Researcher in the streets, sleepless in the sheets. Video games pay my mortgage.



thecatamites
@thecatamites

i guess something i really wonder about is how many people who play videogames actually like them all that much, vs just being drawn to something stranger and more furtive that they glimpsed somewhere else inside that shell. the official rules of the format often feel like an unloved appendix to what people really use it for, and it's like an echo of the way the world around these things has similarly proven dispiritingly unable to wrench itself free of its own half-tolerated fetish items - money, borders, newspaper editorial writers etc - that we're still stuck expending so much time and energy holding a shape that nobody really seems to like, or would miss if if were gone.


lcsrzl
@lcsrzl

I keep asking myself if I really like games or if there’s just something I saw once or twice in them that I chase, that I have confused with games and that I cannot name, cannot find, and that all the time and effort I expend on games just drives my ability to ever do so further away.


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in reply to @thecatamites's post:

damn... so true
so often I feel a compulsion to "play a game", but usually this desire feels fundamentally unfulfillable.. the thing my mind reaches for is so far beyond and/or so far deeper within the shell of any object I can conjure to try to satisfy myself

yeah, maybe there's something of that in every experience of art but idk the distance just feels so much stronger and more alienating with games than books, music... maybe it would have been comparable with novels at the time they were all like okay every work NEEDS three volumes, inheritance subplot, phonetically spelt comical servant character etc

sometimes i do get an incredible urge to move a little man around on a screen with a joystick, for which zelda and i imagine your fortnites and genshins impact are perfectly serviceable. i DID have like, a couple hours of wonder running around in the zelda game goggling at all the geography before i remembered i’d basically played the game already… i also remember having a similar feeling in ffxiv before i did my first dungeon and figured out how to play modern MMOs and in basically every game i played before i learned how to drive a car

i feel like a lot of free game projects sort of start from the same urge to just see a little guy move around and then all the stuff about rooms and keys and battles and storylines just emerges as a sort of guilty rationale for moving the little guy around some more

I'm thinking about how the "virtual pet game" series Petz is not really a game - there's no explicit win state, no explicit goals with explicit rewards, no endgame or game over. It's just a sandbox of you, some dogs and cats with a state machine based ai designed to convey personality (and part of that aliveness is that you can't control them at all - even when you train them, they may choose not to obey your commands, and this isn't treated as a fail state), and you interacting with and observing with the virtual characters:

The Virtual Petz characters are socially intelligent autonomous agents with real-time 3-D animation and sound. By using a mouse the user moves a hand-shaped cursor to directly touch, pet, and pick up the characters, as well as use toys and objects. Petz grow up over time on the user's computer desktop and strive to be the user's friends and companions. The interaction experience is non-goal oriented; users are allowed to explore the characters and their toys in any order they like within an unstructured yet active play environment. This freedom allows users to socialize with the Petz in their own way and at their own pace. This also encourages users to come up with their own interpretation of their pet's feelings and thoughts. To date the Virtual Petz products have sold over two million copies worldwide.

-- Andrew Stern, "Creating Emotional Relationships With Virtual Characters"

In addition, without modding to unlock debug tools, you are not given explicit information about a pet's mood, thoughts, or physical needs. The developers wanted you to intuit these from the pet's behaviors, like you would a real animal:

Natural expression. When trying to achieve believability we found it effective for characters to express themselves in a natural way, through action and behavior, rather than through traditional computer interface methods such as sliders, number values, bar graphs or text. In Petz and Babyz the only way the user can understand what the characters seem to be feeling is to interpret their actions and physical cues, in the same way an audience interprets an actor's performance. We do not display bar graphs or text messages describing the characters' internal variables, biorhythms or emotional state. By forcing a natural interpretation of their behavior, we don't break the illusion of a relationship with something alive.

I've never played Creatures, but from what I understand, it's a more biology-intensive, sci-fi take on a similar premise. You watch virtual organisms learn and grow and breed and form relationships, and you intervene by interacting with them and their environment via a cursor. It's a "simulation," more than a "game."

There was a whole forum dedicated to "Virtual Life Games" from this era. There were other games like this. Virtual fishtanks that simulated all the complexities of maintaining a real-world aquarium, maintaining temperature and salinity and checking for signs of disease, with no reward beyond the simple pleasure of owning and watching fish as they swim in front of you. A similar game, but for finch ownership.

The forum doesn't exist now, and Wayback Machine doesn't have it. It went down before Wayback was as good at trawling the web autonomously as it is now. I can't remember what the names of those other series were. But it makes me feel something that Petz and Creatures are still being played, even in 2023.

I've never been able to get into virtual pet games of the 2000's and later, like Nintendogs. They were simply too... gamified, in presentation and mechanics. Different actions were discrete screens. Gameplay mechanics had explicit goals and rewards, things you were "supposed" to do to "progress." The pets themselves lacked in the sense of individual personality and agency I craved. Petz and Creatures, themselves, were gamified in their later installments, through the arbitrary addition of minigame segments and the like, before their franchises petered off at the dawn of the 2000's.

I wonder if what we really hunger for is the equivalent of that 1990's virtual life "simply a space to observe and exist in" feeling for other genres. When I play Spore, I wish I could simply exist as a creature forever, no goals above my head. I wish it could go on forever, within a more fleshed-out environment where things just exist in symbiosis with each other like they do in Creatures; not just to be gameplay objectives for a player to conquer. I wish other creatures were more complex, somewhat inscrutable (to the extent that all living things not oneself are) but capable to read complex thoughts into in if I imagine, like Petz.