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Video Games Don't Have to Be Fun

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Wednesday, February 24, 2010

Editor's note: In response to Christian Higley's article challenging the notion that indie games must be fun to play, Cameron widens the debate by appealing to mainstream developers to make games that have unpleasant or physically taxing sequences. Such moments, Cameron argues, can do a lot to strengthen the bond between the player and their in-game avatar. -James


In his recent post, Indie Games Should Keep Acting Like Indie Games, Christian Higley defended indie developers who make games that intentionally avoid being fun. I agree with much of what he said and would love to see more games take the risk of providing something other than a good time. But this isn't relevant only to indie gaming.

By definition, mainstream developers aren't willing to step outside of established conventions -- most specifically, the idea that video games are ultimately all about having fun. But occasionally a few have, and looking back on a couple of them can provide ideas for future experiments in the unenjoyable.

 

I've always been a bit of a contrarian in my taste in games, and one of my favorites as a child was The Activision Decathlon, for the Atari 2600. The game's notorious control scheme required the player to frantically wiggle the joystick from side to side in order to run faster, which usually resulted in exhaustion and even pain by the end of an event. Lots of retro game enthusiasts complain about the cumbersome controls, and while they're not to everyone's taste, it's not as if Activision's programmers were unaware of what they were doing. They wanted to make the player feel like she would if she were participating in a real sporting event. That was what I loved about the game. Winning the 1500 meter race was grueling, but the sense of accomplishment was far greater than it would have been if the game were easier to control.

French developer Quantic Dream has also experimented with the technique of forcing players to empathize with characters by way of physically exhausting mechanics. In one scene toward the end of their 2005 game, Indigo Prophecy, protagonist Lucas Kane has to carry another character through a blizzard -- a feat accomplished (on Xbox) through the rapid, alternating pressing of the left and right triggers. Even the most dextrous players will start to feel the burn as Lucas laboriously trudges through the quickly accumulating snow.

This event is not fun, but like the long races in The Activision Decathlon, when it's over, a sense of camaraderie has formed between player and character. It's almost as if the two were cooperating, rather than the former simply controlling the latter.

If its demo is any indication, Quantic Dream's next release, Heavy Rain, will have its share of these moments, too. Using a series of quick time events to guide the overweight, asthmatic Scott Shelby through a fight in a hooker's apartment isn't what anyone would call a good time. But that sequence made me care more about the well-being of the character I was controlling than even the most perilous moments of traditional action games. While nobody wants every game to be nothing but QTEs, this is still the kind of thing I wish we saw more of.

Games have a unique potential to make audiences participate in all kinds of events. That so many titles are content to put the player in the shoes of what is essentially an animated action figures is a failure of the medium. Sometimes, I want to play as characters who are flawed or even unlikable. More importantly, I want to be put into situations that make me uncomfortable. Those experiences are rarely fun, but that doesn't mean they're without value.

This isn't meant to be a cry for all games to incorporate intentionally cumbersome controls or to put the player in uncomfortable situations. Those things in and of themselves don't make for a satisfying experience -- does anyone really think that tank controls improved old-fashioned survival horror games? But all conventions should be challenged, and that includes the convention that the defining characteristic of gaming is fun. This isn't a new idea, and there are plenty more examples from the history of mainstream games that I don't have the space to touch on here.

As gaming continues to mature, hopefully more developers will feel free to challenge players in different ways -- some of which may be unpleasant. In games, just like in life, some of the most rewarding experiences are some of the least enjoyable.

 
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Comments (12)
There184
February 21, 2010
I thought the shitty shooting controls (at least on the 360) in Mirror's Edge made sense. Your character can't shoot - so neither can you. Granted it would've been terrible if the game was about shooting, but it was a way of forcing you into other choices.
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February 21, 2010
I was ready to break a 360 controller during the weight lifting segment in Indigo Prophecy... I'm still on the military base at the moment, and will likely stay there forever.
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February 22, 2010
@Alex I liked that about Mirror's Edge at first when it really felt like I was being given a choice, but as soon as I got the feeling the game wanted me to kill everyone on screen, I lost interest. I hope if they do a sequel, they can make that all work a bit more elegantly. @Jasmine Yeah, I was not a fan of the gym sequence, either. Indigo Prophecy definitely isn't perfect, but I still liked it.
Lance_darnell
February 22, 2010
What a great view point on gaming! I remember Decathlon too - my wrists hurt just thinking about it. I would love to see more developers use uncomfortable controls to add to the gaming experience. I have yet to play Indigo Prophecy, but I will have to give that game a try! The last line really sums it up, and I hope developers are reading this and taking notes.
Bman_1a
February 24, 2010
Controls can be meaningful without being cumbersome, too. Like Shadow of the Colossus. The grip mechanic made me really feel the tension of climbing these huge, moving monsters. The player's relationship with Argo was really strengthened by the indirect control - it made him feel like a separate being instead of just Wander's vehicle form. Fantastic article.
Jamespic4
February 24, 2010

This article reminded me of one of the most gripping scenes in Metal Gear Solid 4. If you've played the game, you know which one I'm talking about.

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February 24, 2010

This reminded me of the torture scene in Metal Gear Solid. You're in a hostile environment, and you have to endure a button-hammering minigame at the risk of your own life as well as one of your friend's. It's physically painful to play, and the game's characters acknowledge it. Making it through that scene intact is one of the most powerful and rewarding moments in the series.

26583_1404714564368_1427496717_31101969_389938_n
February 24, 2010

Great post.

Another good example from the Heavy Rain demo is the "climbing up the muddy hill" section. I don't yell at my TV too often (at least, I don't think I do), but I do remember thinking, "I can't push X right now, motherfucker...I'm already using that thumb for Square and Circle." And I was thinking this with great force. I went outside and actually climbed a muddy hill after that, and it wasn't that hard. That game's bullshit.

Default_picture
February 25, 2010

There was a river-rafting arcade game a while ago that was really strenuous.  The main game doesn't require too much effort, but just when you're starting to get tired, the last stage hits you like a ton of bricks and you need to row row row out of a whirlpool.  I managed to beat it once, and my arms didn't even fall off (although they felt really heavy).  You end up in this cool bonus stage where you skid downhill along a frozen river and you don't even have to row, just steer by pushing down one side or the other..  In a way, it's more than just earning the right to play the bonus stage - you earned the right to relax.

Default_picture
February 25, 2010

I'm a little surprised no one's mentioned silent hills and residents evils(1-3) controls. they're notorious for how cumbersome it was to move but it served the purpose of helping recreate that feeling of helplessness and fear. however, those games, overall, are fun and not exercises in futility. My problem with indy games is that more often than not, they're the latter.

Default_picture
February 25, 2010

I'm a little surprised no one's mentioned silent hills and residents evils(1-3) controls. they're notorious for how cumbersome it was to move but it served the purpose of helping recreate that feeling of helplessness and fear. however, those games, overall, are fun and not exercises in futility. My problem with indy games is that more often than not, they're the latter.

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February 25, 2010

@Omar: I did mention old survival horror tank controls at the end of the article. The reason I don't like them is that, while they increase tension, it's by putting more distance between me and the character I'm controlling. They give me the impression that I've been put in charge of an idiot who's constantly forgetting how to turn around and run away from danger.

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