Moving games beyond "fun" will strengthen the medium

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Wednesday, May 23, 2012
EDITOR'S NOTEfrom Rob Savillo

The Bitmob community has spoken (see recent articles by Josiah Renaudin, Steven Sukkau, and staff writer Rus McLaughlin), and the idea that games have to be fun to also be good is again under question. One might conclude that we're all just a bunch of killjoys, but I say that we're on to something.

Taking a glance at all the Max Payne 3 coverage recently, I began to notice an odd disconnect: People were claiming the story was dark and rich with Rockstar's trademark social commentary, but when Max Payne 3 cut to gameplay, I saw a man in a Hawiian shirt dual weilding uzis and flying through the air in slow motion.

That's not something I neccessarily associate with dark, audience-challenging stories. Max Payne looks like a great game, don't get me wrong, but it left me longing for a game that was able to truly take itself seriously.

Dear Esther, the latest genre-defying experiment from The Chinese Room, is a perfect example of this kind of movement. Anyone who's given it a cursory glance can tell you it will leave you asking yourself: "Did I just play a game?" For some, this will fill them with a sense of wonder and thoughtfulness; others are left wanting that hour and a half of their lives back (not to mention their 10 bucks).

For those of you who haven't given it a look, it's best explained as a sort of adventure game. You'll treck across an abandoned island as poetic prose narrates a very confusing but intruiging tale.

One thing stuck out to me: The most significant criticism of the game was that it simply wasn't fun.

 

Dear Esther

There are a myriad of issues leading to this, I understand. The walk speed is painstakingly slow. Your interaction with the world is limited, and there's very little to actually do as you hike up through the island.

All these things though are key to the experience; to enjoy it, you have to sit back and soak it in. You could say that it's a rollercoaster, but that would imply speed and predictability. Dear Esther is slow and borderline Lynchian. The poetry of it all sometimes felt a little pretentious to me, and though it didn't immediately suck me in, I couldn't help but enjoy the experience. I was enjoying it without having fun.

Why is that significant? Shouldn't enjoyment be directly related to fun? Well, no -- not really. A couple years ago, I went to see the film adaptation of Cormac McCarthy's The Road. When the credits rolled, I felt awful. I got home and went straight to bed (at four in the afternoon). But the next day, I couldn't stop thinking about it. I realized that as claustrophobically depressing as the movie was, I actually enjoyed it.

It's that kind of mature storytelling that pushes a novel into "literature" and a film into a "classic." Shindler's List. The Shawshank Redemption. 1984. None of them are "fun," but all of them are powerful, gripping experiences.

Now, many people will point out here that games are not films or books or music, and they would be right. Yes, games should be judged on their own merits, but the stories we tell are the same in any medium. The problem we face with games is that these stories are forced around the skeleton of gameplay and lose something in the process. What is so great about Dear Esther is not that it sounds like a poem or looks like an art film but that it does these things while allowing you to explore (in whatever limited capacity) the world the developer has created with the character you control. You play the game.

Bulletstorm

As I write this I'm getting ready to play Heavy Rain. Looking at coverage for it, I can't think for a minute that the game will be "fun," but I'm pretty sure I'll enjoy it. Now, I love to have a good time. Having just finished Bulletstorm, I can confirm that there's definitely still a huge place to celebrate the sheer glee of reckless power that only games can give you, but maybe not everything needs to be that way.

Games started as toys -- inoffensive distractions to amuse computer scientists and their families -- but among the week of repetitive-strain-injury-inducing Diablo runs and the twitch shooting of Max Payne, I'm waiting for something a little slower.

Super Mario Bros., the mascot of gaming to the masses, was a great jumping off point: limitlessly approachable and fun at its very core. But I can't wait for the day when we're producing such rich and engrossing stories that how "fun" the game is won't matter.

 
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Comments (7)
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May 22, 2012

I don't want fall down the slippery slope that is, "video games are/aren't art" argument so I will keep it short. I feel that if you remove "fun" from video games, you are also taking the "game" out of video games, and all you are left with is a video. The main purpose to playing a game is to have fun.

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May 22, 2012

I just think it's healthy to have a mix. I agree with you entirely, 'games' are by definition recreational items, we should be able to have fun with them. I don't think that will ever stop being the norm, and that's not neccessarily a bad thing. I'd just like to see a less dismissive attitude towards the 'interactive storytelling' approach and I think games are the best medium to push that forward.

Dscn0568_-_copy
May 22, 2012

Welcome to Bitmob!

We have had a few "games don't need to be fun" articles in the past. I hope we can eventually have a big blockbuster game akin to those kinds of movies, but at the same time it would be tough for a game like that to appeal to a mass audience without some of the gameplay elements and "fun" they expect. If that does happen and we examine how video games reached that point, however, I'm sure Rockstar would deserve a lot of credit for bridging the gap.

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May 23, 2012

It strikes me that almost every other storytelling medium has both "fun" (light, easily understood) works and serious (challenging, deeply meaningful) works. Games have branched out as well, but not nearly as much. I think the mistake that this discussion makes is by seeming to conflate fun (note my scare quotes above) and enjoyment. When I read Harry Potter, it's fun, but only in the most basic way; when I read Paradise Lost, there's a level of enjoyment and satisfaction that is far beyond my experience of HP. I think we have to distinguish between "fun" and enjoyment--a serious work can provide much greater enjoyment, despite potentially dark subject matter, than a "fun" work ever will.

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May 23, 2012

I think this idea here, "but the stories we tell are the same in any medium" is a bit of a misconception. Telling the same story, but in a differerent medium fundamentally changes the story. Reading the script for a Dear Esther is probably a very different experience than playing the game, even though technically it's still the same story. The reason a video game doesn't effect you in the same way watching The Road does, is because of the different mediums, not because of the story. The medium dictates the power of a story.

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May 23, 2012

We already have games that aren't fun: survival horror games. When done right, survival horror is claustrophic, panicky, and downright terrifying, and people love them.

If only we could branch out from terror and fun to other emotions as well, without getting trapped in the arty waste of Esther-like games.

Img950653
May 23, 2012

If I can on my high-fallutin' game design theory soapbox for a moment: the main purpose of playing a game is to interact with a system, and to maintain player interest, that system has to be engaging on some level. Most games (in fact, almost all of 'em) use "fun" as the hook of their system. But that's by no means a requirement. 

You could argue that some games use "addictiveness," "education," or "fear" as their engaging hook and games like Dear Esther engage players in a different way - fun just isn't the word to describe it. Games can be recreational, enjoyable, and interesting, all without having to maintain this sense of "fun" that feels super familiar to hardcore gamers.

This isn't a controversial concept in gaming academia - games don't have to be fun to be interesting, period. They just have to be engaging. But try telling that to someone who plops down $60 with the expectations of having a totally radical badass gaming experience.

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