Games don't have to be fun

Rm_headshot
Thursday, September 22, 2011

Phone StoryYou might wonder what the mildly insane staff of a video-game website talks about amongst themselves. Here at Bitmob, I can recount several epic email strings on the minutiae of grammar, and I mean to a degree that Strunk and White themselves would suggest we back the hell off. We do also talk about games and quite often games we never really cover on the site.

Case in point: Last week Bitmob Editor Rob Savillo sent word around about an iPhone game called, appropriately enough, Phone Story.

Don't bother rushing off to the App Store to get it. Phone Story, through gameplay, highlights a goodly portion of the real-world human suffering that makes the very phone you play the game on possible. Which you unconsciously supported by buying said phone. We're talking levels covering forced-labor coltan mining and workers leaping to their deaths from a thinly veiled Foxconn building.

It took a few hours for someone at Apple to wake up and yank it from the App Store, but I can appreciate the inherent ironies. At its core, this is a game that tries to make you feel bad about something. That raises an interesting question...do games actually have to be a fun? Short answer: No.

 

Truth be told, if I'm reviewing a game and I'm not having fun, its score takes a big hit. But I must admit to finishing more than a few titles that didn't make me elated. Heavy Rain, for one. L.A. Noire for another. I enjoyed them, but I'd argue they weren't precisely "fun." Were they involving? Ah, well that's a different story.

And we need different stories. Every other entertainment venue tunes into an entire range of emotional states. You listen to dark music because you're in a dark mood, or a read a wrenching drama that just fascinates or illuminates you, or watch a horror movie specifically for the scares. It's still escapism, but it's also compelling, empathetic, and cathartic. We don't just want those ideas and concepts. We actively seek them out. Now, I haven't played Phone Story, so I can't speak to how compelling, empathetic, or cathartic it might be, but here's how developer Molleindustria describes it:

Phone Story is a game for smartphone devices that attempts to provoke a critical reflection on its own technological platform. Under the shiny surface of our electronic gadgets, behind its polished interface, hides the product of a troubling supply chain that stretches across the globe. Phone Story represents this process with four educational games that make the player symbolically complicit....

Doesn't sound like a barrel of laughs to me. But gaming as social activism? Well, I don't think we're there yet, but the attempt might be interesting. It's definitely not another space marine game.

Heavy Rain
Thinking happy thoughts.

In fact, a whole subcult of indie games goes into some very unusual places, stuff like congressional redistricting, immigration reform (or lack thereof), and morbid obesity. Then you've got really dark subject matter, like the end of the world. AwkwardSilenceGames' One Chance gives you exactly that -- one chance -- to save humanity from a plague you created...or you can spend your final days with your family. Or cheat on your wife. DEFCON (tagline: "Everybody Dies") from Introversion Software, on the other hand, scores you on your ability to successfully wipe out humanity.

Back in less serious territory, Ian Bogost at Persuasive Games occasionally makes the video-game equivalent of discomfort sitcoms like Curb Your Enthusiasm. Disaffected! simulates the Kinko's employee experience in amusingly soul-sucking ways, to the point where it almost aggressively dares you to continue playing it. Then, in the name of science, I passed it to a friend who actually worked at Kinko's. His review? So well done, it made him want to kill himself. He didn't, but he did stop working at Kinko's shortly thereafter.

Now that's an experience worth having.

DEFCOM
Would you like to play a game?

Hey, we won't run out of "I am an Ultimate Badass!" games anytime soon, and I'm fairly grateful for that. But I also like to sample everything else games can do. Know what? They can do a hell of a lot so long as you let go of the idea that they must constantly amuse you. Chances are that will be the one that sticks with you longer and even changes you in ways a badass game never would.

Even if you didn't exactly enjoy yourself at the time, you'll probably look back and consider it a fun experience. Not because you enjoyed playing it...but because you enjoyed the result.

 
Problem? Report this post
RUS MCLAUGHLIN'S SPONSOR
Comments (12)
Default_picture
September 22, 2011

The "trials" that Ethan Mars goes through are nothing if not excruciating...and I don't mean laborious to struggle through (like *ahem* Resistance 3 :) , but you truly empathize with him. You feel his sense of pain, loss, and suffering. Games are capable of conveying more than empty bravado and the joy of mindless slaughter. They can tell personal stories and express nuanced, subtle emotions. Games can deal with complicated issues and controversial themes. Dammit! I sound just like David Cage!

Wile-e-coyote-5000806
September 23, 2011

"The Butterfly" trial was one of the most intense experiences I've had in gaming.  So much so that part way through, I had to stand up and take a breath.  The best part was that I didn't have to press pause when I did that because the intensity didn't come the action, but from the pure tension of the situation and the stakes.

Default_picture
September 23, 2011

Yep, that one was harrowing. I effed it up on my first playthrough, but still "succeeded" (thanks Madison!) The most brutal trial was The Lizard. You could feel Ethan's pain.
 

Pict0079-web
September 22, 2011
I've been struggling with this concept ever since I started Fallout 3. Even though I hate the stereotypical end-of-the-world scenario, I enjoy the not-so-fun nature of this brutal world. It is in some ways a social criticism and in some ways a fun exploration game.

I often prefer short games with quick thrills these days, because I don't have as much free time anymore. However, social criticism worlds are demonstrating that empty environments don't have to be fun. I often try not to shell shock myself with dark games, but they really shed some light on how different today's games are from the games of the 90s.

It's a difficult Shadow of the Colossus-style concept that I'm still trying to figure out. Games don't have to be fun. And yet, that thought always baffles me because it's not what I'm used to.

Default_picture
September 22, 2011

I completely agree, but I think the gameplay itself should deliver the emotions, as opposed to cut scenes or QTEs.

Pict0079-web
September 22, 2011

I still think developers are having a tough time balancing everything between cutscenes, QTEs and actual gameplay. Many of my favorite games either don't have cutscenes, or the cutscenes take up a very minimal part of the gameplay.

I think that's really why I liked Ocarina of Time the most, out of all the 3D Zeldas. It didn't rely so much on some big plot, cutscenes, and strange QTEs as Twilight Princess did. And some of the shmups in the 32-bit era especially had an interesting way of combining in-game dialogue seamlessly with the action. I hope some of the big name developers are taking notes...

Robsavillo
September 22, 2011

I doubly agree! I also want to see more emphasis on using mechanics to convey narrative and emotion, not techniques culled from other mediums.

Default_picture
September 22, 2011

Very interesting! Also, thanks for bringing One Chance and Disaffected to my attention, I must have missed them somehow.

Nitpick: It's actually DEFCON.

Robsavillo
September 22, 2011

Thanks -- fixed!

Wile-e-coyote-5000806
September 23, 2011

I think the "game" label limits people's expections.  Like Rus said, other media don't have the limitation that everything must be "fun".  Some of my favorite movies are definitely not fun to watch.  Many people would consider the movie "Gandhi" incredibly boring, but it literally changed my life.  "Restrepo" was definitely not fun, but it was a really interesting and enlightening documentary about soldiers in Afghanistan.  I value that experience more than the fun I've had with any military FPS.

Pict0079-web
September 23, 2011

I saw "Gandhi" too! It was very long, but it was better than any other biopic I've ever seen. I'm not too good at fasting myself, but I'm amazed at how he's able to settle down an entire nation with his actions.

Dcswirlonly_bigger
September 23, 2011

My belief is that a game, above all else, has to be compelling - it has to make you want to keep playing it, however it may do that.

You must log in to post a comment. Please register if you do not have an account yet.