We Need More Pessimistic Games
waypoint.vice.com
waypoint.vice.com
Sure, I could be on the verge of starving while doing backbreaking work in a 3rd world country, but that doesn't mean that I should be OK with my own job being unfulfilling or without meaning.
3000 years in the future and it's still pretty much the same.
And I find that definition highly reductive. Art is not only meaning/message. It's also technical prowess. And innovation.
I'm forced to conclude that "art", like "hacker", has shifted in meaning: roughly, art is anti-kitsch. It's not art unless it rebels against popular standards of aesthetics (which are popular for a reason; humans inherently respond emotionally to certain things), because once an aesthetic becomes popular it is subject to commercial exploitation and therefore it dilutes true, authentic self-expression. And, much like kitsch is a low-effort (therefore easily producible, reproducible, and marketable) affirmation of popular aesthetics, the repudiation of such may be almost arbitrarily low-effort and still be considered high art. The repudiation itself is what matters, and all that matters, because the job of the artist is to struggle against the commercialization of society and of human experience -- not necessarily to achieve technical prowess or to innovate.
I'm an amateur artist myself. I taught myself visual arts so I could make my own assets for games. I know art is, in reality, much more than this. But in order to wear the art badge in today's wider society, and thus be considered Worthy of Serious Consideration, message is both necessary and sufficient -- and it has to be the right message or it doesn't count.
I'm glad we don't live in a world where all of the books, movies, and video games have been sterilized and sanitized and pumped full of diazepam.
Books are most commonly about transmitting information; particularly in the form "if you encounter this hardship, adopt that mindset". Games are mostly about "verify that your decision making process is robust".
Nobody is forcing writers and gamemakers to conform to my worldviews, but there is a trend in those directions with exceptions.
If somebody made a game that really explored on "how should you think about horrible situation X" that was gloomy all the way through people would probably enjoy it. But if you have a skill-based game that breaks the success->reward feedback loop for executing a skill well, all the players will quit.
Kunzelman writes that "pessimism, crucially, does not see a way out." The world cries out for a way out of global warming, food insecurity, nuclear proliferation: does it do any good for us to paralyze ourselves with imagined impotence?
"Hope for the best, expect the worst" is only possible if you are capable of seeing both the optimistic solution to a problem and the pessimistic consequences for failing to solve a problem. If you limit yourself to only an optimistic or only a pessimistic viewpoint, you are crippling your ability to deal with problems rationally.
One of the games that affected me most in my life was Passage, a dead-simple, pixellated indie experiment that was about eight minutes long. It was not a happy game. I still think about it from time to time.
That’s the power of art.
I personally enjoy music and films that embraces the darker side of humanity but video games have a pretty big gap in comparison. I guess i like creators that embrace this rather than push it away or pretend it doesn't exist. There is strength in this.
Bloodborne is a bit less hopeless, in that it feels like there's a pretty normal world outside of the game area. However, it's depressing in all three endings; spoilers again, the first ending is probably the least depressing one, where after defeating the final boss, you just kneel down in front of your guide / master (so to speak), accept your fate, and choose to forget all of the events. You just wake up in the morning as if nothing happened. In the second one, you fight and defeat your master, buuut an eldritch monstrosity that masterminded the repeating cycle comes in and eats you, turning you into the replacement of the guide. The final ending is where you defeat the eldritch monstrosity and are reborn yourself as an eldritch monstrosity, again (probably?) repeating the cycle.
No real happy endings there. It's all just bleak and meaningless.
Personally I found Bloodborne to be even more hopeless. It's all based on a Lovecraftian view of the universe, where we're completely insignificant next to these higher order beings and concepts. There are also almost no happy endings for any of the NPCs, which contrasts with Dark Souls a bit. But again, that's a really good translation of Lovecraft into video game form!
I like how From Software is able to present kingdoms / societies that have fallen from grace but each with their own spin making you wonder if they were ever great or just nostalgia.
Not that I need every game to be a maximally-empowering dopamine releaser to compete, but if you're going to present me with something that's actually bleaker and more draining than my own real life, you're not going to last long.
Other forms of art have their own additional ways of compensating for that sort of thing that I don't see being options in video games, although, even then I'd suggest the appeal is fairly selective. French movies in black and white about existential crises and the fundamental meaninglessness of life don't compete very well with $MARVEL_MOVIE at the summer box office.
Similarly, making a AAA video game title about ennui is stupid, but small indie studios doing $10-20 releases for a 5-10 hour gameplay art-game is a thing.
The fundamentally different interactivity of video games may have an impact here. There's no particular shortage of evidence that reading about something pessimistic or depressing may still have some appeal to it; entire subcultures and genres are based on it. Adding interactivity may fundamentally intensify the experience in a way that makes the appeal even more selective, though.
Interactivity has nothing to do with it. As much as I like games, they are not that much different. Nihilumbra the game is great and depressive, it can be done just like comedy games could be done or romance games could be done or any other genre could be done.
The only difference is that western game industry moves like herd, everybody doing pretty much the same thing at dame time. It has much less variety then other art forms and is too much winner takes all for companies to be creative.
Papers, Please - http://www.papersplea.se/
This War of Mine - http://www.thiswarofmine.com
Beholder - https://beholder-game.com/
The Castle Doctrine - http://thecastledoctrine.net/buy.php
Orwell - http://fellowtraveller.games/games/orwell/
Headliner - http://unboundcreations.com/games/headliner/
We Become What We Behold - https://ncase.itch.io/wbwwb
Some survival games have a dystopian (therefore, pessimistic) premise, but might not be pessimistic enough according to the article:
There Are Billions - http://www.numantiangames.com/theyarebillions/
Frostpunk - http://www.frostpunkgame.com/
Plague Inc. - https://www.ndemiccreations.com/en/22-plague-inc
Even 'Dwarf Fortress' in fortress mode almost always ends with your fortress being overrun - http://www.bay12games.com/dwarves/
Just wanted to add two games that straight up left a void in me for a while after I was done
Shadow of the Colossus - Is on PS2,PS3, and PS4 and I really can't recommend it enough. Even if it technically ends with a hopeful ending its pretty pessimistic.
Life is Strange - The first two episodes make is seem like a pretty goofy teen drama but the last two episodes definitely become exponentially more existential.
The specific purpose of the OG version of Monopoly was to infuriate the players and make them resent the microcosmic system of economics the game presented. It was literally just a propaganda piece that set out to enrage it's players. Everyone still considers it a game.
While I agree with the general comment, this part made me laugh a little. I find that games are incredibly easy nowadays, there is little "effort" to actually reward.
To me it's a worse trend than the lack of "pessimistic games". Building a culture of "what do you mean I didn't succeed after the second try? But I'm entitled to make it to the next level!!!!!"
I might be very cynical, but I think it hurts society a lot. Kind of similar to all these TV shows where the main character transitioning from being a waiter to sales executive or director of marketing in 2 or 3 seasons.
While I agree with the general comment, this part made me laugh a little. Games (and TV/movies) are designed to cheat your brains reward system and make you feel like you are achieving something. This is why they're fun to play/watch.
I would argue that it's more insidious to require more work out of the player because it's prolonging the inevitable realization that you're not actually accomplishing anything. Games that cut right to the chase and reward you from minor accomplishments allow you to get that quick rush you were looking for then get back to your life.
Think about people playing World of Warcraft (especially vanilla days), sinking untold days of play time into grinding out gear/rep/gold. What are they actually getting from this? Versus just about anything else they could be doing with that time? The easier games make it to be rewarded, the more honest they are as a game. You could argue that you want a game to feel like a job because you can't get that satisfying sense of hard work paying off in real life, but I seriously doubt anyone would be happier with a productive, rewarding game life than a productive, rewarding life-life.
I don't think that I would want to dump 200 hours into "that dragon cancer" but knowing that it exists and is as powerful as it is means something. Playing that game makes you feel something important that blasting aliens with laser pistols doesn't.
Being heroic isn't always saving the planet. Sometimes it's just waking up the next day and going to work.
Until there are games like that, I'm going to hold off calling them art.
I've mentioned it elsewhere in this thread, and it's hard to argue against it not being a brilliant art piece.
Going to the cubicle and banging out TPS Reports day in and day out isn't being heroic, it's being passive, living life on auto pilot. I hate it. And so do most people who are aware of what it's doing to them.
"Given the choice between the sweet simple release provided by the revolver, and continuing the Sisyphean task of just living, I consider the human race heroic for simply being"
Not much heroic about that.
I don’t know if I agree with the premise. Spoilers ahead.
The Dark Souls series is, in my opinion, essentially about futility. It could be said that many of the gmaes monsters are just other players who eventually gave up. Its implied that the world goes in cycles and no matter waht you choose, ultimately nothing really changes. Bloodborne is about cosmic horrors that are beyond our comprehension and that we cannot do anything about. The Last Of Us ends with the entire quest having been for nothing. The Last Guardian ends with the kid and the creature both getting severely injured, getting separated and never seeing each other again. Shadow of the Collossus ends with you killing solitary (and harmless to the world) creatures, freeing the big bad and getting killed in the process, before you ever get to see the princess revived (which was the entire reason you were on the quest to begin with).
Many games tie up their stories, but don’t particularly end on a high note exactly. Many games are pretty damned bleak. Hell, I’ve been finding that what I really want to see is more games that are more upbeat and are about more mundane things. For example, I loved the mundane (before the main plot kicks in) aspects of Night in the Woods, just because they were so normal and didn’t involve some dark, bleak, depressing story nor did it involve murdering people. I actually wish that the plot didn’t happen in that game.
The issue isn't even that there needs to be more pessimistic games, they're being made and they're gradually getting to a point where they're not pathetically behind other mediums in terms of emotional depth. What there needs to be is an easier means of developing interactive experiences so people can explore different vibes without feeling a need to attain some kind of fiscal reward from their efforts.
>and sinking 200 hours into World of Warcraft isn’t going to do anything other than entertain me and make Blizzard Activision’s pockets one one billionth of a percentile deeper.
Is that not pessimistic gaming?
I work so hard
In arranging the blocks
But each night I come home
To my wife in tears.
What's the point of it all
When you're building a wall
And in front of your eyes
It disappears?
Source: https://youtu.be/hWTFG3J1CP8
Also in the style of GTA obviously.
[0]https://en.wikipedia.org/wiki/Pathologic
[1]https://www.rockpapershotgun.com/2008/04/10/butchering-patho...
Grand Theft Auto 4’s main protagonist has survived a civil war, and it shows. The story ain’t particularly optimistic either.
“This War of Mine” tells a story of group of civilians trying to survive in the warzone.
“Hellblade: Senua's Sacrifice” main protagonist has severe schizophrenia.
These are amazing games, despite overly pessimistic and even depressing.
The game takes no prisoners and the decisions you make can mean a rather bleak end to your characters and more importantly your story arc. There is no going back, what happens happens.
There is however an opportunity for glory (depending on your perspective of glory).
This is what games should capture, the bitter and the sweet.
Btw, Nihilumbra is pretty good pessimistic game.
But also, I think that if one looks closely into various niches, pessimistic games will be found.
If you want more pessimistic games, you will need to fund them, somehow.
I've been pondering this a bit recently. We immerse ourselves in stories because, good or bad, they're more interesting than real life. The protagonists, the antagonists, the NPCs - they all (are written to) feel their role is important, unlike us real-worlders, struggling with ennui and the role of a cog in a machine (or a single cell in a large, multicellular body). We've built a civilization and economy that diminishes the role of an individual, and yet our brains crave the feeling of being a hero of a story.
I remember Eliezer had some smart observations on the topic; I guess it's time to re-read his "Fun Theory" sequence[0].
--
[0] - https://www.lesswrong.com/posts/K4aGvLnHvYgX9pZHS/the-fun-th...
SimEarth can be made to simulate global warming, but it is very dated (and the Gaia hypothesis is wrong).
Some versions of Civilization can somewhat simulate AGW, I believe, too.
From the recent ones, Eco and Block'n'hood have ecological themes. Haven't played the first, the second is only local ecosystem.
- Papers, Please
- Oregon Trail
Don't Starve, Banished, The Long Dark, Frostpunk, This Is the Police, Orwell..
There are also many other from survival/horror genre.
Something meaningful may necessarily have some pessemism in it.
Games today are not meaningful
Where does that come from? Top of my head: some meaningful games below:
- Deck Nine released Life is Strange in 2015, Before the Storm in 2017 ; Life is Strange 2's first episode was released on September, 27th.
- Mass Effect makes you think about your place in a very, very vast Universe, the consequences of choices, even though you're a "hero" (2007, 2010, 2012).