Is fun or meaning more important for video games?

Monday, January 31, 2011
EDITOR'S NOTEfrom Rob Savillo

Set aside the question of whether games can be art and consider the roles that fun and meaning hold in the medium. Does emphasizing one at the detriment of the other limit the artistic possibilities of the hobby as a whole? That conversation is much more interesting to me.

“Fun isn’t enough. It’s paramount!”

I take the above quote from a rant Destructoid blogger Jim Sterling made in a recent episode of his topical webshow and hullabaloo magnet: The Jimquisition. In the video, Sterling presents a counter argument to what he feels is the uppity pretensions of indie-game makers who assert that games should aim to be more than just fun -- that fun is a secondary concern to the flowery, high-art ideals that many indies aspire to. He claims that fun is not just enough but absolutely essential to the integrity and purpose of a game.

Rather than having a go at Sterling, I want to use his comments to interrogate this notion that games (at their fundamental core) are about escapism and entertainment. That anything else -- philosophical inquiry, political commentary, artistic experimentation -- is, in essence, decorative. Pleasant and acceptable only so much as to not invalidate the game's primary purpose, which is to engage the audience’s attentions and amuse them for the duration of the experience.

Now this isn’t a totally ridiculous or outrageous position to take. In fact, I’d go as far as to say that (from my own personal experience) this is a fairly common attitude among gamers.

I do think, though, that Sterling's proclamation is just as suffocating and limiting as its opposing notion: that all games should aspire to be high-minded affairs. And to illustrate my thoughts on this I’m going to briefly elope from the untamed wilds of gaming to the well-worn cobblestone of literature to talk about a work that’s very dear to me: Franz Kafka’s The Metamorphosis

The Metamorphosis is not a lot of fun.

 

It’s a dreary and achingly miserable story about a salesman who transforms into a giant insect and the damage this does to him and his family. It’s slow paced, it’s occasionally tedious, and aspects of Kafka’s writing style are awkward and fiddly. I’m not ashamed to admit that when reading it as part of a University course, there were times I really just wanted to put it down and forget about it.

But you know what? There is one thing that makes The Metamorphosis redeemable. Not only redeemable but brilliant and special and an absolute must-read.

It’s packed with great ideas. Revolutionary ideas. Depressing ideas. Ideas about writing. Ideas about society. Wise and wonderful and heartbreaking ideas.

Long after I closed the book and slid it back on to my dusty oft neglected shelf...long after the frustrations I endured to reach its climax had dissipated, The Metamorphosis’s ideas stayed with me. They have lingered in my brain like some brood of helpful, parasitic worms. Inspiring me to write. Informing my worldview and my tastes. Providing useful trivia for internet forums. You get the idea.

Now, dragging this unruly argument caravan back into untamed wilds of gaming, let’s talk about a little indie title Sterling singled out as particularly offensive to his sensibilities: Passage.

I played it. I didn’t find it fun. But it certainly got me thinking.

And while it wasn’t really my thing, I could see how for a young would-be designer this game might his their Metamorphosis: A game that’s a little droll but whose ideas bewitch and motivate him. And if that is indeed the case -- if Passage inspires even just one person to become a game designer or even just think about the medium in a more sophisticated way, then its existence is justified.

Who are we to question Passage's integrity or the integrity of the people who appreciate it? It’s one thing to dislike a game because it’s not your kind of thing. It’s another entirely to suggest that a type of game has no place because it does not fit in with your criteria of what constitutes a valid gaming experience.   

But allow me to say -- hypocritically, mind you -- that there really is too much bibble-babble on this topic. Too many vague, reductionist hypotheses on what a game should or shouldn’t be. Too many arguments that attempt to pin cage-like definitions on an emerging and diverse multimedia art form that has the potential to take on so many wild and varied shapes.

Some games just want to be brainless fun. Some games just want to tell excellent stories. Some games want to convey deep, meaningful messages and concepts. Some games want to challenge conventions. Some ambitious games want to work on a variety of levels -- i.e., do a little bit of everything. Some just want to do one thing well and nothing else.

And all those approaches are (and should be considered) valid because each game is its own machine seeking its own separate optimization. We should evaluate them in that context.

Complaining that Passage isn’t "fun" is as misguided and redundant as complaining that Gears of War isn’t deep. 

 
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Comments (10)
37893_1338936035999_1309080061_30825631_6290042_n
January 31, 2011

Good piece. I think the issue arises from older games. Some of the earliest books were guides, some of the earliest movies were documentaries, but games have always been about fun. The whole industry of gaming was built on the concept of having fun. There are many people out there who believe that's where gaming should stay.

But gaming is never going to become a legitimate medium (let's not bring "art" into this,) if it's never allowed to expand beyond just being fun.

The indies are doing their part. Games like Limbo, Every Day the Same Dream, One Chance and even a game I detest - Braid - are bringing the fresh ideas needed for the medium to evolve.

I can't wait until we see the triple-A titles - other than just the ones made by Team Ico - really start to embrace meaning.

Jamespic4
January 31, 2011

That video barely makes sense, which is par for the course with that guy. "I like mindless fun 'cause it helps me forget that Jersey Shore exists." That statement (paraphrased) is an implicit value judgment about people who watch Jersey Shore to have mindless fun. He's doing exactly what he claims art-game fans do.

I don't see any reason why people even percieve "meaning" and "fun" as "opposites." The room for all kinds of games in the world, even games that aren't fun.

Twitpic
January 31, 2011

Lloyd, great read! It's an interesting debate. If I can take something away from a game, be it fun or something else, I feel like it was worth it.

January 31, 2011

Just thought I'd drop a note to say that I'm exceedingly glad, and humbled, that BitMob has chosen to highlight this and that you all enjoyed the article as much as you did. Thanks a bunch, guys. 

Me_and_luke
January 31, 2011

Really enjoyed the article, Lloyd!  And I also agree with Chase, James, and Cosmo! :)

Me04
January 31, 2011

This is a great read. Glad you posted it!

Wile-e-coyote-5000806
January 31, 2011

"It’s one thing to dislike a game because it’s not your kind of thing. It’s another entirely to suggest that a type of game has no place because it does not fit in with your criteria of what constitutes a valid gaming experience. "

You said it all with those two sentences.  Was "Schindler's List" a bad movie because it wasn't "fun"?  Is "Shoot 'em Up" a bad movie because it didn't make me comtemplate the nature of morality?  (Those are both movies that I enjoyed a lot, by the way.)  I often write that my doctor might be a terrible carpenter, but he's not a carpenter, so who cares?

I think Chase has it right, too.  A lot of people will have trouble seeing video games as being capable of anything besides fun.  Some of those people might fear their hobby being usurped by "artsy" types.  Another thing besides the history is the label of "video GAME".  It just doesn't make sense to people that a game wouldn't need to be fun.

Really good article, Lloyd.  Thank you for writing it.

Miketwitter
January 31, 2011

Absolutely, wholeheartedly agree! Games that make us think, and games that make us excited. This town is big enough for the both of them.

167586_10100384558299005_12462218_61862628_780210_n
January 31, 2011

Nice work. A lot to take in and think about, so I'll probably come back and comment later, but on the topic of fun:

I look at it this way. Rather than be fun, I hope a game is *challenging*. I think challenge is fun. Challenge me with game play that isn't ridiculously impossible. But more importantly, challenge the way that I think about games or ideas or genres or what have you. Challenge me to find meaning in sitting in a chair pressing buttons on a remote. To me, grappling intellectual challenges like that are much more fun than just stabbing/shooting/coin collecting ad nauseum (though that kind of fun, as you said, has it's place)

Channel5
February 01, 2011

A game should ultimately be fun. It could be the deepest most thought provoking game, but if it's not fun what's the point? Kind of why I stopped playing Enslaved. Story was cool. Gameplay stopped being fun after I rented it a second time.

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