13 May 2009

Poetry in motion?

Can a videogame be like a poem? Well, back in the 1980s, Tir Na Nog and Dun Darach raided the mythology of the Celtic sagas; and Lara Croft has just finished doing the same for Norse mythology. Perhaps the Metal Gear Solid series updates the medieval allegory Sir Gawain and the Green Knight, replacing the Green Knight with nuclear-armed giant robots, which is obviously an improvement. The Zelda saga rehearses the epic, episodic romance quest narrative of Spenser’s The Faerie Queene. Maybe cracking a particularly tough battle in Advance Wars sparks a dopamine rush akin to that furnished by one of William Empson’s anfractuous, hyper-dense poems, and Killzone 2 is the digital equivalent of the comforting ditties of Pam Ayres.

A poem is a marriage of determinacy and indeterminacy. The words in their unalterable order predictably generate a literal meaning, but also give off a cloud of association and implication whose extent is unforeseeable, keeping ambiguities eternally in play. A videogame, too, runs on determinate code to produce predictable effects, but also allows a larger set of possible outputs that cannot be delineated in advance.

Well, perhaps now we are cheating, having moved from the proposition that a videogame is like a poem, to the more concrete comparison of the videogame’s written instruction set to the written poem, taking advantage of the old saw that “code is poetry”, and noticing the distant din of PlayStation3 developers complaining that they are forced to write The Waste Land while their Xbox colleagues can still get away with scribbling rhyming couplets.

Such speculations arise from thatgamecompany’s PR claim that Flower is “Our video game version of a poem”. It bespeaks simultaneously a cringeworthy medium anxiety (no one respects videogames; poetry is the thing to aspire to) and a fey artistic hubris (look, we are poets!). Well, to me, Flower does not feel like a poem. In fact, it suggests nothing so much a version of Space Harrier customized for the personal pleasure of Alan Titchmarsh. I am just glad that I did not come across the claim that Flower was somehow a “poem” before I had played it, because otherwise I would have settled down to the game saying to myself “Okay, what is this conceited bullshit?”, rather than just downloading it, playing it, and saying “Wow”.

The developers claim that Flower “challenges traditional gaming conventions”, which is disingenuous. For a start, it is blatantly heavily indebted to two games: Okami (the way in which verdure and colour ripple out across the landscape from an epicentre of player success is torn straight from that game) and Rez (for the way aural feedback is incorporated into the musical score).

But those two titles were definitively gamers’ games. You and I might agree that they were more dense, varied and satisfying works than Flower. What the latter has done very successfully, on the other hand, is not to abandon gaming conventions but, on the contrary, to take a handful of conventions and purify them to the point where they seem “natural” even to the non-habitual gamer. A fine example of this is its path indication. Where many games tell you where to go next with glowing arrow that is not ontologically rooted in the gameworld, Flower uses rows of little white plants that nudge you in the right direction without breaking the organic illusion.

The fact that such path indication is even present, of course, points to the truth that the game at heart is utterly conventional in its sequential task-based nature: you basically collect stuff to open doors. What is remarkable about Flower is the illusion of liberation it manages to create within this labour-based structure owing to its extraordinarily pleasurable sense of flight. The developers say that “the player controls the lead petal”, but it feels to me as though my “character” is really the wind itself, and thus that I am playing from an indeterminate perspective: neither first-person nor third-person, but a depersonalized plurality.

Thatgamecompany’s ambitious claims for Flower have already worked, to the extent that you can read countless reviews happily babbling about how it’s like “a Zen poem“, like no other videogame ever made. But this is the wrong way to honour its achievement. A stern critical pragmatism is required. Flower is nothing like a poem, we ought to insist: it is a really interesting videogame, one which does things that many other videogames have already done, but with a more focused finesse, in the service of a clear artistic vision. It does not stand outside the medium’s history but is embedded within it. And it is for that reason that I look forward with interest to whatever the developers produce next, while steeling myself for the inevitable puffery claiming that it is somehow like a Da Vinci sketchbook or a Wagnerian opera.

  • http://coregamer.web.simplesnet.pt/ dieubussy

    I am not too convinced with your arguments against Flower resembling a poem. In an industry infested with war simulations, massive RPGs and repetitive game designs, the use of a distinct description such as this one helps tell the game apart from the rest. Where PRs insist on using adjectives such as “bigger”, “better” and “massive”, the studio opted for the word “Poem”. Not innocently. As an experienced player I can testify to the fact that Flower’s introversive tranquility and slow-paced rhythm are far more related to the ideal of “poetic” than they are to the average videogame release – apart from Poesysteme, of course.

    No one, I believe, intended to call Flower an actual bucolic poem in motion – not literally that is. he fact that it is played with a control pad is in itself an indication of the contrary, I’m sure? More than anyone I wished that the word “videogame” could be interpreted differently, without the use of additional descriptions to distinguish this rare title from the rest. But I usually don’t go beyond attainable goals. No matter how much we may admire them, videogames are (still) a light form of entertainment resulting, on the other hand, from very intricate technologies. As complex as it might be to create a videogame, the truth remains that most videogame experiences are downright simple and straightforward.

    The few delightful exceptions are definitely no match for the large majority: how many other videogames were even close to be as brilliant as Flower this year? So until the majority of titles can evolve this far I’m afraid the additional “like a Wagnerian Opera” puffery must be used in order to help the player across a maze of inconsequential game releases.

    I also found it very strange that you made absolutely no mention to Flow – although you clearly took the time to speak of Space Harrier. Additionally, I would point Flow as thatgamecompany’s assimilation of the aural dynamics explored in Rez: whereas in Flower I was only able to perceive small fragments of that assimilation.

  • http://stevenpoole.net/ Steven

    You make a good point in that calling Flower a “poem” was a smart PR move to call attention to an interesting product, but I can agree with that while still maintaining my view that it’s pretty meaningless as a description of said product.

    As complex as it might be to create a videogame, the truth remains that most videogame experiences are downright simple and straightforward.

    Some are simpler than others. Far Cry 2 (subject of a forthcoming column) can be pretty complicated. Perhaps part of the appeal of Flower, in the context of multimillion-dollar-budget übercomplex megagames, is its very simplicity, as you are perhaps hinting.

    how many other videogames were even close to be as brilliant as Flower this year?

    Not many have been as beautiful, I’ll readily agree. Though I think Noby Noby Boy (discussed in this column) is more interesting.

  • http://coregamer.web.simplesnet.pt dieubussy

    Noby Noby Boy is one of the few exceptions, a game that can easily be played by anyone but whose true meanings elude most. It’s a mature work of modern art from one of the most promising Japanese artists of today. Mine was, however, a rhetorical question meant to underline the disproportion leading to the negative connotation of the word “videogame”.

    There is no doubt that Flower is also a technically challenging game, albeit the reasonable budget. Emotionally is has more depth than a game like Far Cry 2 whose purpose is centered in evolving a decadent genre by inserting new fields of possibilities – like the great majority of roller coaster ride videogames, it (FC2) induces sensations, not sentiments. Flower, following something closer to an eastern videogame design method, benefits from a coherent simplicity that is the starting point for deeper reflections. It is not a poem: it is not written in a piece of paper or printed into a book page; one can’t even declaim it. But it provides a delicate sight of beauty that is consonant to that of a certain style of poetry, namely in the contemplative perspective it provides over its own pastoral landscape. An audiovisual poem, if you prefer, that dispenses words in favor of sights and sounds. I see it essentially as a matter of rhythm, theme and sensibility. Why did you like Flower?

    Games like Far Cry 2 lose sight of any sort of cohesion as their designers tend to feel pressured to include a panoply of mouth-watering features, either for the advertising machine to run smoothly; or for the game to introduce a new benchmark, that being one of Crytek’s acute illnesses – the obsession with complex game engines. The Far Cry sequel may have expanded its limits and horizons but the interaction with the world placed in front of the player’s eyes provides no significant increment in respect to what has been done before (apart from driving cars and snatching ammo, shooting a gun is still the best and only way to interact with our surroundings). This was agreeable in a game like Doom a decade ago. Today it is an insult to any experienced player, especially when it is clear that the game had potential.

    Which is not to say that Far Cry 2 is not a notable videogame in its own milieu: it’s certainly an effort to prevent the genre from absolute stagnation. I’m looking forward for your column, as you always seem to have good arguments supporting your claims. (I’m sorry for the lenghty comment)

  • http://stevenpoole.net Steven

    I think you are on to something when you mention Flower‘s coherence, though this may be a function of its relative smallness as a project. Meanwhile, if you like “the contemplative perspective it provides over its own pastoral landscape” — well, you get a lot of that in Far Cry 2 as well, if you so choose. (Amazing grass and weather.) I’m not sure that that by itself is sufficient to award Flower points for “sentiment”, though of course there are always interesting stylistic choices in play with even the most apparently “photorealistic” representation (as I argued in this old column).

    Meanwhile, to name again one of Flower’s obvious forebears (visually as well as sonically), I think the aesthetic punchline of Rez‘s environmental evolution is much more affecting.

    So, yes, Flower is good (I like it, as I wrote, because of the beautifully engineered sense of flight, and its aesthetic “focus”), but it’s not doing something entirely unheard-of.

  • http://coregamer.web.simplesnet.pt dieubussy

    One can argue that games like Flower could not exceed that relative smallness due to budget restraints. From what I can gather, Jenova Chen and Kellee Santiago don’t intend to create expansive game worlds at the cost of sacrificing integrity solely for the sake of a shallow sense of scale. I too am not seduced by sheer size; I am moved by the genius underlying in the details a game can provide.

    It would be most unfair to compare a game like Rez with Flower: Rez is the pinnacle of an era of Japanese videogame design, an experience that is nothing short of transcendental. Flower, in its turn, is an early crowning achievement of a new age whose peak is still years away from us.

    Realism, in light of this discussion, is a double-edged sword. A quick example: the evolution of computer processing power now allows human models to present a look that is closer to the organic counterpart, with skin texture and hair waving in real-time. But this realism in videogames serves only as a façade, as characters keep jumping higher and taking more bullets than any existing human being. So the closer we get to “our reality” the farther we get from being stylish, spectacular – and functional for gameplay purposes. Only simulators should be concerned with the search for absolute realism.

    One could also argue that when a realistic game displays unrealistic behaviors, a new reality determined by different rules is born in front of our eyes (imagine Lara Croft hitting the bull’s eye while performing a back flip two meters above the ground). But then again, a new virtual reality can dispense “realism” as long as it is coherent enough to be considered as such. So then the question might be: what is more crucial in this context, (photo)realism or cohesion? Are they even antagonistic, as concepts, in this debate?