Results tagged “absurdity” from Softcore Gamer
I've been having some serious trouble formulating a response to this post over at HardCasual. A couple days ago they called out me and the rest of the blogosphere for the way we've handled You Have to Burn the Rope.
HardCasual's point is that YHTBTR is a "smart" game, like Passage, and
that games journalists are making it out to be merely "clever," by
which they seem to mean "good only for a cheap laugh." I've been
reading HardCasual for a couple weeks now, and I like it a lot, but
something about this rubbed me the wrong way. I do agree, though, that
YHTBTR is worth a bit of deeper analysis.Aside from being funny, what, exactly, is YHTBTR saying? It's an almost perfect example of a classic action-adventure puzzle of the sort you might find in a Zelda game. It's simple, but its simplicity shouldn't be overestimated. Under normal circumstances, a player would naturally spend a couple minutes jumping around bullets and throwing axes before he or she figured out how to beat the Grinning Colossus. The point, of course, is that these aren't normal circumstances, and the game takes every available opportunity to point out the solution to the puzzle ahead of time. Knowing the solution removes all - well, almost all; there's still some platforming that requires twitch-play - the challenge from the game.
What's interesting to me is what that leaves you with: this super-simple, ultra-short, minimally challenging game is a perfect test case for an experiment about the relationship between difficulty, accomplishment, and fun. I've played YHTBTR a dozen times now, despite the fact that there is very little reason to do so. One play-through is almost exactly like another; it's impossible to lose, and no significant way to win with style. There's no emotional build, and likewise no significant narrative arc. The credits song is catchy, but I've already got it as an MP3, so that isn't a great motivator. The only good incentive, as far as I can make it out, is an emotional burst associated with winning, even in the absence of a challenge.
Possibly I'm reading my own reaction all wrong. It's conceivable that the real attractor to this game is the relatively high production value. Certainly, YHTBTR is well polished. Its graphics are solid, its interface is very well designed, and its self-aware sense of irony is downright charming. But it seems to me that there is something about burning that rope; maybe not a feeling of accomplishment, exactly, but a sense of satisfaction, or at least completion, that provides some sort of positive reinforcement. Something which indicates that - or rather, reinforces my belief that - at least for some gamers, myself included, a game can impart a sense of joy that is unrelated to its difficulty.
Is this what Kian Bashiri was trying to way with his game? I don't know; maybe not. It's what I got out of the game. If you're interested in the author's intentions, there's an interview with him over at IndieGames that's worth checking out.
The problem I have with HardCasual on this issue, aside from the pretentious tone that they adopted and the fact that they seemed to spend more energy complaining about the blogosphere's reaction to the game than on their own analysis of it, is that the production of FAQ files and video walkthroughs is not counterproductive to the message of YHTBTR. In fact, from my perspective, it's an excellent demonstration of the game's lesson. Creating elaborate guides for this game simply reinforces the central point that the puzzle is not a significant challenge, and doing it with the evident joy expressed on blogs like Rock, Paper, Shotgun or my own supports the thesis that a game without a significant challenge can still be fun. I think the fact that these fan-creations were so quickly aggregated on the YHTBTR homepage is further evidence that, far from detracting from the game, these artifacts are very much in keeping with what the game is trying to accomplish.
I woke up this morning and checked Rock, Paper, Shotgun to find this gem of a flash game. It's pretty short, although the difficulty is not what you would expect for this kind of thing. In fact, it's so extreme that you can't help but feel that the designer is making a larger comment on the difficulty of games in general, or perhaps the role of difficulty as an element of a game's design. Regardless, the game is enough of a conceptual treat that I'd recommend you give it a try so that you can see what it's about, even if you don't finish it. And for those of you who stick it out to the end, the credits song is the best thing since Still Alive.(If you want to get to the end but are having trouble, there are several resources available. Check out the official game manual first, and then IndieFAQs has a walkthrough and RPS has a puzzle guide. There's also a video walkthrough on YouTube.)
This is an intervention. As someone who loves games, I'm very concerned about the medium's unhealthy relationship with cinema.I'm not the only one who sees a problem. Others have spoken out, time and again, and voiced their support. But it's a big problem, and one that must be faced, so I'll say my piece as well.
I understand how it happened. Games were young and impressionable; movies were older and popular. Popularity is hard to resist. Games looked at film and film seemed glamorous. And, well, pretty. Movies were entering the age of special effects, after all, and had practically reinvented spectacle. They had a tendency to show off a bit. Games, on the other hand, hadn't undergone the same technological development that cinema had. As a graphical medium, they were, at best, plain. And they knew it.
So games harbored the desire to be as pretty, as popular, and as well-respected as movies - and more, on some level: they wanted to be movies. This aspiration guided their development. They adopted the language and mannerisms of film - incorporating lens flares and other artificial camera effects, for example, and relying on non-interactive sequences to support the narrative. They frequently referred to their stories as "cinematic," using the term as a blanket affirmative. And they fixated on their appearance, often to the point of neglecting other important characteristics like story, accessibility, or artificial intelligence.
Movies can hardly take great exception to their younger sibling's emulation, even if the games industry's recent success has been a source of some small jealousy. Imitation, after all, is the sincerest form of flattery. But it's clear to me that this attitude has passed well beyond the bounds of a healthy respect, or even an infatuation, and into the realm of dangerous obsession. Games are being produced in which the story is conveyed entirely in non-interactive sequences, and bears no relationship to gameplay. Some of these games go so far as to use cut-scenes as incentives, to reward players for enduring long, boring, or repetitive bouts of interactivity. Worse still, many games have taken to limiting their emotional range to correspond with that of film, severely inhibiting the impact they have on players. All of this comes at the expense of natural, interactivity-based design decisions, which are habitually suppressed. These impulses are only allowed to bubble to the surface in private, experimental settings, and never where they might be exposed to a larger audience.
This preoccupation with movies is starting to have adverse effects on the health of the industry. Games seem to have forgotten that the things that make them different are the same things that make them special. Perhaps what's called for here for is a period of rehabilitation, cut off from the injurious influence of cinema. It sounds extreme, I know, but the situation is desperate, and the only way it can be resolved is for the games industry to learn to trust its own strengths, rather than depending on film for support. It would mean reevaluating all the assumptions that have been made over the years, and replacing the myriad design conventions that favor cinematic qualities over interactive ones. This would certainly be a difficult process, but one that would ultimately be of benefit to the medium.
In the end, it's my sincere hope that the games industry has the wisdom to admit that it has a problem, and the strength of will to overcome it and establish a healthy relationship with movies. Videogames are still a young medium, and it would break my heart if they missed out on all the experiences they can have by using cinema responsibly. But it must be understood that the current behavior has got to stop.
On a personal note: Games, you never had to put yourself through this. You don't have to deny yourself and try so hard to be like cinema. You were always my favorite, just the way you are.

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