hard to argue with that label. Everybody’s Gone to the Rapture in particular feels very much like a case of “let’s make this as arty and confusing as possible” before kind of running out of steam in its final moments and getting just a bit too silly and implausible. Dear Esther suffers from a similar problem, deliberately mixing a number of different narratives together — with some randomisation in the mix, too — to try and obfuscate what the whole damn thing is actually about for as long as possible. The Stanley Parable, meanwhile, completely runs with this and knows exactly what it is doing, laughing along with the player at every opportunity, too.

Contrast with a visual novel, such as the one I’m currently reading/playing: Supipara, by minori. Supipara is a kinetic novel: there are no choices whatsoever. Yet it’s charming, compelling and addictive purely by virtue of its beautiful presentation, likeable and mysterious characters and intriguing premise that blends the mundanity of a slice-of-life tale with elements of the supernatural.

At no point does Supipara let any part of itself run away or overwhelm the rest of it. Its supernatural elements are incorporated honestly and without attempts to obfuscate or explain them away as quickly as possible, hoping we won’t notice — Life is Strange, I’m looking at you. It just is what it is, and it invites you to judge it on that basis. There’s no need to critically analyse it just to understand what the fuck happened in it — though this isn’t to say there isn’t value in applying some literary theory to unpack the various subtexts and themes in it — and thus it can be enjoyed on a number of different levels without Dear Esther’s implicit suggestion that “you must be this smart to enjoy this ride”.

I don’t have an answer to the question “is [x] actually a game?” because your definition of “game” will doubtless be different from mine. Ultimately it doesn’t really matter, anyway; the only thing you should be asking yourself when engaging with a piece of interactive entertainment — regardless of how interactive — is, quite simply, “is this a good use of my time?” If yes, great. If no, maybe put it down and try something else instead, while acknowledging the fact that some people might enjoy it more than you. There’s really no need for the bitter arguments that have ensued since technology has allowed developers to get a bit more “artsy” with their creations.

Supipara is great, by the way. I’m going to do a full write-up on MoeGamer in the near future once I’ve read the whole thing, but for now I’ll say it’s one of the most beautifully presented visual novels I’ve ever seen, has a compelling, if low-key story, and some grade-A waifus. And what more, really, do you need to have a good time of an evening?

 

Dear Esther

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I remember first hearing about Dear Esther a while back, during one of those interminable “games as art” discussions. It was held up as an example of using one particular genre of gaming (the first-person shooter, in this case Half-Life 2) as an interesting means of storytelling. Half-Life 2 itself is, of course, well-known for integrating storytelling and gameplay together, but Dear Esther set out to be something altogether different. Designer Dan Pinchbeck describes it as a “multimodal, environmental storytelling experiment” which “presents a sparse environment with no embedded agents, relying purely on the player’s engagement with and interpretation of a narrative delivered through semi-randomised audio fragments”. (source)

That’s a very dry description of what this mod is doing, but it’s an accurate one.

Dear Esther places the unnamed player on a seemingly-deserted island, starting on a jetty facing an abandoned house. The beautifully-delivered narration begins immediately, reading from a letter to the titular Esther and gradually developing as the player passes around the island.

The interesting thing about the story is that there are several threads running at once, and the randomised delivery of the audio cues throughout means that after a while, they all begin to blur together until it’s not clear where one story ends and the other begins. Pinchbeck notes that “two plots develop simultaneously: the avatar’s visit to the island following the historical record of a 17th century cartographer, and repressed memories of a car accident”. The way these plots intertwine and seem to share themes and ideas in common, as well as wildly disparate elements too, mean that, in Pinchbeck’s words, “a closed reading, or understanding, of the events is impossible to ever reach.”

In this sense, Dear Esther is a dream come true for people who enjoy finding their own interpretations of games. The mod reminded me a lot of Flower, if not in execution then certainly in atmosphere. Flower makes very little of its story (if indeed there is one) explicit and is very open to wildly different interpretations. One could take it literally or metaphorically – and it is the same with Dear Esther. The game raises unspoken questions about whether or not the island you are walking around is actually real, who the mysterious characters the narrator refers to really are and, of course, who Esther actually is.

Pinchbeck himself was surprised at the positive response to his deliberately open narrative, noting that “the notion of an unfolding mystery that is never solved actually appeals to [players]” and that “the atmosphere and drive to find out more about the story is enough of a pull to get them all the way through the experience”.

It’s true. Dear Esther presents an intriguing mystery that makes it clear from the outset that there are no specific answers, yet there is a clear “goal” for the player to attain. This was achieved through use of the environment combined with the spoken narrative. Although the environment of the game is very “open-plan”, being based on an island, at no point did it become difficult to determine where to go next, as there was always something that “looked interesting” over the next ridge. As the narrative progresses, a huge aerial in the middle of the island becomes visible with a large flashing red light, and the fact that this is almost constantly visible gives the player some indication of 1) where they are going and 2) how much longer they have to go.

Music is also used very effectively throughout. Haunting piano and string themes drift eerily over the speakers as the narrator slowly speaks his lines. As the story builds to something of a climax towards its “conclusion” (for want of a better word) the music becomes thicker, more intense, and with more mysterious, unidentifiable noises creeping into it. It gives a sense of progression in a game which leaves more questions unanswered than answered at the end.

There’s certainly no denying that Dear Esther, like Flower, is an experience that will make you feel something. That “something” will be different to different people, as Pinchbeck notes that:

“…we have been surprised how many players report being scared. Several others describe the experience as eerie, moving and very sad. These last two are emotions that normally fall beyond the affective range of games, especially first-person games.”

Lewis Denby, writing on Rock, Paper, Shotgun, had plenty to say on this subject, and it’s well worth reading his excellent article. One particularly interesting point he had to mention was:

“I love my Marios and what-have-you as much as the next person, but I still feel games have an incredible untapped potential for negative emotions. Some have tried – Braid stands out for having a bloody good go – but we’re still a little too comfortable with enjoying everything we play. Any stretches of sadness in this medium tend to be restricted to self-indulgence or vapid tearjerker fare, and even they invariably make way for happy endings and bunny fluff.”

Dear Esther, he says, is noteworthy for taking players into uncomfortable emotional territory and refusing to give in throughout. The whole experience is infused with a kind of melancholy throughout, and the final moments of the story as it comes to a close without any real “resolution” are heartbreaking.

All this in a barren, empty landscape with no human interaction, no speech besides that of the anonymous narrator, no guns, no white-haired pretty boys, no anime cutscenes – and yet somehow, deprived of all that exterior fluff, Dear Esther manages to present an intriguing story which has compelled more than a few people to play it through several times and develop their own interpretations further – and all this using an engine which is renowned for its fast-action run-and-gun FPS gameplay. It just goes to show what a little bit of creativity can achieve.

Dear Esther can be downloaded here.

Pinchbeck’s notes on the mod can be read here.