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11 November 2008

Games as Language Systems

Video games actually carry many of the expressive properties of language itself.

In a piece I wrote about a year ago on the art of writing in video games, I tacked on at the very end that writing in a video game was more than just creating a setting or series of options, it was ultimately about designing a language. I technically didn’t really know what that meant when I wrote it. The phrase just struck me as correct and after batting it around a few forums that game designers frequent I figured it wasn’t utterly inane. No one told me it was wrong, in other words. What technically inspired the phrase was reading a few articles while researching about personalizing the player’s roles in games. You give actions and conduct that are relevant to the role the player is inhabiting instead of just tacking it onto the same old stab & shoot routine. Edge has an interesting article that goes into this by having a movie director gives his take on the subject. It’s not about giving your character the ability to jump around the world you’ve created, it’s about acting and behaving like the person in the game would. Once you combine that with the features of choice and player input, it is an easy leap to say that when a game is coercing you to act in a certain way, it is just as much encouraging you to respond to things in a certain way. It’s not exactly talking to another person…but it’s not just rolling dice or pressing shoot either.

One of the curious features Clint Hocking has been pointing out about Far Cry 2 is that it allows players to express themselves. Michael Abbott pointed out that on many levels the word “express” is exactly the way a video game feels for a player. That act of participation, of interactivity in a restricted setting, allows for a kind of weird emotional output. Yet what are the inherent virtues of Far Cry 2 that merit this term? The player is in a vast, open landscape where they can make numerous decisions about the plot and their tactics. The numerous choices the player is making are what Hocking argues merit calling something expressive. It connects back to what Sid Meier famously said was the critical principle of any video game: it’s a series of interesting choices. Once a game starts to feature hundreds upon hundreds of choices though, they become something greater than their individual parts. The player is now potentially able to make unique or unforeseen combinations. And as games feature even more choices and options, the capacity for the player to create a combination unique unto themselves becomes a reality. The game becomes a language that the player can use to express themselves by making unique sets of choices. This view is not dependent on games with numerous options either. Even very basic communications are occurring in even the simplest games. As Justin Keverne notes in an essay on game vocabulary, we are forming a sentence of intentions just by playing. When I press forward, in conjunction with my aiming, I am telling the game to walk there. Shoot this person. Duck. The meaning of these instructions is defined in the context with which they are used.

There’s an excellent essay that mentions this idea by Nis Bojin. He uses the Wittgenstein theory of language games and retools it into a method for analyzing words that apply to game design. You don’t need to be a liberal arts major to follow the basic points of the essay. My extremely simplified explanation of language games goes like this: the debate about “free will” or “morality” is inherently dependent on your circumstances and perspective. Part of those circumstances are the actual language you’re using to communicate those concepts. The literal word itself has a varying set of meanings depending on the analogies, phrasing, and linguistic metaphors being used. Trying to isolate those concepts into a universal norm defeats the word’s purpose because it’s setting is what gives it meaning. Put differently, words get meaning from the context of where and how you’re saying them. They cannot be isolated from that without losing their original meaning. Bojin comments, “Being thoroughly entrenched in the language of a given language-game is to be bathed in the conventions, accepted modalities and ideologies that support a way of knowing and taking part in the language-game itself.” The leap we are making is that this is the exact same thing a video game does: create conventions, choices, and settings that the player then acts in relation with. They are expressing themselves within the confines of a language that the game creates with its various options. Bojin goes into very different territory after these initial observations, discussing the relationship of words like ‘play’ and ‘grinding’ as players and designers influence one another culturally, but it’s a very interesting read.

The initial complaint I had to this idea came from a blogger who goes by the name mummifiedstalin. He pointed out the ludonarrative dissonance dilemma, that one is not always or even often capable of expressing oneself in a game. This leads ultimately to a semantics argument about expression, because if you take Wittgenstein into account then our capacity to communicate revolves around the enormous and massive “game” that is our language. There are dozens of ways to express the same thing in a language, depending on the circumstances and ways the speaker wishes to interact with their surroundings. In comparison, video games have far less choices but that does not rule out calling them ‘tiny languages’. Their size then being directly proportional to the number of options given to a player. It can be tough to pick up on this in a mostly linear game like God of War because it has so few options that one can’t really appreciate the ‘games as language’ argument. That’s a game that falls under Hideo Kojima’s ‘games as museums’ design theory, and is more about delivering a series of set experiences that the player roleplays through. On the other hand, games such as Grand Theft Auto IV and Far Cry 2 on a greater level represent enough choices compounded together that the first indications of a language start to form. As other titles like Spore increase in complexity through add-ons and fan made materials, this will only become more evident. Games are themselves, despite their confined modes of expression,  languages.

L.B. Jeffries

 
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Comments

Great essay, L.B. The idea that Far Cry 2 represents a language gels well with my experiences with the game. All of the best moments are short like a sentence, and occur when game ‘words’ combine in interesting ways. For example choosing to “shoot” may cause an “explosion” which starts a “fire” which then threatens you and/or your enemies, etc…

Comment by Ben Abraham from Sydney, Aus — November 11, 2008 @ 9:24 pm

A link between Grand Theft Auto, Far Cry and Wittgenstein—brilliant.

Comment by paul from Nutley, NJ — November 12, 2008 @ 6:17 am

Thanks a ton for the comments. I forgot to mention it but this idea owes a lot to Ian Bogost, who has written extensively on the converse of this idea. His own work on Persuasive Games points out how a game communicates a large number of ideas at people. All I really did was notice that people communicate ideas back as well.

Comment by L.B. Jeffries from South Carolina — November 12, 2008 @ 12:22 pm

The idea that words only have real meaning in certain circumstances is an important one especially as it relates to game design.

Consider playing a game on a controller, if we assume the basic words are the controller buttons themselves then we only have around 2 words. But think of the variety of games we can play on that controller? Those words mean different things in different contexts.

Even at this very base level games are forming a language that is unique to each title. Where ludonarrative dissonance starts to occur is when the rules of the language imply a certain sentence is valid when it isn’t or give the impression that certain concepts can be expressed that cannot. Ala a game that is conceptually about sacrifice implies the ability to sacrifice yourself, but if there is no suicide or “die honourably” mechanic a dissonance forms between the type of messages the language seems to allow and what it actually allows.

Comment by Justin Keverne — November 12, 2008 @ 4:31 pm

Fantastic read.

On the last paragraph, I feel that the metaphor of video games (the medium) as a language system and individual games as the various languages, works quite well. I’m not too sure if thats what you already suggested, but wanted to put it forth anyways.

If you apply this idea to God of War and Far Cry 2’s differences in expression, this relates to purpose of language based on cultural context. Both languages (ie. games) have different purposes (experiences they wish to deliver) and hence have different constructs and content (for expression) within them. This is the same with language, for example, tribal cutures have a emphasis on expressing different types of animals, land, environment and so forth, while eskimo cultures have a larger vocabulary to describe the various states of snow (soft, hard..). If that makes sense.

Comment by Daniel Primed from Shanghai, China — November 12, 2008 @ 10:24 pm

this is interesting. although some of the ideas seem familiar (social construction of reality, Whorf/Sapir idea that the sentence not the word is basic unit) it is a unique analogy. cool.

Comment by opirnia from new york — November 16, 2008 @ 12:32 am

I think STALKER probably has the best ‘game language’ I’ve ever played. That or possibly Marathon.

Those games have entire universes of language.

Comment by Erlam from Vancouver, BC — November 16, 2008 @ 2:32 pm

Interesting point re: the social construction of reality. I’d venture to say that all those more reductionist theories don’t serve to encapsulate the notion of language as well as that work of the later Wittgenstein. Although Searle’s Speech Acts among other models which privilege a more formulaic approach produce very neat and tidy explanations for things such as conveyance of meaning between parties etc., i think Wittgenstein’s approach in the PI is a lot more useful given his acknowledgement of language-games as staggered, overlapping phenomena often built around terminology that we often can’t express. Calls our attention to acknowledge limitations rather than theorizing around them. I think his work has a lot to offer game studies.

Comment by Pink Hydrogen from Langley, BC — November 19, 2008 @ 8:49 pm

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Both languages (ie. games) have different purposes (experiences they wish to deliver) and hence have different constructs and content (for expression) within them. This is the same with language

Comment by Thesis writing — February 18, 2009 @ 2:31 am

as far as i concern i think Wittgenstein’s approach in the PI is a lot more useful given his acknowledgement of language-games as staggered

Comment by Term Paper — February 18, 2009 @ 2:32 am

very impressive article as language systems

Comment by Dissertation — February 18, 2009 @ 3:20 am

best part of this article is ““the first indications of a language start to form. As other titles like Spore increase in complexity through add-ons and fan made materials, this will only become more evident.””

Comment by Research paper writing — February 18, 2009 @ 3:22 am

yes “ERLAM” Those games have entire universes of language.

Comment by essay writing — February 18, 2009 @ 3:23 am

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