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217 pages, ebook
First published September 1, 2016
Here’s an idea
Let’s promote unusual games outside of the “games space.” Get music bloggers talking about experimental music games, cult b-movie fans talking about campy horror games, and cross-pollinate to break down the arbitrary borders that wall games off from other creative fields. Finding common ground with other media can get more people excited about games in general.
One of the things I liked the most about Bloodborne—especially as someone who hates horror—was something that I hadn’t expected from a horror game: the way it taught me to stop being afraid, and start being excellent instead.
When you encounter a daunting new enemy that crushes you to a pulp, it’s easy to get scared. But once you fight them enough and figure out how to take them down, you stop being afraid. Now, you can take them apart any time you want. Slowly, the alleys and sewers and shadowy houses that you used to enter with trepidation become your stomping grounds, become yours. You’re not the victim in the horror movie anymore, running from the monsters. You’re the terrifying figure in black, methodically slaughtering everyone in your path.
While some mobile games intentionally frustrate players with waiting periods to make them spend money, waiting isn’t a coercion tactic in Lifeline, but rather part of the story-telling experience. If you die several times or win the game, you can unlock an optional “fast mode” that allows you to skip the waiting periods, though I wouldn’t recommend it. While it might offer instant gratification, it also shatters the sense of immersion you feel, flattening the urgency and anticipation of those interstitial moments.
“All of the choices in the game are binary choices: you make a choice to go left or right,” says Jokela. “[Gender] is a choice that we asked the player to make without actually asking them to. It’s silent and implicit, but it gives the player ownership over how they view Taylor.”
(...) this is a game that compels you to surrender the godlike command that most games treat as our birthright. Gravity is an uncaring force, but it need not be your enemy either. if you work with it, you succeed. If you fight it like some goblin in a dungeon, you will flail in frustration. Your expertise lies not in how quickly or often you can press a button, but how rather minimally and elegantly you can respond and still keep a little girl aloft in the night sky. That is Gravity Ghost’s beating heart and the language it speaks: trusting, adventurous, never dwelling on the fear of failure, just flying.
[Jason Shiga] sends me one of his latest experiments by mail, an octo-tetraflexagon comic titled The Box. At first glance it’s a square, four-panel comic about a man who finds a sealed parcel on the ground. Each time you make a choice, you open the comic along a vertical or horizontal seam, revealing a new, four-panel comic. All in all, The Box has a total of four endings, all contained within a single piece of intricately folded paper. And because it’s a cyclic flexagon, when you finish you simply have to fold it one more time, and it’ll reset itself back to where it started.
Both violence and non-violence are negotiated through the same menu based battle system. If you choose violence you “fight”; if you choose non-violence, you “act.” The terminology feels meaningful. Refusing to attack your opponent isn’t a passive decision, but an active one that requires just as much strategy to execute successfully, if not more.
Undertale interacts with its world through a battle system in part to expose the willful, jingoistic lie that stories and systems like this so often conceal: that violence is the only solution to conflict, that committing it makes us stronger, and that the people we attack are worthy of whatever harm we wish to inflict.
Most troublingly, Her Story is ultimately a game where an impliedly mentally ill person is portrayed as a murderer. Therein lies the biggest problem with what is otherwise an exceptional game. Mental illness has long been equated with violence and criminality in media and entertainment, where the “insane murderer” trope remains hugely popular. Too often, people with mental illness are the bogeymen we summon into horror stories, murder mysteries or anywhere else we need a one-dimensional bad guy wielding a knife.
The impact of these stereotypes on people with mental illness is significant. Social stigma means that those who disclose their diagnosis are often treated with fear, suspicion and disgust, in ways that can affect their employment, health care, relationships and safety. In a 2008 study by the Canadian Medical Association, 42 percent of respondents said they would stop socializing with a friend who was diagnosed with mental illness. 55 percent said they would not marry someone with mental illness, and 25 percent said they would be afraid simply to be around them.
“People will often tell me that they feel like they ‘don’t know what to do’ when they arrive in one of my digital spaces,” he continues. “For me, this is kind of the point. The system, and the reasons for engaging in the system, obscure themselves, and in the end there usually isn’t a way to play better or faster. Nor is there a right or wrong way to play.”
(...) It feels wonderful to remember that interactive entertainment and play in virtual spaces can be about moments and feelings, not necessarily about instruction and efficiency.
“Make space for others, watch out for blocking views, be an active listener.”
At their core, all three suggestions pose some very basic questions of courtesy and community relevant to game culture: Are you willing to assess how much space you take up? Are you willing to consider whether it might be disproportionate? And if it is, are you willing to give up a little bit of that space to make room for someone else?