If you haven't already, be sure to read part one of this article first. It sets up the concepts I refer to here in part two.
Lets go back to ‘systematicity’, and the entailments of the GAMES ARE COMPETITION metaphor. These are, I’ve claimed:
GAMES CAN BE WON OR LOSTGAMES ARE ENTERTAINMENTGAMES HAVE RULES
I
would argue that how closely a game adheres to these entailments influences its
reception within the video game community. For example, Mortal Kombat (2011) was criticised because its final boss, Shao
Khan, suffers from ‘SNK Boss Syndrome’. This is when an enemy character is
difficult to beat because they are able to do things (such as unblockable attacks)
that other characters are not. Shao Khan is therefore difficult because he breaks the rules of the game, and players
reacted poorly because this deviated from the entailments of GAMES ARE
COMPETITION, which is key to their concept of what a game is. Compare this with
a game such as Ninja Gaiden. Universally
seen as extremely difficult, Ninja Gaiden
is nevertheless warmly received because its challenge is fair. Gamers don’t
mind the game’s difficulty because it sticks to its own rules, and is therefore
in line with the metaphor.
The question, “what is a game?” is the subject of on-going debate in the video game community. If we examine titles whose status as games is controversial, they often have something in common; they are not titles that we talk and think about in a way that is consistent with the GAMES ARE COMPETITION metaphor. When analysing a game, the entailments above work like a checklist. Titles that flout some or all of them are more likely to be judged not to be a game. Let’s look at an example from the indie space.
Mainichi: game or not? (Picture: Mattie Brice) |
Mainichi is a simple, affecting game in
which Mattie Brice tries to convey some of the embarrassments and frustrations
she regularly faces as a mixed transgender woman. Though
Mattie’s sharp writing is entertaining, Mainichi
constantly flouts all the other entailments listed above. With no rules, there
is no way of winning or losing, and therefore no competition. Nobody would say
that they had ‘beaten’ Mainichi, or
that it was ‘too hard’. Mainichi is a
better example of the alternative metaphor, GAMES ARE PRESENTATION, or perhaps
even a different one altogether: GAMES ARE MESSAGE. You might therefore hear
people talk about Mainichi using
phrases like:
Mainichi says interesting thingsMainichi speaks about the experiences of a mixed transgender womanMainichi carries a lot of meaning for me
What’s
interesting about Mainichi, beyond
its thought provoking subject matter, is the disparity in responses it elicits
from gamers compared with non-gamers. As Brice noted in her #1ReasonToBe talk at
the Game Developers Conference this week, non-gamers called Mainichi inspiring, and said it changed how
they looked at games. However, game-studies students complained that Mainichi
had little gameplay, and didn’t consider it a game at all. I would argue that this
feedback was to be expected because gamers, unlike their non-gaming
counterparts, come from a culture where they are used to talking and thinking
about games as competition. Since most people would struggle to see a title
where the main aim is to meet a friend for coffee as competition, gamers didn’t
even see Mainichi as a game. Non-gamers,
unaffected by the influence of the metaphor, did not come to this conclusion.
Let’s
go back now to Lakoff and Johnson’s concept of ‘hiding’ and ‘highlighting’. If we
accept that GAMES ARE COMPETITION is the prevalent metaphor in video game
culture, we accept that it obscures aspects of gaming that my suggested
alternative, GAMES ARE PRESENTATION, would emphasise. However, I think that
this might be changing, at least in part.
Above
I discussed how I would talk about Sonic
2 as a kid. Although today I still describe games today with phrases like
‘it was too hard’, there is one important exception. I wouldn’t normally talk
about ‘beating’ a game anymore. At
the end of a modern game, I would instead say I had ‘finished’ it. This new phrase ‘hides’ the concept
of competition to an extent. Although games still include challenging moments,
in this small way the language I discuss them with has come to ‘hide’ this
aspect. This is because reaching the end of games has become easier.
Finished is an interesting word. You
wouldn’t say that you’d ‘finished’ a film, but you may say you’d ‘finished’ a
novel. It suggests overcoming something, but not the direct confrontation implied
by saying you ‘beat’ it. When you read novel, the obstacle you overcome is the
need to invest time and intellectual energy to reach the end. Games have always
required an investment of time. However, where in the past they also required
battling with difficult opposition, they now require gamers to deal with a
comparatively gentle challenge. This is because modern games are designed to be
finished. With developers concerned about scaring off potential players, things that previously contributed to a game’s difficulty, such as
finite lives, have become rarer, decreasing challenge accordingly.
It’s therefore no longer appropriate to say you ‘beat’ a game because there was
never a question of the opposite outcome occurring; the developers designed the
game with you reaching the end in mind.
However,
in the golden era of arcade gaming, you ‘beat’ a game if you completed the
final stage, but you ‘lost’ you if ran out of money or gave up trying to do so.
It was appropriate to say you’d ‘beaten’ the game if you reached the end because it wasn't designed to let you. It was designed to clean you out. Furthermore, the
concept of ‘finishing’ a game didn’t exist in early video games. Though you could
sometimes ‘beat’ the game, you could rarely ‘finish’ it. Instead, the end of
the final level would usually loop right back around to the first, often with a
bump in difficulty to boot.
I’m
not saying that games are no longer challenging, but I do believe the challenge
they offer has decreased over time. Unlike when I was younger, I expect to
complete most modern games in three or four sittings. I believe this is why my
use of language has changed. By using ‘finish’ instead of ‘beat’, I portray
myself more passively as a player. I am hiding the competitive aspect of
completing a game and highlighting that I have come to the end of a
presentation by the developer. GAMES ARE PRESENTATION, then, has begun to vie
for space with GAMES ARE COMPETITION as the metaphor that informs the way I
think and talk about games.
There’s
much more to say about this topic than I could fit into two posts. I’m sure
there are other metaphors people game by, and there are other angles from which
to examine the ones I’ve already discussed. Hopefully, by unpicking the
metaphors that influence the way we talk and think about the games we play, we
can gain an interesting insight into why we think the way we do, and in turn
broaden our horizons in gaming as a whole.
Reference
Lakoff, George, and Johnson, Mark (1980[2nd ed. 2003]), Metaphors We Live By, Chicago and London, Chicago University Press
@ludolinguist
Reference
Lakoff, George, and Johnson, Mark (1980[2nd ed. 2003]), Metaphors We Live By, Chicago and London, Chicago University Press
@ludolinguist
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