Every Day the Same Dream? Social Critique Through Serious Gameplay

Total Page:16

File Type:pdf, Size:1020Kb

Every Day the Same Dream? Social Critique Through Serious Gameplay See discussions, stats, and author profiles for this publication at: https://www.researchgate.net/publication/275331408 Every Day the Same Dream? Social Critique through Serious Gameplay Conference Paper · January 2015 CITATIONS READS 4 75 2 authors: Alina Petra Marinescu Cosima Rughinis University of Bucharest, "Danubius" Universi… University of Bucharest 12 PUBLICATIONS 4 CITATIONS 43 PUBLICATIONS 59 CITATIONS SEE PROFILE SEE PROFILE All content following this page was uploaded by Cosima Rughinis on 22 April 2015. The user has requested enhancement of the downloaded file. All in-text references underlined in blue are added to the original document and are linked to publications on ResearchGate, letting you access and read them immediately. The 11th International Scientific Conference eLearning and software for Education Bucharest, April 23-24, 2015 10.12753/2066-026X-14-000 EVERY DAY THE SAME DREAM? SOCIAL CRITIQUE THROUGH SERIOUS GAMEPLAY Alina Petra Marinescu Nenciu, Cosima Rughiniş Faculty of Sociology and Social Work, University of Bucharest, Schitu Măgureanu 9, Bucharest, Romania [email protected], [email protected] Abstract: Recent years have witnessed an increase in the visibility of the so-called ‘art games’ both in the gaming community and in academic reflection. This label applies, as a rule, to relatively short indie games that appear to have a message about the human condition, life, psyche, society and, often, also about the game genre, in a self-referential loop. Depending on game topics and rhetorical approach, commentators have advanced a variety of tags to describe them, including ‘experimental games’, ‘news games’, ‘grave games’, ‘existential games’, or ‘not games’. Scholarly literature has discussed their rhetorical specificity with a focus on procedurality and players’ creativity. Games are seen essentially as an ensemble of rules and mechanics, working in conjunction with a narrative layer, inviting players to interact and thus to (re)create meaning. There are two dominant controversies that structure game studies: (1) whether and how games can be studied as narratives and (2) what is the relative importance of procedurality versus creative gameplay. These debates obscure another specific element of game rhetoric: the message of art games is substantially elaborated in the community of players, through comments, reviews, and comments to reviews – amounting to a large cloud of textual, interactive, online reflection. Players engage in the game but, often, also read and write comments and reviews, thus confronting their experience with others’ and exploring a larger spectrum of interpretations. Games propose a time for gameplay and also a time for conversation. Therefore, we argue that the rhetoric of art games relies not only on procedurality and creative gameplay, but also on the distributed, multivocal reflection of an online community of players. Art games are embedded in a plurilogue through which they are interpreted and re-interpreted as art objects and social critique, and their message is formulated in text. In this article we explore ‘Every Day the Same Dream’, an art game that has elicited a variety of gameplay experiences, emotions and assessments. We examine player comments and reviews and we discuss their role in interpreting games and formulating their messages. Keywords: serious games; art games; procedural rhetoric; distributed cognition I. INTRODUCTION Video games are increasingly used as a medium for ethical statements, for example reflections on human existence or critiques of social arrangements, from various ideological standpoints. Casual art games are an evolving sub-genre, consisting in short video games that advance a message about human life and society. They typically last for a few minutes or dozens of minutes, are created by independent developers, and are free to play. Some of them may aim to be entertaining as well, while others – so-called ‘grave games’ [1] – make their statement precisely through refusing pleasure, or by challenging other conventions of the game genre. These games are serious – not by honing skills or conveying information, but by commenting, from a distance, on our daily life [2]. 1 Casual art games cover a vast array of topics. Some of them point to existential issues in individual lives – from aging and mortality (‘Passage’, ‘The Graveyard’, ‘I am a brave knight’, or ‘Home’) to love, loss and memory (‘But that Was [Yesterday]’), psychological distress or disorders (‘Loneliness’, ‘It’s for the best’, ‘Perfection’, ‘ALZ’, ‘Fixation’ and ‘The company of myself’), or specifically depression (‘Depression Quest’, ‘Elude’, ‘Actual Sunlight’, or ‘Prisoned’). Other games aim for topics pertaining to social life. For example, La Molleindustria has developed a series of games addressing aspects of war (Unmanned), organized religion (Operation: Pedopriest), copyright regulations (‘The free culture game’) and capitalism – from alienation (‘Every Day the Same Dream’) to criminal behaviors elicited from businesspeople (‘McDonalds Videogame’) and condoned from business partners (‘Phone story’). Video games that aim to comment on social issues can be productively compared to political cartoons [3], in order to identify their distinctiveness as a medium. A relevant difference is that while political cartoons have, as a rule, a rather unambiguous meaning, often conveyed through both image and text, this is not necessarily the case with games. There are several sources of ambiguity in games: firstly, players have a considerable role in shaping the gameplay story and deciding the message for themselves. Secondly, games may have several possible endings, requiring an interpretation that takes all of them into account. Thirdly, some games make little if any use of language, requiring players to rely solely on visual, musical and actional hints to interpret the story and the message. The minimalist graphics characteristic for many art games means that the characters, objects and events may be visually under-specified. For example, in Every Day the Same Dream, players must decide whether the character from the final scene is the playing character or somebody else (and, if so, who could he be). This ambiguity means that an exploration of alternative interpretations may enrich the gameplay experience, and players are often looking for others’ thoughts on the game. In the growing field of game studies there is increasing attention to the rhetoric of video games – analyzing resources and strategies through which games create emotional experiences, convey meaning, and persuade players. This issue is very much relevant for casual art games that aim to convey messages, incite emotions or stir reflection about the human condition, in brief lapses of play: How can we interpret such games? Where can we find signs, indicators for their point? Where do other players find them? What are the rhetorical tools deployed by game developers to formulate social critique through gameplay? Who else contributes to the emergence of game messages, besides developers and players? In this paper we examine La Molleindustria’s game ‘Every Day the Same Dream’ [4], comparing it with three other games that approach work and corporate life with a critical touch: ‘Inside a dead skyscraper’, also from La Molleindustria [5], ‘off to work we go’ by Bart Bonte [6], and ‘One chance’ by AckwardSilenceGames [7]. We primarily look into the large body of textual messages that accompany these games on various platforms on which they are published (Jayisgames1, Kongregate2, Newgrounds3), and we discuss the role of these conversations in making the games playable and meaningful. For reasons of space, we present here only a brief description of the four games. ‘Every Day the Same Dream’ is ‘a little art game about alienation and refusal of labour’ [4] which takes about 20 minutes to play. The player controls a male character who wakes up, gets dressed, has a cursory interaction with his wife, drives to work, and then works in a cubicle – all in the background of a repetitive, yet energizing soundtrack by Jesse Stiles. After a couple of identical replays, it becomes clear that something needs to be done, or else the game is simply boring. It is the task of the player to explore the small game universe and discover the consequences of breaking the routine. The game includes only a few lines of language, no explicit message, and its ending is surprising and open for multiple interpretations. ‘Inside a dead skyscraper’ is ‘a music video game’ [5]. The player controls a flying character in a hazmat suit, exploring the Twin Towers in what appears to be September 11, 2001. The player may use a device that allows him or her to read the thoughts of other characters in the scene, and also 1 http://jayisgames.com/ 2 http://www.kongregate.com/ 3 http://www.newgrounds.com/ 2 briefly interacts with a non-player character that comments on the situation. All these actions accompany the song "The building", by Jesse Stiles. The game is quite linguistically rich – including music lyrics, the dialogue of the flying character with the NPC who advances some explicitly philosophical ideas, and the thoughts of the other characters. ‘off to work we go’ is a game submitted to the No Future Contest 2013 on the given theme of ‘Au travail’ / ‘Work it’. The player controls an invisible character who explores a mysterious landscape and an even more mysterious building: ‘You find a work facility on a lonely island. But what happens next, is it a strange dream or corporate reality? Work it!’ [6]. The games includes no text or talk. ‘One chance’ is ‘a game about choices and dealing with them’ [7]. The player controls a scientist who has created a cure for cancer which is inadvertently going to kill all life on Earth, in six days. The scientist goes through the days and confronts several choices, which lead to one of multiple possible endings. Still, the notable game mechanic, anticipated by the title, is that by design players are not allowed to replay the game in any given day: that is, a player has only ‘one chance’ (per day) at completing the game, literally.
Recommended publications
  • The Poetics of Reflection in Digital Games
    © Copyright 2019 Terrence E. Schenold The Poetics of Reflection in Digital Games Terrence E. Schenold A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy University of Washington 2019 Reading Committee: Brian M. Reed, Chair Leroy F. Searle Phillip S. Thurtle Program Authorized to Offer Degree: English University of Washington Abstract The Poetics of Reflection in Digital Games Terrence E. Schenold Chair of the Supervisory Committee: Brian Reed, Professor English The Poetics of Reflection in Digital Games explores the complex relationship between digital games and the activity of reflection in the context of the contemporary media ecology. The general aim of the project is to create a critical perspective on digital games that recovers aesthetic concerns for game studies, thereby enabling new discussions of their significance as mediations of thought and perception. The arguments advanced about digital games draw on philosophical aesthetics, media theory, and game studies to develop a critical perspective on gameplay as an aesthetic experience, enabling analysis of how particular games strategically educe and organize reflective modes of thought and perception by design, and do so for the purposes of generating meaning and supporting expressive or artistic goals beyond amusement. The project also provides critical discussion of two important contexts relevant to understanding the significance of this poetic strategy in the field of digital games: the dynamics of the contemporary media ecology, and the technological and cultural forces informing game design thinking in the ludic century. The project begins with a critique of limiting conceptions of gameplay in game studies grounded in a close reading of Bethesda's Morrowind, arguing for a new a "phaneroscopical perspective" that accounts for the significance of a "noematic" layer in the gameplay experience that accounts for dynamics of player reflection on diegetic information and its integral relation to ergodic activity.
    [Show full text]
  • COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen
    COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen Citation Bogost, Ian. Unit Operations: An Approach to Videogame Criticism. Cambridge, MA: MIT, 2006. Keywords: Mythical and scientific modes of thought (bricoleur vs. engineer), bricolage, cyber texts, ergodic literature, Unit operations. Games: Zork I. Argument & Perspective Ian Bogost’s “unit operations” that he mentions in the title is a method of analyzing and explaining not only video games, but work of any medium where works should be seen “as a configurative system, an arrangement of discrete, interlocking units of expressive meaning.” (Bogost x) Similarly, in this chapter, he more specifically argues that as opposed to seeing video games as hard pieces of technology to be poked and prodded within criticism, they should be seen in a more abstract manner. He states that “instead of focusing on how games work, I suggest that we turn to what they do— how they inform, change, or otherwise participate in human activity…” (Bogost 53) This comparative video game criticism is not about invalidating more concrete observances of video games, such as how they work, but weaving them into a more intuitive discussion that explores the true nature of video games. II. Ideas Unit Operations: Like I mentioned in the first section, this is a different way of approaching mediums such as poetry, literature, or videogames where works are a system of many parts rather than an overarching, singular, structured piece. Engineer vs. Bricoleur metaphor: Bogost uses this metaphor to compare the fundamentalist view of video game critique to his proposed view, saying that the “bricoleur is a skillful handy-man, a jack-of-all-trades who uses convenient implements and ad hoc strategies to achieve his ends.” Whereas the engineer is a “scientific thinker who strives to construct holistic, totalizing systems from the top down…” (Bogost 49) One being more abstract and the other set and defined.
    [Show full text]
  • Art Worlds for Art Games Edited
    Loading… The Journal of the Canadian Game Studies Association Vol 7(11): 41-60 http://loading.gamestudies.ca An Art World for Artgames Felan Parker York University [email protected] Abstract Drawing together the insights of game studies, aesthetics, and the sociology of art, this article examines the legitimation of ‘artgames’ as a category of indie games with particularly high cultural and artistic status. Passage (PC, Mac, Linux, iOS, 2007) serves as a case study, demonstrating how a diverse range of factors and processes, including a conducive ‘opportunity space’, changes in independent game production, distribution, and reception, and the emergence of a critical discourse, collectively produce an assemblage or ‘art world’ (Baumann, 2007a; 2007b) that constitutes artgames as legitimate art. Author Keywords Artgames; legitimation; art world; indie games; critical discourse; authorship; Passage; Rohrer Introduction The seemingly meteoric rise to widespread recognition of ‘indie’ digital games in recent years is the product of a much longer process made up of many diverse elements. It is generally accepted as a given that indie games now play an important role in the industry and culture of digital games, but just over a decade ago there was no such category in popular discourse – independent game production went by other names (freeware, shareware, amateur, bedroom) and took place in insular, autonomous communities of practice focused on particular game-creation tools or genres, with their own distribution networks, audiences, and systems of evaluation, only occasionally connected with a larger marketplace. Even five years ago, the idea of indie games was still burgeoning and becoming stable, and it is the historical moment around 2007 that I will address in this article.
    [Show full text]
  • Designing and Comparing Time Rewind Mechanics in 2D Interactive Game
    Designing and Comparing Time Rewind Mechanics in 2D Interactive Game Yutong Shi Institute of Education University College London London, UK [email protected] This paper complements and extends three time rewind II. BRIEF ILLUSTRATION OF GAME mechanisms proposed by previous scholars, including restricted, unrestricted and external. Currently, most literatures research on The Loop [6], an RPG, 2D psychological art game, is narrative games as a whole, only a few of them focus on the time developed on Unreal Engine (see Fig.1). Inspired by a similar rewind as a core mechanic in interactive storytelling and even less game named Every Day The Same Dream [4] and the films to summarize an operate guide for the game designers named Groundhog Day [3] and Happy Death Day [5], the systematically. Consequently, based on the case study, the author character, Dennis, will be trapped in an infinite loop of one will design a 2D narrative game to figure out the differences and day until he completes all the game plots as instructed. The application of various time rewind mechanics from the perspective game, which focuses on school bullying, is divided into two of a game developer. stages. The player plays the victim of school bullying in the first half, followed by another half where the player will Keywords— game design, rewind mechanics, interactivity, 2D become an abuser of school bullying, through which new plots are triggered. Finally, in the rooftop scene, the player will I. INTRODUCTION witness a shadow who jumps from the rooftop to commit Much like rules, all games have mechanics, and these suicide.
    [Show full text]
  • Research Into Interactive Digital Narrative: a Kaleidoscopic View
    Research into Interactive Digital Narrative: A Kaleidoscopic View Janet H. Murray1 1 Georgia Tech, Atlanta GA 30332, USA [email protected] Abstract. We are at a milestone moment in the development of the cultural form of Interactive Digital Narrative (IDN), and in the development of the study of IDN as a field of academic research and graduate education. We can date the beginning of the field to the late 1960s with the release of Joseph Weizenbaum’s Eliza in 1966, and recognize the late 1990s as another turning point when 30 years of diverse development began to coalesce into a recognizable new media practice. For the past 20 years we have seen accelerated growth in theory and practice, but the discourse has been split among contributory fields. With the convening of IDN as the focus of study in its own right, we can address key questions, such as its distinct history, taxonomy, and aesthetics. We can also rec- ognize more clearly our unique challenges in studying a field that is evolving rapidly, and from multiple intersecting genetic strains. We can also articulate and investigate the potential of IDN as an expressive framework for engaging with the most pressing themes of human culture of the 21st century, and as a cognitive scaffold for increasing our individual and collective understanding of complex systems. Keywords: Interactive Digital Narrative (IDN), IDN as academic discipline, IDN education, understanding complex systems 1 Through the Kaleidoscope, and Across the Decades 1.1 Why Kaleidoscopic ? The kaleidoscopic view of the title refers to the many components and potential taxon- omies of the artifacts that are the objects of study in this new field.
    [Show full text]
  • Interpreting Video Games Through the Lens of Modernity by A. Braxton
    Interpreting Video Games through the Lens of Modernity By A. Braxton Soderman B.A., Vassar College, 1999 M.F.A., California Institute of the Arts, 2002 M.A., Brown University, 2007 A Dissertation Submitted in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy in the Department of Modern Culture and Media at Brown University Providence, Rhode Island May 2011 © Copyright 2011 by A. Braxton Soderman This dissertation by A. Braxton Soderman is accepted in its present form by the Department of Modern Culture and Media as satisfying the dissertation requirement for the degree of Doctor of Philosophy. Date_____________ _________________________________ Wendy Hui Kyong Chun, Advisor Recommended to the Graduate Council Date____________ _________________________________ Mary Ann Doane, Reader Date_____________ _________________________________ Philip Rosen, Reader Approved by the Graduate Council Date_____________ _________________________________ Peter M. Weber, Dean of the Graduate School iii CURICULUM VITAE A. Braxton Soderman was born in Minneapolis, MN in 1977. He graduated from Vassar with a B.A. in Philosophy in 1999, received an M.F.A. in Critical Writing from California Institute of the Arts in 2003, and an M.A. in Modern Culture and Media from Brown University in 2007. In the Spring of 2008 he taught the course ―Code, Software, and Serious Games‖ in the Modern Culture and Media Department at Brown University. In 2009 he was awarded an Andrew W. Mellon/ACLS Dissertation Completion Fellowship, and in 2010, an Andrew W. Mellon/ACLS Recent Doctoral Recipient Fellowship. iv ACKNOWLEDGMENTS I owe my deepest gratitude to my advisor and mentor Wendy Chun. Her confidence in my project, her continuous support, and her generous ideas and sharp suggestions have motivated all the pages that follow.
    [Show full text]