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10 June 2008

Zarathustran Analytics in Video Games, Part 10: The Value of Player Experience

The last installment of the ZA series (for now) is finally here, with L.B. Jeffries talking about why the critical focus should be on the experiences games can potentially generate as opposed to other approaches.

At long last, we come to the final entry of the Zarathustran Analytics series. The question proposed in the first essay of this series was essentially this: if we define video games by player input, how do we go about assessing that? Since the game design illustrates what the input precisely is and the plot defines the meaning of that input, the thing game critics should be looking at is the overall experience the game generates rather than just one of these particular elements. Then we took into account how to categorize games by experience rather than game design, exceptions to this concept, and the basic philosophies that govern what people think games should be. We also made the decision to not factor in graphics or A.I. in order to not inhibit creativity in the medium (and somehow, no one called me out on it). After taking into account what a critical language for video games should not do, we finally get to the point of why we need to be talking about the player experience in the first place.

In a blog post by Henry Jenkins in 2006, he points out the basic problem that interactivity creates for a critic. Unlike Gone with the Wind, in a video game the player’s input may result in an extremely different outcome. Rhett may have gotten shot a while ago, or Scarlett might be level 80 and fully capable of running the farm herself. The basic problem of re-addressing art’s quality in terms of seeing the audience’s response to the show rather than the show itself is that most people aren’t used to the audience response being a factor. For someone like Roger Ebert or a literary critic, focusing on the audience response is reverse-thinking. Not what does the game project at me, but what does the game allow me to project back. Jenkins and others compare game criticism to assessing architectural designs and discussing how a person will inhabit a building. I personally tend to think of them as miniature languages and what those languages allow me to express. Whatever the mindset of the critic, rather than dismiss the audience experience as impossible to discuss we should tackle it head on. We do this not by talking about what a player should be thinking, but what a player could think in the space given to them within the game. That’s what it means to assess a game experience. Since we can put so much of ourselves into a game, the critic must assess where our response can go in such a place. 

So how big of a difference does adding player experience to our criticism really make? In a link from Jenkins’ post, Timothy Burke goes over several examples of games that by themselves sound downright dull. Planescape: Torment is a basic D&D affair about an immortal who can never die. The average player spends the whole game wandering huge dialogue trees, sometimes behaving and sometimes being cruel depending on what’s advantageous. Yet what made the game profound was that at the very end, the game asks you what all that meant in terms of your identity. What made you help people, what made you abandon them? And every person has their own, self-realizing response to that. Or Burke’s comment on Katamari Damarcy being impossible to explain without sounding idiotic. You’re a tiny man rolling a tiny ball into a gigantic one, going from items on a desk to entire cities. Beyond the complete control of what you roll into the ball, the sheer pleasure of progress and happiness at rolling together an entire planet of junk is what makes the experience amazing. Or perhaps the most profound story on the web thus far is the incredibly personal reaction to Animal Crossing that one player had with their mother. That brief story about one person’s reaction to a game played with their mom is probably one of the highest emotions art can ever achieve, and we need a critical language that can talk about how that experience was created. Otherwise, we’re only talking about half the story.

Finally, we need to talk about player experience because this element, this way that games allow audience input which makes them art, is going to be neglected if we don’t. If no one notices game developers for producing profound player expressions in their games, why should they bother making them? If no one bothers to look beyond the plot or the game design, then no one is going to ever really get into what makes games so amazing in the first place. The late Joseph Campbell, whose works with mythology inspired Star Wars and countless video game plots, was asked in a PBS interview what he thought of video games. He said that they were another way of imparting wisdom. That games were still functionally doing the same thing as a group of people practicing hunting or sitting around a fire. Games were just a new way of teaching and sharing experiences, whether that experience be making a successful kill or hearing the legend of an epic hero. Such is the function of myth, philosophy, and art amongst people and Campbell thought video games would eventually take their place with them. We need a new critical approach so they can finally start doing it.

Joseph Campbell was the first person to make me sit down with video games and start looking at them in a new way years ago, so I’ve decided to end with a quote from his book The Hero With a Thousand Faces. He writes:

Art, literature, myth and cult, philosophy, and ascetic disciplines are instruments to help the individual past his limiting horizons into spheres of ever-expanding realization. As he crosses threshold after threshold, conquering dragon after dragon, the stature of the divinity that he summons to his highest wish increases, until it subsumes the cosmos. Finally, the mind breaks the bounding sphere of the cosmos to a realization transcending all experiences of form – all symbolizations, all divinities: a realization of the ineluctable void.

If the audience response is where games become art, if that response could become so powerful that it could allow a person to achieve personal breakthroughs, or to gain new perspectives on life, then it is not enough for game developers to create more complex games. It is not enough to just make them more realistic or incredibly satisfying. We must now, both as critics and as gamers, start to ask ourselves something far bigger when we play a video game: What are video games for?

L.B. Jeffries

Bravo, L.B. 
I couldn’t help but think of Wittgenstein’s Philosophical Investigations when reading your ZA series.  Maybe the select appropriation of Wittgenstein’s ideas will provide keys to better discussions and future breakthroughs in this new field.

Comment by car carpet — June 10, 2008 @ 10:01 am

Hah, speaking of Wittgenstein, i think this article:

http://www.eludamos.org/index.php/eludamos/article/view/21

has started addressing something along those lines.

Comment by Mip Macket — June 10, 2008 @ 11:06 am

Interesting that Joseph Campbell would be so generous toward games! Though I *love* his writing, Ebert’s claim about games struck me as naive. In brief, he says creators of films and books have control over a viewer’s or reader’s experience, whereas game creators cede that control to the player. But this is wrong in both directions.

First, games don’t give the player that kind of control. They haven’t yet and they never will, since even the most open-ended game ultimately presents a bounded set of possible experiences. Even Second Life, which foregrounds player-produced material, is a universe produced by designers and programmers. Players can do lots of things within that world, but they can’t change what is or isn’t possible.*** From this point of view, Ebert’s mistake here is to focus on a single playthrough instead of looking at the game’s system as a universe. Game universes cede no control to the player, so there’s no reason they can’t create just as strong an authorial statement.

Second-of-ly, viewers and readers have all sorts of control over their experience of films and books! This was a really interesting “discovery” in literary theory, oh, about 40 years ago; it’s disappointing that someone as well-read, intelligent, and openminded as Ebert would deny it now.

So by all means, let’s look at player input when evaluating games, just as we have been doing with books and films. But let’s tone down the rhetoric and stop claiming they’re a fundamentally new art form. To the extent that they’re art, they’re not really that new.

***Technically they can, since Second Life is open-source. But someone who tries to disqualify it from being art on that basis is no longer interested in the fact that it’s a game: their argument would apply just as well to a collaboratively-created book or film, so it deserves a separate discussion.

Comment by Peter — June 10, 2008 @ 12:46 pm

Hmm, I’m already having second thoughts about the last comment’s harsh separation between player and designer. That comment was just intended to rebut Ebert’s argument, and I don’t think games always need to isolate the player from the program.

Open-source and open-everything is great, and world-editing tools don’t keep a game from being art! (They can be games too: instead of “Save the world,” the challenge becomes, “Make it even more fun to save the world.")

Comment by Peter — June 10, 2008 @ 12:58 pm

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@ car carpet & Mip Macket

Thanks a ton and I’ll look into the Wittgenstein piece. All I know about him is that he did a lot of work with linguistics but it sounds like I need to dig a bit.

@ Peter

Non-linear narratives throw a lot of people for a loop. It’s just a weird concept to wrap your head around and although it’s built out of old art forms, it’s coming together in a new way. But yeah, that non-linearity doesn’t mean people are 100% free. 

Thanks for the interest though, I think Ebert makes good points about games sometimes, other times he’s out of his element.

Comment by L.B. Jeffries — June 11, 2008 @ 8:07 am

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