back in july i wrote this strange essay as part of Sylvies Video Game Thoughts, my ongoing project to have thoughts about video games:
2022.07.02 (The Designer's Heart Laid Bare)
i've been thinking about it a lot after watching andi's playthrough of sylvie lime yesterday, because i realized sylvie lime ended up elaborating on a lot of the ideas in this essay! (when i wrote this sylvie lime had been in development for like, a week)
i thought i'd share it again because i think a number of people follow me here who wouldn't have seen it when i originally posted it on twitter.... it feels like the most complete expression of my current game design philosophy that currently exists, maybe
this is a good essay! here is a quote that is in it:
"I like games that are a little antagonistic to the player. It feels like some games try to obscure the conversation the developer is having with the player. But an antagonistic game often feels like direct communication between the player and developer."
This is so spot on. I've been percolating on this dynamic for years in regards to my own work and the games I love. There was this period of time when indies got really brave, and I remember Rain World and Tumbleseed came out around the same time and got slammed by critics for having weird controls and obscure worlds.
As someone who is bored to death by the standardization of so much gamefeel, it was such a joy to find these new, wonderfully expressive methods of traversal. Part of the joy of playing a game to me is learning a new way to move, to be. I have been Mario enough, I have been Mario and his imitators for decades. I want to know someone besides Shigeru Miyamoto through their work.
I've been thinking about this as I watch GDQ, particularly when we tuned into the beginning of the infamous Awful Block. there's a real difference, I'm finding, in my enjoyment between people who are performatively dismissive of the games they're playing (which you even get with some AAA games--i.e. complaining about things in Skyward Sword not being "logical"), and people who seem genuinely delighted in the weird bullshit they're playing. it does feel like in the latter case there's some sense of conversation happening, which makes the weird performance art of speedrunning a lot more entertaining in my opinion. like, if you go into a game like Yolanda The Ultimate Challenge perceiving it as a precursor to Kaizo, it sort of reframes a bunch of stuff that might be "unfair" as, like, a kind of joke, right? as slapstick, the way unfair things are in kaizo or a game like "I Wanna Be The Guy"
in particular I just want to highlight Pac Man 2 as a really obviously friction filled, adversarial, maybe masochistic game. there's something about "you can't control what this little jerk does, you've just got to bonk things with a slingshot and hope it provokes the desired reaction" that feels genuinely fascinating. uh, for someone else, mind. I don't think I'd enjoy playing this game. but I sure love hearing about it, and I love watching someone explain all the obtuse things you need to do in order to manipulate the surprisingly lively and expressive title character. I mean I guess in the same way that probably "I Like America And America Likes Me" wasn't that interesting to, like, watch as a performance, but Josef Beuys hanging out with a wild fox for several days in an art studio is conceptually interesting to think and hear and talk about and see documentation from.
I suppose this framing is maybe a bit different from the one used here which focuses on a certain amount of authorial intent or at least imagined or projected intent and I'm on this whole Vibrant Matter bullshit and still very interested in what the material of the game itself is doing, but it feels like there's some overlap in approach here? if only in that it sure seems to be a lot more interesting and productive to take these games as they are and try to understand the specific experience they're offering than quantifying everything with the 'good game design' product engineering approach that's dominated the discourse for basically all my life.