
Ian here—
This post is part of a series that borrows the term process genre from Salomé Aguilera Skvirsky’s work in cinema studies, and explores its utility for videogame analysis. A quick definition: “process genre” films are films about labor, films that focus on processes of doing and making, that are fascinated with seeing tasks through to their completion. They are deliberately paced, meditative, and often political, in that they cast a penetrating eye on labor conditions. Are there games that the same chords? Posts in the series so far can be seen here.
Cart Life (Richard Hofmeier, 2011) was part of the opening volley of what would eventually be termed “personal games.” Although some of the best known games slotted under this designation told stories of queer lives—for instance Dys4ia (Anna Anthropy, 2012), Consensual Torture Simulator (merritt kopas, 2013), and Gone Home (The Fullbright Company, 2013)—this is far from a requirement. Hofmeier’s game pursues an alternate tactic, telling the personal stories of characters whose lives might normally be overlooked, considered too humdrum for the purposes of mass entertainment. If you squint, you can see Hofmeier importing aspects of cinema’s neorealist tradition to the medium of videogames, in the game’s focus on the working class lives, on the effects of financially precarity on family relations, and even its use of black-and-white imagery. There is one major difference, though: The neorealist tradition in the Cesare Zavattini mold was often devoted to slow pacing, using empty moments to model the often-incident-free rhythm of everyday life. (Contemporary films in the process genre continue this tradition, hyperbolizing it beyond anything found in 1940s-era neoralist cinema.) Hofmeier, by contrast, enforces a frantic pace. In Cart Life‘s version of working class life, there is no time for idleness. When you’re trying to prove to a judge that you’re financially stable enough to have custody of your daughter, or trying to save up enough for a security deposit on an apartment so that you can move out of a hotel, every minute counts.
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