After trying to get
around to it for so long, It is time to actually explain what on
earth it means to be “literary” about gaming...
Note: This Originally appeared on the website Geek Pride, and I will bring back a selection of my older articles and set up some form of archive. Most of my old articles are very much based on issues current at the time of writing, but this is really my statement of principles on what I feel Literary Gaming is. I will try and get a new article done by the weekend, this is just a stopgap because work has gotten busy the last few days. In the meantime, hope you enjoy!
Welcome to Isometrics, a
magnanimous meta-commentary on the synapse-sparking literary world of
computer and video games. I have been
doing these Isometrics blogs for a while now, and the response has been really rather
nice. I've had a little feedback, suggestions and probably a better
proof-reading team than most politician, and most importantly to me
got people to think about these issues and ideas in gaming that they
hadn't before, and for all that I couldn't be more thankful.
Clearly bogus and
overwrought pandering aside, there is a point to this, because I kind
of have some unfinished business. You see, while I spent the last few
weeks talking about Twitterfalls and Grand Theft Auto and games so
bad they're brilliant while talking about the aliterative appeal of
literary gaming, I've not actually explained what on earth I mean by
that phrase.
“Literary Gaming”?
Isn't that a contradiction in terms? You can't game with a book,
after all. Or can you? I think it's time to settle once and for all
what this blog is about – with some video game examples too!
I think the problem is
that “Literature” outside of academic circles has a very concrete
definition. It has to do with books, specifically, high culture high
quality ones. For that matter, the subculture of gaming has a very
ludocentric definition; it is the playing of games that matters and
anything outside of that is considered ancillary. So by these
definitions, “literary gaming” makes absolutely no sense, even
less so then gaming literature.
It is at this point I end
up going into dissertation mode and lose a lot of readers.
First of all, in the true
literary critic spirit of being massively pedantic about everything,
including definitions, the definition of literature is “written
works”. This does not actually exclude video games, or indeed most
art. I will spare you my long digressions into etymology (this
time!), but suffice to say a written work can include a theatrical
production, a film, a comic or even a video game.
Part of the reason for
this is that all these works have written scripts of some kind,
something that is doubled for a video game (a narrative script and
the game code, itself a form of written script), but that's not
entirely the reason. Writing is composition, it is an act of
creation, of using a language for a particular purpose. There is
nothing to say that this language may necessarily be a printed
script, it may well be evocative drawings, vocal evocations, body
language, framing, tone, timbre, musical composition, even a reliance
on the audience filling in the blanks.
Gaming, despite the
vernacular, isn't necessarily about playing a simple game, about
interacting with a set of rules to reach a determined outcome. Gaming
is about interaction, about experiencing a world, a universe, a story
in a way personal (either in subtle or significant ways) to the
individual player/reader. It can be about both rules and experience,
and it can be about neither, such is the nature of video games. They
are in theory all code but this code can be used to create very
different effects, like a blank canvas on which anything from tax
documents to works of abstract majestic art can be created.
The act of gaming,
particularly in a game with a story is to fill in deliberately left
blanks, like a version of mad-libs with a physics engine. Consider a
game like Mass Effect for example, a great science fiction epic tale
(one I've mentioned two weeks in a row!), that makes perfectly clear
that you are interacting in the narrative, and that your actions
within the game's universe have consequences, some more far reaching
than even the game designers realised at first. These things are true
of most games, to greater or lesser effect. Pong, for example allows
your actions to affect the narrative of getting the score to 21 with
the consequence being the end of the game.
And therein lies the way
in which the two can coexist. If literature is just writing and
gaming is just interaction, than both can easily coexist, given that
by this level of abstraction the act of reading is gaming. This
obviously is useless to us though, so a different tactic is needed.
One that will tragically remove Pong from our venerable list of
literary games.
For centuries Literature
has concerned itself with the fundamental question of what it is,
which has in itself created an incredibly vibrant array of different
works, each addressing that question with different frameworks,
levels of intensity and outcomes. This tradition has spread to video
games, with a lot of games focused self-reflexively on the history of
the medium, but also on evolution and progression. One of my
favourite games last year was a little indie title called Evoland,
which told the technical history of the RPG through the medium of an
RPG, each treasure chest opened being a new feature that radically
altered and added to the game's world. And of course on top of that
you have games like the sensational Papers, Please, a game which
demonstrates more powerfully than most the ways in which a game can
craft a very unique literary experience. Many great works of fiction
have been about dystopian areas and corruption, but Papers, Please
took you through the experience of fear, and poverty and destitution
and the inevitable corruption that follows is a choice of the player
that is never actually made explicit. I won't talk any more about
either of these games because I feel there is definitely enough to
write full articles.
To point out, a game does
not necessarily have to be literary to be of high or worthy quality
in order to be good or enjoyable. Literary gaming as an idea, or a
descriptor (for lack of a better word), isn't necessarily a barometer
of quality. Many terrible books are still literature, and many
terrible works are still art. What sets them apart is that literary
games can be explored in frameworks similar to ones used in
literature, and given the broad schools of thought within the
literary world, far more games are included than excluded, and I
focus on games with interesting points, not just games of high
quality.
To sum up, literary gaming
as a concept is an exploration of games as a unique medium for
telling stories and presenting experiences, through combinations of
narrative, interaction and art. It is a reaction to the increasing
criticism among mechanics focused game players that games have to be
games first, art second and literature never. It is a celebration of
games that explore that particularly strange relationship that the
reader and the writer have, unique to any other artistic medium in
history. It is a particular focus and school of thought that does
justice to an art form, a literary form that can provide experiences,
tell stories and evoke theme, ideology and metaphor in a way never
seen before.
It is a celebration of
video games, video gaming and the great authorial figures behind it.
What is your take? Was
my defence spirited or ludicrous? Are games literary? Was this
entirely necessary and could I have talked about anything else this
week? Drop me a line in the comments before, on the facebook group or
on twitter, @HuggyDave. Using the hashtag #isometrics will do
nothing, but make a kitten smile. See you next month for a very
special Isometrics! Thanks for reading!
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