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I Made This. You Play This. We Are Enemies.

Thursday, Dec 18, 2008
A few thoughts on Jason Nelson's latest art game.

Whenever someone tells me that video games are superficial or generic it always feels a bit like having someone who only watches MTV tell you that all music is shallow and commercialized. Yes, if you only pay attention to AAA games made by companies who want to appease the largest set of consumers possible, you will probably notice that there is rarely much experimentation or issue pushing. They never totally make you happy nor do they totally piss you off, they just get the job done.


A lot of funny things start to happen to video games once you ditch the desire to make money, make people happy, or care about review scores. You start seeing games that are using the player to protest a trend in games. You start to see games that spoof their history. And sometimes you see a painting of Mega Man made out of a woman’s menstrual fluids. All signs indicate the rabbit hole keeps going after this.


Which is why Jason Nelson’s latest game I Made This. You Play This. We Are Enemies. is a welcome addition to the scene. Mixing a bit of social commentary with basic gameplay and massive amounts of abstraction, the game runs very similar to his last project game, game, game, and again game. As noted in the interview with Nelson that Popmatters did about a year ago, the principle purpose of the game design is to get the player to engage with the art. Not rack up a score, not make you feel pleasure at beating the level, and certainly not at figuring out the solution to Nelson’s nebulous art. There are a couple of basic elements that anyone playing will quickly notice. Your avatar moves in a pattern that is very similar to how your eyes travel when viewing each of the different websites being spoofed. The Yahoo News site moves up and down on platforms like one reads the columns, the Fark website moves in horizontal lines as you traverse down the page. Although being sent back to the level only mildly figured into game, game, etc., here it plays a massive role in communicating how a website sucks you in by constantly dragging you to the start. The mental trap of being stuck in ‘F5’ mode expresses itself throughout the game. Layered throughout all of these levels are Nelson’s signature eccentric videos, scribbles, and cryptic poetry.


I’m as late to the party as ever with this game, if only because watching it make the rounds is almost more interesting than yammering about my own analysis. The principle thing most websites looking at it seemed to struggle with was whether it was gibberish or something really clever that they didn’t quite understand. Which might be one of the most interesting new developments in video games outside the mainstream. While it’s certainly true that player input is what makes these things video games, there is still quite a bit of room to explore in regards to how exactly one should be treating the player. Perhaps the thing that wears people out so much about AAA titles is that they are always treating the player like royalty and rolling everything out in a nice, neat package. One doesn’t have to drag themselves through a film like Vanilla Sky to know that part of how people define their pleasure from an experience is by contrasting it to the things that they didn’t enjoy. In Nelson’s case, chucking the player into the chaotic confusion these websites manifest through an abstract video game interpretation is not really about being clever or using gibberish as an obstacle. It’s just a part of the grander experience of not always understanding what’s going on around you.

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