Games of the Decade: Characters

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Falstaff. Miss Havisham. Anton Chigurh.

Much like yesterday’s category, today’s sub-list is partially a lament that baseline competency in storytelling seemed so long unachievable in games. Defending games as a potential storytelling medium seemed like a silly project, as the games stories had opted to tell just simply weren’t very good. Good stories need good characters. Creating characters as good as the ones listed above, in any medium, is probably an unrealistic goal. But it’s not unrealistic to ask for characters with interesting personalities and motivations.

If I am being perfectly fair, games have historically struggled less with characters than they have with pacing. The 1990s and early 2000s are filled with RPGs and adventure games with memorable characters, even as they might struggle to recount their stories efficiently. In the wake of GLaDOS, though, the ante has been upped. I am happy to report that developers have risen to the challenge. The past decade has been awash in sharply-penned dialogue, superb voice acting, and richly emotional character beats. Here are a few of my highest recommendations.

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Games of the Decade: Pacing

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The question of whether videogames should attempt to tell stories was all the vogue in game studies in the late 90s and early 2000s. You’re less likely to encounter the issue in academia today (unless said academics are writing think pieces at The Atlantic.) But it is still very much an ongoing debate in game development: it isn’t too difficult to still find opinionated developers launching screeds against linearity, against the single-player campaign, and against games’ subservience to the logic of cinematic storytelling.

As is so often the case in such conversations, there is a temptation to jump directly to a categorical assessment, leaping over qualitative assessment entirely. The categorical question “should games tell stories?” is a good way to start a rousing bar fight of a debate. Alternately, the qualitative question “do games, as we know them, have a history of telling stories well?” will most likely lead to the reasoned response, “no.” This, in turn, will possibly lead to further avenues of polite and potentially incisive inquiry, such as “why do you suppose that is?” and “are there any ways that we could chart new types of storytelling that might be more compatible with games’ basic features?”

I’m going take the polite and careful qualitative route, not really because I prefer it (I enjoy a rousing debate as much as anyone else), but because I actually think it’s necessary to set the groundwork before making any larger qualitative claims.

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Games of the Decade: Ambition

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It was important for me to immediately follow up my elegance sub-list with one on ambition. There’s a simple reason for this: these two are often incompatible.

The games on here are among the most rough-hewn of all the games I’m listing. In terms of visuals and audio, I would have to admit that two of them are outright ugly and grating. In terms of features, there are parts of these games that just don’t quite work. They don’t always succeed in doing what they set out to do.

But what they set out to do is something utterly fantastic, and their failures are, at the very least, interesting.

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Games of the Decade: Elegance

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Even those who would reject the idea that videogames are an “art form” could agree that games can exhibit certain traditional aesthetic values. One prominent one is elegance. If we look toward traditional, analogue games, it seems inarguable to me that Go is elegant, and that Chess is elegant. Over the course of centuries, the tumbler of human culture has worn them down to their most perfect, least messy forms. (And they often come in supremely visually pleasing packages, to boot.) Looking to the history of videogames, it seems uncontroversial to propose that Tetris (Alexey Pajitnov, 1984) and Breakout (Atari, 1972) also exhibit this serene mixture of simplicity and grace.

Of course, videogames can also be bloated and unrefined. On the audiovisual level, the public imagination has long associated the medium all that is cacophonous and retina-searing: a ceaseless stream of crude stimulation optimized for goldfish-like attention spans. A peek at the output of PlatinumGames or Treasure over the past decade demonstrates that this conception is not entirely unearned. On the design side of things, games often come packaged with an inordinate amount of mechanical cruft. To boot up a contemporary Ubisoft game is to be assaulted by map icons, as the core activities of the game are augmented with collectibles and minigames and side-challenges and online player “invasions” and microtransactions and and and and and and and and and….

Sometimes, though, you can point to a game and say, “this is exactly what it needs to be, and no more.” Sometime a game stands as a perfectly-cut gem of craft, with every element contributing to an overall sense of balance. Its user interface is a triumph of usability, compact and graceful. Its color scheme is tamped-down and meaningful. Its sound design is minimal and expertly-deployed. It is thematically tight: if there is a narrative involved, it is a lean and coherent one. It is, overall, soothing in its form, even if it might simultaneously be stressful in its challenge.

The first five games of this list all chase this sort of technical perfection. Some are small, and some are large, but they all are careful not to hit one unnecessary note.

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Games of the Decade, 2007–2017

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Wait … what? Who does that? Who makes a decade-long retrospective in a year ending in anything but a 9? And who publishes a retrospective in any month but December?

Well, I do. And I have my reasons for it.

Chief among these is that the true purpose of any “best of” list is to be wrong in fun and provocative ways. What better way to start things out, then, than by choosing an utterly arbitrary set of dates?

But, really, I do have reasons, which you’ll find below the fold, as well as the categories I’ll be announcing the games in. The list itself will start tomorrow, and continue until October 10th. (And there’s a reason for that!)

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Worlds Viewed: Spring Breakers

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One of my long-standing dreams is to teach a class on cinema and the concept of world. It’s a topic that runs through the writings of numerous film theorists. (Possible readings would include Stanley Cavell, André Bazin, Annette Michelson, V. F. Perkins, Parker Tyler, Daniel Yacavone, and Jennifer Barker.) It is also, frankly, one that I have found to be somewhat ill-expressed in most film theory, which is why I would split the course readings between film theorists and figures in phenomenology. (Possibilities here include Heidegger, Arendt, Merleau-Ponty, Aaron Gurwitch, Iris Marion Young, Hubert Dreyfus, and Maxine Sheets-Johnstone.)

The screenings for this course would all center around characters encountering a new world. I don’t mean this in a fantasy sense. There would be no stepping through wardrobes into uncharted realms, here. Instead, I mean encountering a new configuration of possibilities: adjusting to a new social role, learning new skills, abiding by new constraints, adopting new goals … or, in the worst case, failing to, and losing the meaning of one’s life as a result. Screenings would potentially include Woman in the Dunes (Teshigahara Hiroshi, 1964), Jeder für sich und Gott gegen alle (Werner Herzog, 1974), Perfumed Nightmare (Kidlat Tahimik, 1977), My Brother’s Wedding (Charles Burnett, 1983), Beau travail (Claire Denis, 1999), Une prophète (Jaques Audiard, 2009), How to Train Your Dragon (Dean DeBlois and Chris Sanders, 2010), and Snowpiercer (Bong Joon-ho, 2013).

And, as the title of this post implies, Spring Breakers (Harmony Korine, 2012). Since its theatrical debut four years ago, Spring Breakers has been a favorite in University of Chicago Intro to Film courses, particularly as a way of illustrating nontraditional editing techniques. I’ve never taught it in that context, but I have been itching to include it in a class, as it remains one of my favorite films of the past decade. Below the jump, you’ll find a long-overdue appreciation of it.

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Wow, I’m Old: Syndromes and a Century

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I no longer remember the exact date at which I first saw Syndromes and a Century (Apichatpong Weerasethakul, 2006). I do know that it was at a screening at the Boston Museum of Fine Arts, which screened all of the films made for the New Crowned Hope Festival sometime in the first week of September 2007. That means that I first saw Syndromes and a Century a decade ago … a disheartening thought.

I keenly remember an energy crackling in the MFA screening room while I was watching Syndromes and a Century, in excess of the film itself. Syndromes isn’t just a great film. It was also a personal revelation. For a moment, in that theater, I felt as if I had reached out and directly touched the beating heart of contemporary cinema. I felt privileged to be seeing a work so vital. I carried that energy with me for several years, as I moved to Chicago and immersed myself in its film culture, wearing out my CTA card traveling to the Gene Siskel Film Center, the Music Box Theatre, the Nightingale, Facets, Chicago Filmmakers, the Chicago International Film Festival (where I saw Uncle Boonmee Who Can Recall His Past Lives), the Chicago Underground Film Festival, Onion City Film Festival, and of course the neighborhood treasure that was Doc Films. I kept up with the cutting edge of world cinema, of art cinema, of experimental cinema, riding a high that began that September in Boston.

I no longer feel as if I have my finger on the heartbeat of contemporary cinema. The movies I see these days tend to be new works by directors I already like, and have liked for a decade. Every now and then I’ll take advantage of the footwork done by stellar programmers and expose myself to something entirely new. But I have fallen off the cutting edge of cinema. True, a lot of this is because I now devote my time and energies to keeping up with the indie game scene. (And, of course, television is better these days.) But it still makes me feel out of touch. And, frankly, old.

Anyway, I decided to take this 10-year anniversary as an opportunity to do something that I tried to do for a decade and never succeeded at: actually write about Syndromes and a Century.

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Mourning a Lost Feed

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Since the unexpected and shocking death of my friend Hannah Frank last week, I have been thinking a lot about the Black Mirror episode “Be Right Back” (Series 2, Episode 1, dir. Owen Harris, 2013). Since the time I first saw it, I’ve thought it was a very good slice of speculative fiction, but it was not until the past week that its insights into 21st century psychology truly hit me.

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A Hodology of Videogames: Post-Socialist Rails

For this entry in my series on “hodological space,” I decided to do something a bit different: a video.

Way back in January, I promised that I would write some further thoughts on 35MM (Sergei Nosgov, 2016). The more I tried to pull my thoughts together, though, it became clear that, as much as I like that game, I was lacking in concrete ideas about it. In place of the concrete, 35MM left me with nebulous impressions, feelings, and half-formed memories. My quest to craft a container for these impressions led to something that is not quite a video essay. The embedded video here is really more of a piece of meditative, impressionistic experimental machinima than it is an analytical work.

This video encapsulates my fascination with the prevalence of abandoned or poorly-maintained railroads and rail stations in post-apocalyptic games coming out of former Eastern Bloc countries. Sometimes, there is a clear lineage on display here, as when the Ukrainian studio 4A Games adapts the Russian science fiction author Dmitri Glukhovsky’s Metro books into the complementary Metro game series. More diffuse influences envelope these games as well, though. Some go back to the Soviet era. In the video, I pick out Andrei Tarkovsky’s Stalker (USSR, 1979) as a distinct visual reference point. Although the S.T.A.L.K.E.R. series developed by Ukrainian team GSC Gameworld hews much closer to the atmosphere of the Strugatsky novel Roadside Picnic on which Stalker is based, I think it’s undeniable that Tarkovsky’s film left a visual mark on post-Soviet apocalyptic fiction. (He was doing “ruin porn” before it was cool.)

As to why, exactly, the decaying rail line has become such a staple of former Eastern Bloc post-apocalyptic fiction … I have no answer. But that’s one of the things you can get away with when choosing this sort of video work over the written word.

A Hodology of Videogames: Silent Hill

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I have wanted to write about the original Silent Hill (Konami Computer Entertainment Tokyo “Team Silent,” 1999) for a very long time. But it has been difficult to find a “way in.” Unlike its pseudo-remake, Silent Hill: Shattered Memories (Climax, 2009), which I have successfully gotten around to writing about, Silent Hill doesn’t have much in the way of interesting flaws to pick apart. It has flaws, to be sure. But its flaws are banal. It falls prey to the “let’s belatedly explain our incoherent story via some back-loaded cutscenes” problem so typical of games of the original PlayStation era, especially those produced in Japan that I have only ever experienced in English translation. Its successes, meanwhile, are numerous. But I’ve never found a way to approach them with intellectual rigor. My reaction to the game is a primal one, and I have struggled to conjure critical thoughts beyond, “my, it really is surprising how effectively scary this game still is, despite the limitations of its visual style.”

But, what the hell: I’m going to give it a shot, in the form of one of my “hodology of videogames” series of posts. Since it’s been awhile, here’s a quick refresher on the ground rules: “Hodological space” refers to the space that humans inhabit: not a space made up of strict coordinates, but a thicket of preferred paths, affected by factors such as interest, distraction, fatigue, and urgency. It’s a term that originated in the writings of psychologist Kurt Lewin, and which traveled by way of Sartre into the realm of phenomenology. Today, I’ll be thinking about the paths players take through the town of Silent Hill.

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