Overall, I still feel very far from my
goal, a bit like Socrates via Plato: “I know one thing, that I know
nothing.” Games are an interesting beast, and there are so many
ways to approach thinking about them that it can be difficult
sometimes to know where to start.
One
way to start would be to examine the unique experience of play. And
when I say
“unique” I don't mean different or unusual, which is not what the
word means (seriously, “unique” is one of the most abused words
in modern writing). I mean it in the truest sense of the word—as in
literally one-of-a-kind. All games rely on a certain amount of
variable input and internal randomness as part of their very design.
It's part of what makes a game a game. An easy example of this would
be an Elder
Scrolls game,
in which each individual's playing experience is going to be
determined by their own meandering path through the sprawling virtual
world. More importantly, different people can have different
reactions to the same games, partly because of the game's own
built-in variability, but also because folks are just plain
wired differently and will react to virtually anything
uniquely.
Needless to say, there can be value in documenting one's personal
experience with a game—the emotions invoked or memories recalled.
It just takes a skilled writer to make it worth reading.
The second fundamental way to approach a game is through an
examination of the game itself—its systems, mechanics, and overall
design. How do a game's rules make for an interesting, provocative,
or otherwise worthwhile playing experience? This kind of writing
requires a perceptive mind, probably some familiarity with games, as
well as writing skill.
Now that I've said all of that, you can probably forget everything
I've just said. It's not like I really think about these things when
I'm choosing something to write about. As much as I would like to be
able to find my niche or area of expertise in this wide world of
critical discussion, I simply don't have one. My approach is more of
the shotgun variety—scattered, frantic, reactionary, imprecise.
I find it's still much easier to play
games than it is to write about them. In fact, it's not so much that
there is too much to write—because there is—but there is
absolutely too much to play! Just offhand I can think of about 15
games I've played over the course of the last year that I haven't
gotten around to posting about (a couple of those games I have
tried to write about
(frantically, imprecisely, etc.) but gave up on them when nothing was
working). It pains me to leave them behind, because I genuinely feel
that they all merit
discussion. It's just a matter of finding the right angle, also a
matter of finding the energy and inspiration.
This has got to be
the most fascinating time to be player of games, and I'm not sure if
I was aware of it a year ago. We have a multibillion dollar industry
that is simultaneously dying and flourishing. Even as games make a
shitload of money, that revenue is problematically concentrated in
sequels and mega-popular franchises (the “blockbusters” of video
games). Is there any room for risk or experimentation when, for each
game, there are millions of investment dollars—not to mention jobs
and livelihoods—at stake? There are untold fortunes to be made
through mobile and social gaming, but has it become too saturated of
a market for newcomers to make their mark, let alone an income?
Gaming platforms
are changing. Games distribution methods are changing. Even the
funding models for games are changing. Developers are developing on
console platforms that are almost seven years old—a technological
eternity!—precisely because there is so much uncertainty and so
many unanswered questions. What will happen to Nintendo with the
launch of this bizarre new console of theirs?
And just as the
major publishers may be on the brink of implosion, more people are
making video games than ever before (I don't have empirical proof of
this on hand, but I suspect it to be true). The realm of independent
game development is becoming just as vibrant and exciting as in the
film and music industries. Go check out the Independent Games
Festival website and just pore through the titles
that have been developed over the last decade. See how polished they have become. You might be amazed.
People who grew up playing video games are gravitating to the medium
to make their own games. Why? Because it's still fertile ground! It's
become a much more accessible thing to do. There are so many
different ideas that have yet to be tested, so many subtle variations
of ideas that have the potential to change the entire landscape of
games. Through small, independent games, developers have a better
chance of making an actual authorial statement.
Unfortunately, I
know more about the current games industry through gaming blogs and
proverbial window shopping than through actual play. I have a
stupidly hard time bringing myself to start new games. I think I take
games too seriously. I don't want to go into things half-assed. I
want to be sure that when I begin something I can give it my full
attention.
It's my own fault,
but I think it's partially a reaction I have to the way I see media
being consumed in today's day and age. We live in such a hyperactive
culture, in which our collective attention span has been reduced to
the click of a hyperlink. Exposition has been reduced to an infinite
stream of 140-character sound bytes. Games, music, media, and
technology—it flows by on a high-speed, one-way conveyor belt. As
soon as we pick something up new we're distracted by the next shiny
thing whizzing by. I don't want to give anything up. And so it
collects and builds up, all these forgotten treasures and junk. Try
as I might to inventory it, I know it will never all get done.
Thus far I've
really only given myself one rule for this blog, and that is to post
something at least once every month. On more than one occasion, it's
come down to the last day to get something out the door. It's not my
favorite work, but it at least keeps things moving. Tonight I'm
giving myself a deadline to post on the anniversary date of my first post, so I can look back evaluate my first year, generate new goals
for the future. I can't say for sure how long I'll end up maintaining
this particular blog, or whether or not I will continue my minimum
monthly quota. But I'll try.
Hey Flynn,
ReplyDeleteI just wanted to drop by and say that I've really enjoyed your posts over the last year. I have about 10 blogs in my Google Reader, and yours is one of the only ones that I mentally flag as "must read" when a new post comes up. That may be partially because we're friends in Real Life, but I don't think so, not really (I have other friends' blogs I follow that I don't read with regularity). I think you do have a unique (ha!) perspective on video games, not to mention a valuable one.
It can be HARD to keep up a blog when it feels like no one is reading. But people are reading (even if they're not commenting much; it takes an enormous readership to have a lively comments section), and I hope you continue doing this, not only for your sake, but for ours.
Thanks.
I appreciate it, Hans. I think you've done a great job with www.wearelostinplay.com, by the way.
DeleteWe Are Lost In Play . . . That should do it. Check it out, people!
Delete