The past two days I have posted Part One and Two of my 2010 retrospective where I have just written a few paragraphs on the games that shaped my past year. In Part Three I finally move on to some Playstation 3 games and, shock horror, some 2D indie platformers.
ModNation Racers
The most frustrating release of 2010. At its core is a devilishly fun kart game with interesting weapons and balanced design that can easily give Mario Kart a run for its money. Yet, around this core are layers upon layers of horrible user-interface design and slow loading times, as though the designers just didn't want anyone to play it.
A patch was released, but it fixed very little. I will probably never play this game again, which would be sad enough if the kart-racing at the game's heart was no so fun. I don't recall reading much about the game, but I did write a rather lengthy rant myself.
Limbo
Yet another indie platformer, yet another much-talked-about, opinion-splitting game. I would like to say Limbo transfixed me enough for me to finish it on one sitting, as it did for many others, but one puzzle towards the end had me beat for several days. In fact, I ended up having to ask my brother how to beat it. Many had issues with the game's unforgiving, exploitative design, but I solely blame myself for not being able to defeat this certain level.
Limbo nailed so much perfectly. The mood, the atmosphere, the minimal soundtrack, the puzzles. Underneath, the game could be any physics-based platformer, but the presentation made it so much more. It will be sometime before I forget the sequence with the spider and the lost boys. The transition from the game's ending back to the main menu was also superb and tied in beautifully with the game's overall themes of death and loss.
If anything, its only fault was that it played its cards too early. The woods were far more immersive and memorable than any of the later industrial stages. I understand why the stages progressed in this fashion, but they just weren't as enjoyable. Several puzzles also relied too much on twitch reflexes, that meant some players were stuck long after they knew how to progress.
People wrote many things about Limbo. Nels Anderson looked at Limbo specifically and 2D indie platformers generally and asked if they should be applauded for their unqiue thematic presentation, or criticised for their by-the-book platforming design. The debate continues for some time in the comments. Kirk Hamilton probably wrote the most interesting review of Limbo over at Paste and also tackled that one horrible-designed puzzle that nearly wrecked the game for so many players (self-included). Countless other great pieces were written both for and against Limbo all over the internet, too.
Limbo also allowed me to first dare put into words ideas I have about a concept I have been calling player privilege. They were very rough ideas, and they have changed much since those two posts (thanks largely to the many comments both posts received), but it was Limbo that first helped me to squeeze the words out.
Super Meat Boy
Yet another indie platformer! One of the things I found most fascinating about Super Meat Boy was the amount of hype surrounding it before it was even released. Hype... for an indie title! So much so that on several occasions, several months apart, I assumed it must have already been released. Team Meat did an excellent job of forming a community and getting them excited about the game in a way few indies have managed.
When it was finally released (I was resetting my 360 constantly to update the Games Marketplace) I was rewarded with the purest, most enjoyable platforming I've experience since Donkey Kong Countr II (possibly an odd comparison, but I was never much of a Mario player). This was not platforming in the same way as Limbo, which used platforming as a vessel for a puzzle game and an atmospheric experience, and not in the same way as VVVVVV which just changed around a few mechanics. Rather, Super Meat Boy took the existing mechanics of run, dash, jump, and wall-jump and polished them to a mirror's sheen until it all just felt so, so, so right.
The game is just a joy to play in every respect; it really is that simple. Some may find the difficulty too high in places, but I never felt like I was 'stuck', even when I was repeating the same level dozens of times. In a similar vein to Nels's post above, Michael Abbott wrote a good post applauding Super Meat Boy and other 2D indie platformers and claims that platformers are the gaming equivalent of jazz music. The development blog at Team Meat's website has many good reads from the development process, such as this one about risk and reward.
Heavy Rain
Ah, Heavy Rain. Despite getting so much wrong, it somehow managed to get so much right. I enjoyed the one time I played the game through, but I have no inkling to go back and try a second time to see what difference outcomes are possible. The story was drab, generic, sometimes illogical, and could have been pulled from any weeknight crime show, but the simple (some would say meager) interactivity really added something for me. I'm not certain just how often my actions actually made a difference, but it always felt like they made a difference, and that was important. It's also why I am reluctant to play it again.
This weight on my decisions and actions largely comes down to the fact the Heavy Rain is continually moving forward. If a character dies, the game continues to progress. Much like I mentioned for One Chance and Minecraft, that my actions were final made them more meaningful to me.
What I also found interesting about Heavy Rain was not just how my conscious decisions affected the narrative, but how the narrative was affected by me stuffing up. Missed quick time events were the difference between life and death for a character is some situations. I'm interested to see other games implement ways for the player to incidentally affect the outcome, not just consciously.
The game's problems can't be ignored, however. The early scene in the shopping mall that sets up the entire story is completely non-nonsensical and ridiculous and has been lampooned quite well in both flash and song form. The treatment of Madison Paige as a constant victim of sexual violence (and not much else) was also problematic. Denis Farr had an excellent post at The Border House blog about that.
A couple of other pieces worth reading are Julian Murdoch's 'review' (I would call it a review, at least), and Ian Bogost's opposition to Heavy Rain being billed as an 'interactive film'.
Assassin's Creed II
This technically isn't a 2010 game, but 2010 was the year that I played it. Many people that I follow on Twitter had been discussing how much they were enjoying Brotherhood, so I decided I should play the original sequel in order to check out the sequel's sequel. Sadly, that looks unlikely to happen anytime soon as it does not look like I will be completing Assassin's Creed II any time soon.
Curtly, I am not enjoying it. The game has some very strong systems at its core, and improves on the gameplay of the first game greatly. However, the writing is consistently terrible, the pacing is non-existent, and the story might as well not-exist. This all combines to create a complete lack of intrinsic motivation--I can do so many cool things in this game, but there is just no point to do it.
Perhaps this is largely because I cannot care for the world and its inhabitants in the same way I care for those of The Capital Wasteland, Panau, or Liberty City. The nuances that most open-world games have are missing; the world around you just doesn't react to your actions. In one mission there is a full-on war being waged on the streets of a city. Among the sword fights, an old lady was sweeping her doorstep. Around the corner, two old men sat casually on a bench. These were not standalone occurrences and completely pulled me out of the experience.
There is a lot of potential here, and perhaps a gamer less-inclined to care about story and fiction than myself could really just enjoy jumping around and fighting guards (which really is quite fun). Much like ModNation Racers, the game-breaking flaws frustrated me so much because what Assassin's Creed II gets right, it gets very right. I would have been interested to explore Ezio's growing up into an assassin, but it all happens too slowly and then too quickly. He is a master of parkour before he has any right to be, and then he is committing cold-blooded murder without a second thought moments later. I would have liked to have seen a steadier progression, perhaps some sign of shock or reluctance at his first murder. Perhaps one day the gameplay will return me to the cities of Italy, but for now the nonsensical story and horrible plotting is keeping me well away.
And so ends Part Three of Thoughts on 2010! One more part and five more games to go!
Showing posts with label Limbo. Show all posts
Showing posts with label Limbo. Show all posts
Tuesday, January 4, 2011
Tuesday, August 3, 2010
Player Privilege: Why It Is Still Just A Game
This is a follow-up to my previous Death of the Player post where I mused over the idea of de-prioritising the player over other aspects of game design and criticism. It was rough stuff that I was not entirely convinced of, but I wanted to float the ideas to see what opinions people had. Without implying that they in any way endorse these posts, my thanks to Mr AK (who wrote some of his own semi-related thoughts to my post here), Adrian, and Chris for weighing in and challenging some of my points, and ultimately giving me more confidence with what I am actually trying to say.
As all three pointed out, my central argument, which focused on the ‘importance’ of the player was a flawed one. Even in cases such as Limbo where the game often exploits the player, the player’s ability to interact with the game is still central to the experience.
So I have reconsidered my argument and decided that it is not player importance I have an issue with but player privilege. The majority of games hand the player all kinds of privileges that affect how they experience the game. The player has received these privileges for so many years that not only is there a presumption that these privileges are required, but most players are so comfortable in the current environment that they do not even know such privileges exist. I want to abolish the player’s privileges—or at least challenge the player’s dependency on them.
Why? Because over years and decades, like a spoiled child, the videogame player has entered new worlds shielded and smothered by overprotective parents fearful that, if allowed, the child-player will either damage the world or, worse, damage themselves. The player has rarely felt the consequences of their actions, has rarely had to work for a non-quantifiable gratification, has rarely truly regretted or questioned their actions. Thanks to overbearing supervision, the player is tied tandem to the shallow end of the pool—facing no fear of drowning but no prospect of deeper experiences. As the player’s role has grown from simple coin-feeder to active participant, overprotective parents have held them close and refused to let them mature until the player’s sense of self-worth has overinflated to near bursting.
And who are these parents? The greater game industry. Designers, marketers, journalists, and critics smother the player, well-meaning in their intention to protect the player and help them through the game, they instead keep the player from any meaningful experience. In these parents’ eyes, the child-player can do no harm. If anything goes wrong, everything is blamed before the player. Too difficult? Game’s fault. Too easy? Game’s fault. Too complex? Too simple? Game’s fault. Player’s actions render the story pointless or, worse, Player unable to render the story pointless? Game’s fault.
The player is taught (by games, by marketers, by reviewers) that they can do no wrong, that nothing is their fault, that every aspect of the game exists to serve them. The player has grown up believing that nothing will ever affect them negatively and that there will never be consequences to their actions. In our quest to empower players with the agency to do everything, we don’t allow the player to do anything.
Yet, the most acclaimed, most realised game-worlds are those that both react to the player’s actions and, simultaneously but conversely, give the impression that the player’s existence is inconsequential to that of the world’s. That is, Liberty City, The Capital Wasteland, Azeroth, Shadow of the Colossus’s Forbidden Land, and New Austin could exist just as easily without the player’s presence, yet all are affected by the player’s actions.
Such memorable worlds are the minority. Most, due to their pandering of player privileges, are rendered unconvincing and meaningless—mere cushion-covered playgrounds. Player privilege is why videogame stories and characters pale compared to the ranks of film and literature. The current culture where the player presumes a range of privileges is detrimental to all facets of game design and criticism.
This still sounds like I am calling for a stripping of player importance, but this is not the case. The role of the player is crucial to a videogame, central even. Thus, if player privileges are numbing and diluting player experiences, then it is player rights that are crucial and must be safeguarded to keep the player’s experience from being sidelined altogether—to keep the game from becoming not a game. Player rights exist to render a game playable. This is not an all-encompassing list, but some key ones would certainly include:
- The right to interact. (The player has the right to project actions into the game-world that the game-world then reacts to accordingly).
- The right to progress. (The player has the right to always be able to progress, to have the means to overcome a challenge, to know when they are going the wrong way).
- The right to know the rules. (The player has the right to know the rules of the game).
These are player rights. Without them, a game could not be played. Privileges, on the other hand, are things the player is usually allowed to do but by no means must do. Yet, these are so widespread that players have come to presume their right to them, and nearly all games adhere to them out of fear of the tantrum the player (and reviewer) will throw without their precious toys. Again, this list is neither all-inclusive or prescriptive, but some rights the player does not have (i.e. privileges) include:
- The player does not have the right to act however they desire without fear of consequence.
- The player does not have the right to immortality.
- The player does not have the right to omniscience, to have access to every morsel of information about the story, the world, and the characters.
- The player does not have the right to be rewarded unjustly. (i.e. achievement points for putting a disc in the tray.)
The player does not have the right to instant gratification.
I am not arguing that the player must not have these privileges ever, in any game. Rather, I argue that the player cannot assume entitlement of these privileges and should not dismiss a game for not having them.
Does the presence of these privileges affect the game-ness of a game? No, usually not. If the sole intent of the game is to let the player have a rollicking fun time, then these privileges are fine, if not advantageous. Games that exist just for pure, simple fun (Crackdown, Just Cause 2, the earlier Grand Theft Auto games) are as justified as easy-to-watch action movies and predictable romance novels. Sometimes that is all we want, and that is okay.
However, there also exists movies that are difficult to watch and books that are difficult to read, that are still revered for their aesthetic and thematic (and artistic) merits. I want more games that are difficult to play like Shakespeare is difficult to read and The Godfather is difficult to watch—difficult, but ultimately more meaningful and rewarding. Not like Killzone 2 is difficult on ‘Hard’ for making me put more bullets into an enemy, but like Far Cry 2 is difficult for making me walk for thirty minutes and then have to contemplate the very real punishment of death if I screw up the ambush. Like Half-Life (or the first Halo) is difficult for not giving me an info-dump of story before I am thrown into things. Like Deus Ex is hard for forcing me to act on incomplete information (brought up in Justin's excellent "Groping The Map" series on the game's opening level). Difficult in the sense that the entire game does not revolve around the player’s cushioned empowerment, entertainment, and instant gratification. When we do this, games finally begin to mean something.
Yet, every time a game does push aside some player privileges for loftier goals than instant gratification, there is an uproar by (perhaps a loud minority of) both players and reviewers. Far Cry 2 does not have enough to do; Braid is too ambiguous; Grand Theft Auto IV doesn’t have a jetpack; Limbo kills the player too cheaply. Games such as these are often stamped with the ambiguous ‘literary’ label as though no game could ever be as meaningful as a book. These games tend to keep all of the player’s rights intact while abolishing many privileges in order to focus on other design concerns—namely aesthetic and thematic ones. These games are the ‘difficult’ games that I want to play more of. (Note, though, that when rights are removed along with the privileges, it is to the detriment of the game, such as the sidewards-arrow-gravity-switch in Limbo which removes the player’s right to progress.)
Abolishing player privilege is not something we must start doing in the future. Rather, it is something that games are already attempting right now. Games such as those above (and others, to be sure) are potentially the foundations of a much broader shelf of high-brow games—if we allow them to be.
Such meaningful, artistic, high-brow games will only be more widely accepted if more players realise the satisfaction one can get from giving up their privilege and putting in the extra yards. Thus, it has to start with the players and the reviewers. Designers can craft all the privilege-free games they want, but they will get nowhere if the player refuses to let go voluntarily. This isn’t about changing mechanics but changing culture. Instead of complaining every time a game does not let us do anything we want and demanding the game returns us our privilege, we (players, reviewers, critics) should welcome these games with open arms for potentially allowing us more meaningful experiences.
This is not an elitist aspiration—I have already defended the more ‘easy’ to play games. I just want games that respect my rights as a player without smothering me with privilege, games that present me with a meaningful experience by letting me interact in meaningful ways that might just bite me back. But just as the high-brow player must accept just-for-fun games (and, really, who doesn’t’?), more high-brow titles will only exist if players are willing to give up their privileges.
Players must stop expecting rewards for doing nothing, must stop protesting punishment well-deserved, must stop wanting explosions yesterday. Players have to stop expecting every game to be tailored for their specific needs. It is time the child demands the parents stop pampering them and let them stand, stumble, fall, and eventually learn walk on their own two feet.
Tuesday, July 27, 2010
Imagined Interactions
“Christ, how do I jump!?”
This is the first thought that enters my head as Final Fantasy VII’s opening cut-scene melds seamlessly into the game’s opening level. I mash buttons frantically as the two blue-clad troops attack me on the platform at the Sector One Reactor station, shooting machine guns and throwing uppercuts. Eventually, more by chance than any basic cognitive skill, I manage to press ‘O’ and choose ‘Attack’. EX-SOLDIER runs across the screen, swings his oversized sword, then runs back across to the opposite side. I have no idea if I hit the trooper or not, but some strange white numbers appear before quickly fading. No idea what those are about.
And so, with chaos and confusion, begins what would eventually evolve into a several-year obsession. This game is unlike anything I have experienced before. Enemies appear out of nowhere; I can’t jump; my character just stands there and waits for the enemies to attack him. The menus are a monumental hurdle: while Western Playstation games use ‘X’ as the universal ‘OK’ button and ‘∆’ as ‘CANCEL’, Final Fantasy VII, being Japanese, uses ‘O’ as ‘OK’ and, worst of all, ‘X’ as ‘CANCEL’. Even the physical aspects of the game are wrong. The case is HUGE. Three discs? What on Earth could the other two be for?
It is 1998 and I am twelve-years-old when I first rent it from the local Video Ezy. I choose it over the shelves of generic platform games and shooting games because I have seen a cool TV advertisement showing off all its beautiful cut-scenes. But why do I go back every week and rent it again and again for months until I finally have enough pocket money saved to buy my own copy? At this early stage, I do not think it is a labour of love (that would come later), but just pure bewilderment. I am not so naïve to think Final Fantasy VII was revolutionary in the greater scheme of things, but it was certainly revolutionary for me. I had to re-learn how to play videogames from the ground up. I spent several minutes figuring out how to use the save point (not to mention my new memory card). I died four times on the first boss because of the poorly worded “Attack while its tail is up! It counters with its laser!” (I read this as I should attack while the tail was up). Every hour I played, the game doubled in scope. I stuck with it and sunk more of my time into it than any game previously, but it just kept going… And then we left Midgar.
I cannot say where, exactly, but at some point it just clicked: Final Fantasy VII was not showing me a literal depiction of the game-world, but a representation. My party and the enemies were not really running back and forth, taking turns to hit each other—this was just a representation of the battle that was truly happening. The speed with which my ATB gauge filled represented how fast my characters were. I was not missing targets that were standing still; rather, my accuracy was being compared to the enemy’s evasion to determine my probability of hitting. It would be another twelve years before I had the words, but the game’s rules determine the game’s representative fiction.
Outside battles, too, the game–world represents an actual world that was only ever hinted at. On a meta level, the constant switches in graphic styles—from gameplay, to cut-scene, to full motion video of varying degrees of quality—portray completely different worlds. In more specific circumstances, a character will walk two steps to one side to allow other characters to have a private conversation. Never mind the enemies appearing out of nowhere and the party characters walking into nowhere.
As a representative system, Final Fantasy VII demanded that I did not just use my controller to engage with the game, but also my mind. If I accepted the world as portrayed by Final Fantasy VII at face value, the game would have made no sense. The world-as-shown works to rules incomprehensibly different to our own world. However, by using my mind to interact with the game, I was able to imagine a ‘real’ game-world lying beneath and dependent on the layers of representation.
Of course, unknown to me at the time, this is something gamers had already been doing for decades on desktop text adventures and tabletop role-plays. But for me, growing up on platform games on the Master System II and Super Nintendo, I had never before been asked to invest more into a game than what I could see on the screen.
Final Fantasy VII was the first videogame story that I actively engaged with because I had to actively engage with it. It was up to my imagination to draw out the story and the world from the rules and mechanics. Once I learnt to do this, Final Fantasy VII stopped being this weird, quirky ungame and became a fully fledged fictional obsession. The world and the characters began to matter to me not because I made important decisions that affected them, but because I was central in crafting them. Not with a character generator like Morrowind or Dragon Age, but with my imagination. Their voices, their movements, their fighting styles—things that the game only ever hints at, I am responsible for forming.
Largely, the reason Final Fantasy VII looks like it does and requires the player’s imagination to fill in so many blanks is due to the technical limitations of the time as well as hangovers from the series’ Super Nintendo iterations. As the years go by and technology allows better visuals, videogames focus more on crafting more ‘realistic’ (or, rather, comprehensible) depictions of their worlds rather than representative ones. In just the Final Fantasy series alone, we see in later games the introduction on voice acting, of enemies walking around outside battles, of more consistent graphic styles and properly-proportioned character models.
While better technology is allowing more interactive narratives in the way the game-world is able to react to the player’s actions, I feel it is also detracting from them by leaving less room for imagined interactions. That is, we can interact more with games and their worlds with our hands, but less and less with our minds. We are able to perform more and more actions; however, these actions are largely meaningless since no room is left for personal interpretation.
The more the game tries to convince us that this is how the world is, the less likely we will be convinced. On the other hand, however, the more the game leaves ambiguous, the more our minds will instinctively fill in the blanks. Take platform games such as Braid and Limbo, for instance. Although arguably more ‘artistically-minded’ (whatever that may mean) than Final Fantasy VII, these games share the same attributes that allow me to invest in the told story. All these games can only be completed in one specific way; none have room for improvisation. Yet, because of their abstract, non-specific styles, there is plenty of space for the player to imbed their own meaning into their actions and the greater narrative.
Over at Above 49, Nels Anderson has been talking about the uncanny valley games enter when they try too hard to depict realism. This, specifically, stood out to me:
"Some might say this is splitting hairs, but what matters is as soon as you start to notice these [slight flaws in games trying to be realistic], it's not possible to stop noticing them. The incongruities can pull the player out of the experience, reminding them they're not seeing a real place, not dealing with real people or real consequences.”
In Final Fantasy VII the characters do not have mouths. This does not matter as you are able to imagine them with mouths. If the characters of a game such as Heavy Rain, for instance, walked around without mouths, that would just be creepy and weird. This is because Heavy Rain (along with most AAA titles of recent times) is telling the player what the world and the characters are like, not asking them to imagine what they may be like.
Anderson uses the example of Puzzle Agent to show a game can evoke how a place feels far more convincingly than a game can ever show how a place looks. For my twelve-year-old self, this is exactly what Final Fantasy VII did. I knew how the Midgar slums, Nibelheim, and the Golden Saucer felt and used my imagination to fill in the blanks that the game did not show me. I became more invested in the world because, in large, that world only existed in my head.
We talk a lot about giving the player agency over the narrative, thinking that the only way to do this is to increase the intricacy of choices and the quantity of paths. These are certainly methods that we should keep exploring, but how about the way readers have been interacting with narratives for centuries: with their imaginations?
Labels:
Braid,
Final Fantasy VII,
Heavy Rain,
Imagination,
Limbo,
Morrowind
Wednesday, July 21, 2010
Death of the Player
As kids, my two brothers and I devised a game called Traps. Influenced at least in part by playing Spy vs. Spy on our Master System II, Traps would see one of us design an obstacle course around the house and yard (usually just the yard as we would concoct games such as this when our parents kicked us outside) that the others would have to navigate through. As the name suggests, the course would be littered with traps. The most enjoyable part of the game was trying to invent new and exciting traps that our player (‘victim’ almost seems like a more fitting term) would not be expecting. We would lean buckets of water atop doors; hide small ditches of spiked twigs under leaves; and force each other to climb the sun-baked metal of the slippery slide.
The game could not have been any more linear. You finished by completing the course, but you were not allowed to deviate from the course at any time—not even to avoid traps. This meant that the course could only be completed by activating every trap along the way. Even if you saw the spike pit under the leaves, walking around it would be cheating. Interesting gameplay was not the primary concern in Traps—the traps were. While the player had an essential role in the game, that role was the equivalent of a lab rat in a genetics experiment.
Playing Playdead’s beautiful debut XBLA game, Limbo, last night, I found myself reminiscing about Traps. Limbo’s beautiful, beautiful monochrome levels (did I mention they are beautiful?) are littered with dangers that seem to have been extracted directly from the mind of the playable boy—giant spiders, spikes, bear-traps, other children, brain-eating leeches to name a few. Many of these dangers are not meant to be noticed and avoided the first time. Dying is a large part of Limbo and a lot of care has gone into the morbidly varied death animations. The designers have used many a cheap trick to ensure the player is dead before they even realise they are being threatened. Limbo is not about avoiding death; it is about dying. Again and again and again.
This relates to a kind-of-theory-thing I have recently been trying to no avail to flesh out into coherent thoughts. My justifications for it still need plenty of fleshing out but the essential argument is this:
The player is not the most important element of all videogames.
I mean that quite specifically. The player is still very important (essential, even) to all videogames, and they are indeed the most important element for a lot of videogames. However, the more I think about it, the more I am convinced that allowing the player to stand unchallenged atop the pedestal of priorities they have held for decades can be detrimental to creating more meaningful games. Okay. I know. I am crazy, but just hear me out before you scroll down to write an angry comment.
Based on the assumption that the player is the most important element of any game, gameplay considerations are almost always prioritised over all other considerations (such as coherency, believability, themes, aesthetics, etc.). In the article “Brave New Worlds” in GamesTM No.95, Rocksteady’s principal designer, Bill Green, says:
“Inevitably, sometimes we have to sacrifice believability for the sake of gameplay, and the player must have a smooth, readable ride even if that ceiling wouldn’t pass a civil engineers assessment. The player is the most important person in the world when you’re designing, and they must be able to read the environment, knowing up-front how they can interact with it and where they can go.”
The ludology line of thinking would completely agree with this. As would anyone with any financial interest in seeing a AAA title sell enough copies for them to keep their job. I completely respect that. Games are games and should be about the player and gameplay first and everything else second, right?
At the risk of being slaughtered by a mob of said ludologists, I would answer no. Some games have (or could have) a greater interest in elements other than gameplay and the player’s convenience and, dare I say it, enjoyment. Perhaps the flight simulator is a good example of this (then again, the genre is practically dead, so perhaps not). Certainly, the player’s ability to play the game is important, but is it more important to a committed simulator than hyperrealism? Sometimes yes sometimes no. All I am trying to say is that the player is not always the most important thing. In some games other consideration are just as (if not more) important.
Limbo is one of those games. The player is an essential element of the game; without them, the boy would just lay there, sleeping forever. However, the player is essential in the same way the player of Traps was essential—as a lab rat. The player exists in Limbo to run their rat wheel and allow the stunning aesthetic and thematic design to really shine. And, considering Limbo’s most potent theme is death, the lab rat player must die a lot of times.
Is this a justified strand of game design, where the player is not empowered but exploited? It is not something I have fully explored or entirely made up my own mind about. I was not planning on posting such thoughts for quite some time yet, but the few hours of Limbo I have played (I have not even finished it yet!) really made me want to get this out.
So please, rip my kind-of-theory-thing to shreds.
Labels:
anti-ludology,
death from anti-ludic sentiments,
Limbo,
ludology,
musing,
player,
Traps
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