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[PATV] Wednesday, August 8, 2012 - Extra Credits Season 4, Ep. 25: Mechanics as Metaphor (Part 1)
[PATV] Wednesday, August 8, 2012 - Extra Credits Season 4, Ep. 25: Mechanics as Metaphor (Part 1)
This week, we discuss how games can convey meaning through mechanics alone. You can find the Flash game here. Come discuss this topic in the forums! Check out our new EC Store!
I thought this was interesting. I recently finished Bulletstorm, and I feel like that game had some weird stuff to say about the mechanics it used. Especially ***SPOILERS*** at the end, when you get leashed around by the antagonist, and see what it was like firsthand to get trashed in such a way. ***END SPOILERS***. Especially after the game basically has you celebrating the over the top nonsense of the action, to then have it done to you.... I DON'T KNOW, I THOUGHT IT WAS COOL.
Maybe I'm way off base with this comment, and didn't get the point of the video at all. Flash game was neat, by the way! I tried to go to EVERY group, even though I knew none of them would come near me.....
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TheevilpplzSo Amateur It HurtsNew ZealandRegistered Usernew member
At first I avoided all the groups thinking they were going to kill me if I touched them.
Then, once I discovered that the dots vanished once you went near them, I returned straight to the middle and headed on forwards, ignoring what all the groups are doing.
When playing this game my first instinct was to avoid all the groups of squares, after all that usually is the "goal" of games like this. After a while i got bored and tried moving into them only to find out that they scattered and I was like: Behold my godly power of making you flee in terror! I tried to catch up with them or scatter them into other crowds and discovered they vanish after a while which I don't think was a point of the game to take noticeof that, but I did anyway. As the background got more gloomy and the groups became smaller I left them alone and just watched them move around or jump or whatever silly thing they were doing.
However, I found it rather manipulative of the game music to be what it was. You could replace it with somthing from an old horror movie and it would be conveying a different set of emotions than what the creator was clearly going for. But I never turned off the game, I scrolled all the way to the end just to see if there was one, and I wasn't dissapointed. It's strange how some art game like this i've played that intentionally have no "ending" outside of the one wheren the user shuts off the game in disgust or boredom and that's "the point". Any ending at all is a good ending so long as it give closure to the expiriance.
Apologies if I've bored anyone I just had a lot I wanted to say. Was that not the point of the video?
Upon entering the game, I tried to "collect" the other dots thinking they were items, but after they ran away, I began thinking of them as people and not items. Shortly thereafter I began avoiding them not because they were "jerks", but because I didn't want to get in their way. I spent an abnormally long time when I came across groups of them barricading the hallways. I considered giving up a few times, but I remembered the goal was to make it to the end and proceeded despite my reservations.
Thanks for that, totally needed EC. I kept hoping to attach to a group, then the group runs away. Made me a little on the sad side especially after bad news earlier that confirms this state of being. (Great work as always EC, awesome episode, awesome show, keep expanding the horizons of video games and what we think of them today.)
I started out plunging headlong into each group (the title "loneliness" bugged me into doing that). As more and more groups fled my presence, I became angered, and started to intentionally chase them off the screen. Simply fading wasn't enough, they had to go off the sides. A thought brushed my mind, "If they see me as a monster, then that is what I shall become." A few times I managed to be fast enough to catch up to a pixel, though the other quickly faded. I imagined that I had ate it.
But then, as they became fewer and fewer in number, my rage faded, and it was enough to simply go up to each group to see if they too would run away. I doubled back once, to see if there were any that stuck around. I found one, and had a brief moment of joy, followed by sadness as it too fled away.
As I rode into the final blackness, I thought, "at least this one, death, accepts me." I mean, that's what it was, right? The pixel is gone, forever consumed, returning to the dark from whence it came, the end.
A bit depressing from my perspective, but there's so many other interpretations. I can easily see why some people would call it "stupid" and "pointless" but EC is right, it's all about the narrative you assign to it. Can't wait for the next episode to point out other games that do this.
first i wasnt really sure what to do in the game, so i approached the first group it dispanded tried to go to next group and the next about third way i went back found few individual blocks and they evaporated too. started heading forwards again trying to connect with any group i could. i think this game was so far the first one that actually reminded how lonely i am.
At first I avoided the other cubes like others thinking they would kill me. Once I ran into one of those "you can't avoid this" clouds of quickly moving cubes I discovered my God-like power. I turned back. I retraced my steps all of the way to the beginning and started "killing" everyone. Or, that's what I thought I was doing. I wanted the "best score", even though I had already figured out this probably wasn't one of those games. This was one of those artsy games with a "message", but whatever...I evaporated every cluster and single lone cube out there. Along the way I kept thinking that the pianist could take some lessons. Once I noticed the darkening of the sky I realized I was going to space. Cool, I'm a spaceship on my way to space! And so I went onwards to where no man, woman or dog has gone before!
...and then the end-texts scrolled in. I got pulled out of my space-exploration real quick and felt annoyed at the game. Or Not-A-Game. Whatever. Yes, this was one of those artsy games with a "deep" message, which I already knew from books I had previous read and movies I had watched in the past. Real deep stuff. * yawn *
For me the key moment of that game was close to the end i had given up trying to get to a group, towards the end were two dots next to each other with one jumping up and down(out of joy Imo) and when I tried to get close to them to join with them hey ran away, not only from me but from each other and that really made me sad, I just stopped for a while just realising the implications of what I had done, my quest for friends had just driven two people who were close who had found somebody apart from each other, in my quest for friendship I had ruined others. i gave no thought for anything besides myself and that happened I realised the true implications of my actions
I did try to join every group, but at first it was just fun watching the squares scatter, thinking they needed to be collected in a certain way. As it slowly progressed, I realized they were running away, then I felt an urge to join at least one group; I tried all of them, seeing the numbers slowly decrease over time, until I got to the very last square. Once that one disappeared, I found myself a tad bit away from complete darkness, and it just felt wrong--like I was going to be consumed by it, completely disappearing; wasn’t just the tiny square, it was me.
I just kept going after being engulfed by complete darkness, hoping to find a white space beyond it, and then the text appeared, white over black—and I felt so sad for that little square. That game really hit me hard at the end; guess I can relate.
After the first couple of groups I thought something along the line: "Well, f*ck you guys. If that's the way it is, then you do your thing, I do mine." Then I singlemindedly went right down the middle of my path, with what I imagine would be a grim face and hunched up shoulders if a square would have such things, neither actively seeking groups out or avoiding those in my path. More and more oblivious to others I marched deeper into the looming murk of my depression, just noticing on the side, that those around me got fewer.
Only the last lone square made me stop for a moment. I wonderd if it maybe was like me and felt a solidary kinship to it. But I didn't go over, because if it was like me it would by this point be just as hardend and cynical and wouldn't trust the possibilty of companionship - and if it then would reject me it would be just the same as all the others.
I don't care if it is pretentious - if a game can make you project any kind of emotions or thoughts on a bunch of little black dots on a blank screen, it's a win. Take that, 2k Games!
Great episode!
I tried to go up to every group. But then I thought they were birds and I was running at them on a beach scaring them away, which is fun. What the dicks does that say about me?
Pretty Nifty little Game. For another really great example of Mechanics as Metaphor, try Company of Myself (I think it's been in a GYMNHT) and, even better Tower of Heaven, which is one of my favourite games of all time.
At first I thought they were stars and constellations. When a few scattered, I thought.. What have I done?!
I tried avoiding the rest, and felt terrible when I couldn't. Then at the end, when everything went black I was terrified. What if I went and destroyed more of the stars...
After I noticed that the groups avoided me I attempted to get near them at different angles to see if the dispersal pattern was the same. Not too sure what I should think of that upon reflection.
At first I moved towards the groups, trying to chase them even as they ran. Some even faded out to grey the closer I got to them. By the halfway point I saw my actions disrupting their activities so kept my distance, until the end when I thought maybe that lonesome one might desire company, yet it moved away too.
The controls were a bit wonky, the camera got in the way more than it helped, balance could have been better, graphics were nothing to write home about and I did feel like it was a bit too linear. All in all, 3 stars out of 5.
One of the most interesting this about this "notgame" (don't call it that you pretentious twat) was the distribution of other "people" throughout. How in the beginning you start with one or two people moving away from you, then move on to larger and larger groups. Towards the end I just kind of half-assedly made attempts at the few small groups and realized, "wait, isn't this indicative of splittling up a group by invading their space? Interesting take on the subject, though, I don'[t know if I agree.
After the first two groups I pretty much realised what the game was doing, so I made it my mission to get my cube to overlap with as many fleeing, fading cubes as possible just to see if I could (and I could - not many, since everybody flees, but still possible with the larger groups).
Still as an example of 'Mechanics as Metaphor' this game fails because it relies heavily on its music and the background gradually turning grey and then black to get its point across. Take away the music, take away the background and you might as well be Godzilla rampaging through Tokyo and see the populace fleeing before you.
Oh, I guess I'm supposed to get near the groups and destroy them. DESTROY ALL THE GROUPS.
*gets to the end* Oh, this was some pretentious metaphor, I guess.
And then it's depressing as Hell. Seriously, you make a game for lonely people, and the game is, "Every time you get close to anyone, you will destroy them. No one will accept you; not even one person. And at the end you fade to darkness." I feel better now; my loneliness is much more tolerable now that I know I will forever be rejected and die alone.
The end of God of War 3 where the camera switches to first person. The most interesting part of that was that , at the end , when you were pummeling Zeus's face , there was a prompt on the screen telling you to keep mashing the ... circle I believe. What was different here was that the onscreen indicator didn't stop. It just told you to keep hitting. You stopped when you wanted not because the game told you to. That gave your actions meaning. YOU were beating Zeus . That justified the change in perspective. It showed how easy it is to get lost in the blood lust , to keep hitting just because you could , all this while the screen got completely covered in blood, until the point where you couldn't even see Zeus. Then you were just pressing a button , knowing the effect , but not seeing the result. When I finally stopped and the screen started fading from the blood I almost held my breath to see what destruction I laid upon Zeus's face , to see the consequence of my actions. This final piece of gameplay perfectly explained why Kratos was doing what he was doing. There was no reasoning behind anything ... just bloodlust.
And regarding the notgame , I tried to join every group not because I wanted to be accepted. I wanted to see how the groups dispersed when I got near. I thought that I'd get points for the ones that I'd catch , and it was a bit dissapointing when the ones I managed to catch just disappeared like the rest of them.
I tapped the three edges of the screen I could get to just to check, and then I set off on my quest to disperse every cluster, and reach the top of the level.
I lost track of the box I was controlling as a character. It's easier to project upon than any customizable game I've played (even Minecraft) because it took so little effort, but the fact that no matter what you do, you always end up in the dark shook me out of the experience so hard I had to go to the bathroom (though that could be unrelated).
It's like if every ending of "The Stanley Parable" ended with the female narrator urging you to quit before Stanley dies, giving you only two options regardless of how you decided to play the game. It felt like it had a cool thing going there, but it tried to zoom off and decided that being alone was terrible, and as an introvert I find that offensive (I don't find it offensive, but I do find it frustrating for the "narrative" of the game).
The way I played the character - hitting every group - it hadn't learned anything by the end. Nothing in my behavior would've changed if the game had gone on for thirty more minutes, and that's the inherent problem with it.
Is it my fault that I didn't mind that they were scattering? That I didn't learn the "lesson" because I was not - nor am I - bothered enough to change my behavior to affirm the beliefs of the developer(s)? I found that the attempt to make me sad only brought me comfort.
Honestly, even trying to view it as someone who does mind being alone, I get the uncomfortable feeling like the square is giving up - still wrenching control from my hands, but in a way I'm more comfortable with due to most games being more or less the opposite of this game's GaSmTeOpRlYay (interwoven gameplay and story).
tl;dr I love the game, but the ending assumes you're in some way unhappy with your experience, and I wasn't.
I started by trying to join groups, then as I started dispersing groups, I felt bad about dispersing them so I started to avoid the other groups to make sure that I didn't bother them. Every once and a while I would try to join another group but whenever they would disperse, I felt bad like I was ruining something for them. Like my joining of the group somehow caused the rest of the group to go its separate ways.
Great episode, but I didn't like this game. It's way too depressing, and doesn't have a good message. It shows as if it was hopeless for forever alones to ever get friends, which is simply not true. Still pretty effective and artistically well done, but too negative for my taste.
When I started the game I went in blind and my gamer logic kicked in so I started to avoid all the dots. It wasn't until the stream across the screen and after I rushed in after trying to figure out how to do it that I realised that they actually avoided me. I tested it a few more times before continuing, only stopping to try and get the single dots to find me. I felt bad disrupting them in their groups and activities.
I thought that it was a commentary on how willingly separating oneself from others will eventully cause them to shun you themselves, and I must admit that depite how interesting the reality of the game was, I was disappointed when I went back and realised that this was not the case.
The problem I had with the "go play this game because it has narrative as metaphor" is that it forced me to look for the metaphor in the narrative. It'd be like if I told you to go watch a movie, looking for the hidden symbolism. Even if the symbolism sucked, you'll see symbolism because I told you it was there. If a game's mechanics are going to tell part of the story, that part of the story should be obvious from the mechanics themselves. But, take away the title (loneliness), the music, and the fact that I was *told* the mechanics had meaning, and there's no impact from this.
A much better example of mechanics as metaphor is Persona 3. The entire plot is about the importance of embracing both the will to live in yourself, and about making connections with other people. Much more than "beat the boss" it's about beating humanity's tendency toward isolation and depression. You don't have to do any of that. You can build a very small number of social links, and still beat the game. But if you *do* build your social links, the game becomes much easier. By making the world a better place, by making connections with people and improving their lives, your own journey becomes more pleasant.
That's a mechanic as a metaphor. And it's a use of the skinner box to improve the player's life. By encouraging us to choose to improve the world around us, and giving a reward for it, hell by simply encouraging us to be social within the game, I believe it makes us more likely to behave that way outside of the game. All this without having a title like "OMG help people and be happy" or ever explaining that meaning.
Loneliness was just a waste. Without the title telling me what the metaphor was going to be, without the video priming me to look for a metaphor, and without the little bit at the end explaining it, there's no reason people would understand the metaphor of the mechanics. And that's simply a bad metaphor.
I felt kind of powerful... I started the game thinking that I had to avoid the other cubes (touch-something-and-you-die style) until I started to challenge myself by going through smaller gaps for the fun of it. Then I saw that the other pieces were moving away from me so I thought: "YEAH, I don't even have to worry about not touching them, I can just run straight for the goal and nothing will stand in my way!
What does that say about me?
It was kinda messed up how I seemed to dissolve (and perhaps ruin) every group I interacted with. They were just doing their thing before I showed up. I mean, there was a perfectly good ROFL-copter before I tried to join in.
Eventually, I tried to get the ex-members of old groups to collide with the members of undisturbed groups.
I'm not sure the game "worked" for me. I instinctively tried to avoid the other objects, as it was ingrained into my brain by years of gaming ("if there is a lot of stuff coming at you, it's probably out to kill you"). Only half way through the game I noticed for the first time, that some of the other blocks seemed to try to get away from me. But this only happened in the places where the other blocks were forming a horizontal line and it was virtually impossible to pass them otherwise, so I thought this was just a feature to make those obstacles passable (and I by chance hit the right spots in the lines to cross).
So I'm not sure if this says more about my predisposition to groups (I am kind of a loner after all) or if it's simply a manifestation of my ingrained gaming reflexes (even though bullet hells aren't exactly my favorite genre, I've played my fare share over the years XD).
Either way, an interesting concept, although certainly a little bit heavy on the pretentious side...
One flash game that uses mechanics as a good metaphor is "The company of myself", it has a similar meaning but is done so much better than loneliness and the game itself is still a fun game rather than a "notgame". http://www.kongregate.com/games/2DArray/the-company-of-myself
This is one of the most important topics in Game Development right now, critical to its maturation as a medium. I'm glad you guys are covering it.
For far too long the general gaming public has accepted games like Mass Effect and Bioshock as being decision driven games (they're simply not - which isn't bad, but they're simply not).
Its not really about a metaphor, its about getting an emotional response from gameplay rather then getting it from the storyline (like a cutscene or plot). There doesn't need to be a deeper message like Loneliness had. It just has to get the player motivated to either accomplish something or to keep playing.
Loneliness did this poorly. As Seldon said, the only way to understand the point of the game was to be told. If I was to just accidentally find the game and start playing without any lead in, it would make no sense, and I would of probably given up thinking it was a bad joke, or a zombie face would pop out at the end and scream through my speakers. The mechanics gave no hint as to a purpose or goal.
I do not often disagree with the guys from Extra Credit. But I think there was alot of reaching here to give this game so much credit.
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Maybe I'm way off base with this comment, and didn't get the point of the video at all. Flash game was neat, by the way! I tried to go to EVERY group, even though I knew none of them would come near me.....
Then, once I discovered that the dots vanished once you went near them, I returned straight to the middle and headed on forwards, ignoring what all the groups are doing.
You're right, this does say something about me.
However, I found it rather manipulative of the game music to be what it was. You could replace it with somthing from an old horror movie and it would be conveying a different set of emotions than what the creator was clearly going for. But I never turned off the game, I scrolled all the way to the end just to see if there was one, and I wasn't dissapointed. It's strange how some art game like this i've played that intentionally have no "ending" outside of the one wheren the user shuts off the game in disgust or boredom and that's "the point". Any ending at all is a good ending so long as it give closure to the expiriance.
Apologies if I've bored anyone I just had a lot I wanted to say. Was that not the point of the video?
But then, as they became fewer and fewer in number, my rage faded, and it was enough to simply go up to each group to see if they too would run away. I doubled back once, to see if there were any that stuck around. I found one, and had a brief moment of joy, followed by sadness as it too fled away.
As I rode into the final blackness, I thought, "at least this one, death, accepts me." I mean, that's what it was, right? The pixel is gone, forever consumed, returning to the dark from whence it came, the end.
A bit depressing from my perspective, but there's so many other interpretations. I can easily see why some people would call it "stupid" and "pointless" but EC is right, it's all about the narrative you assign to it. Can't wait for the next episode to point out other games that do this.
...and then the end-texts scrolled in. I got pulled out of my space-exploration real quick and felt annoyed at the game. Or Not-A-Game. Whatever. Yes, this was one of those artsy games with a "deep" message, which I already knew from books I had previous read and movies I had watched in the past. Real deep stuff. * yawn *
I just kept going after being engulfed by complete darkness, hoping to find a white space beyond it, and then the text appeared, white over black—and I felt so sad for that little square. That game really hit me hard at the end; guess I can relate.
I thought top/down controlled the clouds, and left/right controlled the singular. I didn't think of the singular as myself.
I moved one group toward the singular, and one group toward the bottom edge, then one group to the top.
Then all I saw was the singular, which can only move left/right, and I figured it was over and quit.
Only when I watched episode and the comments did I figure there is a real end, at the top, and the only objective is getting there.
It's nice that you want to convey a message, but at the very least make sure your user knows what is going on.
Passage is extremely similar game, but at least there the background moves, and you know what is "you".
Only the last lone square made me stop for a moment. I wonderd if it maybe was like me and felt a solidary kinship to it. But I didn't go over, because if it was like me it would by this point be just as hardend and cynical and wouldn't trust the possibilty of companionship - and if it then would reject me it would be just the same as all the others.
I don't care if it is pretentious - if a game can make you project any kind of emotions or thoughts on a bunch of little black dots on a blank screen, it's a win. Take that, 2k Games!
Great episode!
I tried avoiding the rest, and felt terrible when I couldn't. Then at the end, when everything went black I was terrified. What if I went and destroyed more of the stars...
Still as an example of 'Mechanics as Metaphor' this game fails because it relies heavily on its music and the background gradually turning grey and then black to get its point across. Take away the music, take away the background and you might as well be Godzilla rampaging through Tokyo and see the populace fleeing before you.
*gets to the end* Oh, this was some pretentious metaphor, I guess.
And then it's depressing as Hell. Seriously, you make a game for lonely people, and the game is, "Every time you get close to anyone, you will destroy them. No one will accept you; not even one person. And at the end you fade to darkness." I feel better now; my loneliness is much more tolerable now that I know I will forever be rejected and die alone.
And regarding the notgame , I tried to join every group not because I wanted to be accepted. I wanted to see how the groups dispersed when I got near. I thought that I'd get points for the ones that I'd catch , and it was a bit dissapointing when the ones I managed to catch just disappeared like the rest of them.
I lost track of the box I was controlling as a character. It's easier to project upon than any customizable game I've played (even Minecraft) because it took so little effort, but the fact that no matter what you do, you always end up in the dark shook me out of the experience so hard I had to go to the bathroom (though that could be unrelated).
It's like if every ending of "The Stanley Parable" ended with the female narrator urging you to quit before Stanley dies, giving you only two options regardless of how you decided to play the game. It felt like it had a cool thing going there, but it tried to zoom off and decided that being alone was terrible, and as an introvert I find that offensive (I don't find it offensive, but I do find it frustrating for the "narrative" of the game).
The way I played the character - hitting every group - it hadn't learned anything by the end. Nothing in my behavior would've changed if the game had gone on for thirty more minutes, and that's the inherent problem with it.
Is it my fault that I didn't mind that they were scattering? That I didn't learn the "lesson" because I was not - nor am I - bothered enough to change my behavior to affirm the beliefs of the developer(s)? I found that the attempt to make me sad only brought me comfort.
Honestly, even trying to view it as someone who does mind being alone, I get the uncomfortable feeling like the square is giving up - still wrenching control from my hands, but in a way I'm more comfortable with due to most games being more or less the opposite of this game's GaSmTeOpRlYay (interwoven gameplay and story).
tl;dr I love the game, but the ending assumes you're in some way unhappy with your experience, and I wasn't.
Games usually make me feel "unsocial", this one urged me to be more "social".
"troublefindingtherightwords"
I thought that it was a commentary on how willingly separating oneself from others will eventully cause them to shun you themselves, and I must admit that depite how interesting the reality of the game was, I was disappointed when I went back and realised that this was not the case.
A much better example of mechanics as metaphor is Persona 3. The entire plot is about the importance of embracing both the will to live in yourself, and about making connections with other people. Much more than "beat the boss" it's about beating humanity's tendency toward isolation and depression. You don't have to do any of that. You can build a very small number of social links, and still beat the game. But if you *do* build your social links, the game becomes much easier. By making the world a better place, by making connections with people and improving their lives, your own journey becomes more pleasant.
That's a mechanic as a metaphor. And it's a use of the skinner box to improve the player's life. By encouraging us to choose to improve the world around us, and giving a reward for it, hell by simply encouraging us to be social within the game, I believe it makes us more likely to behave that way outside of the game. All this without having a title like "OMG help people and be happy" or ever explaining that meaning.
Loneliness was just a waste. Without the title telling me what the metaphor was going to be, without the video priming me to look for a metaphor, and without the little bit at the end explaining it, there's no reason people would understand the metaphor of the mechanics. And that's simply a bad metaphor.
What does that say about me?
Eventually, I tried to get the ex-members of old groups to collide with the members of undisturbed groups.
So I'm not sure if this says more about my predisposition to groups (I am kind of a loner after all) or if it's simply a manifestation of my ingrained gaming reflexes (even though bullet hells aren't exactly my favorite genre, I've played my fare share over the years XD).
Either way, an interesting concept, although certainly a little bit heavy on the pretentious side...
For far too long the general gaming public has accepted games like Mass Effect and Bioshock as being decision driven games (they're simply not - which isn't bad, but they're simply not).
http://www.youtube.com/watch?v=8FpigqfcvlM&feature=relmfu
Its not really about a metaphor, its about getting an emotional response from gameplay rather then getting it from the storyline (like a cutscene or plot). There doesn't need to be a deeper message like Loneliness had. It just has to get the player motivated to either accomplish something or to keep playing.
Loneliness did this poorly. As Seldon said, the only way to understand the point of the game was to be told. If I was to just accidentally find the game and start playing without any lead in, it would make no sense, and I would of probably given up thinking it was a bad joke, or a zombie face would pop out at the end and scream through my speakers. The mechanics gave no hint as to a purpose or goal.
I do not often disagree with the guys from Extra Credit. But I think there was alot of reaching here to give this game so much credit.
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