Saturday, March 24, 2018

Game Design Themes and the Free Will Parable:


Since the conception of the medium, video games have shown promise as an Art Form by tackling such Universal Human Themes that are intrinsic to the Human Condition and that have been the focal points of all the classical disciplines of Education that preceded and leant height to it, from Theatre to Contemporary Scientific Inquiry and the Social Sciences. Some of these themes were intrinsic to the medium itself, such as Free Will. Others used games in order to tell an extrinsic story, such as simulators for space stations and flying aircraft. And then there were those games that rested in between, within a nebula whose intrinsic quality was dubious, and this was when games dealt with themes such as War and Beauty, both of which could be argued to have been around at the conception of the Human Game Itself and therefore both of which might have been responsible FOR its conception, inalienable from the genetic programming of their mind-child.
One theme that is at once Universal to the Human Condition and that is intrinsic to the quality of Video Games is the matter of Free Will and Choice. J.K. Rowling says through the voice of Albus Dumbledore that “‘It is our choices, Harry, that show what we truly are, far more than our abilities.’”(Rowling). It is easy to see why Free Will is so intrinsic to what Games have to Reveal to us about our existence, in a manner that neither the Hard Sciences nor the Greek Tragedies do. Both the former and the latter tend to fall into the snare of Determinism. The Greek Actor is bound by social convention to deliver the lines PRECISELY as they are written unto the audience, as though he were merely a mouthpiece for the Gods, without which the Play would cease to be a Play and the Tragedy would become external rather than internal to the play itself, given the disaster of a poor performance. The Physicist, similarly, might lose himself in the Newtonian temptation of Structural Functionalism, regarding every organ of his own body and mental apparatus as simply an equal and opposite reaction to an overlying, godlike action. It is only in the game that we find refuge. In fact, it was by appeal to the medium’s integrity that all ways I found not only an escape from the illusions of powerlessness (an “escape” that transcended escapism, for it could be applied outside of the game itself in a manner much less tragic than the poorly acted Greek Drama) but all so a definitive counterargument to Newton’s Laws of Reciprocity: if I jump but nothing changes in the game, there was no equal and opposite reaction. It was without consequence. It is rather my CHOICE to jump in an EDUCATED MANNER that produces consequences, and only once my maneuvers gain in both SUBTLETY and INTELLIGENT INTENT.
Games deal intrinsically in the classic existentialist question of Human Freedom because they are by definition Interactive. One can never write a Deterministic Game, simply because it would become at best a Movie. And no movie, however great in its artistry and surpassing in its craft, can be a game until it becomes an Interactive Experience. This is not to say that film has not in its short time transcended games in various strains of artistic credibility; movies are in no ways the artistic inferior of games. But it is usually the very PROCESS OF CHOOSING A COURSE OF ACTION, even if it is so inconsequential as whether or not to jump in place, that sets games Categorically Apart from such Art Forms. It is for this reason that critics of Roger Ebert, who infamously proclaimed that “video games can never be art” (Ebert), usually retort by referring to Braid, BioShock, and Shadow of the Colossus. The former explores the theme of Free Will when it is no longer defined by conventional, Newtonian physics, and it tells the tale in the context of a series of “mistakes” that protagonist Tim had made PRIOR TO the start of the game, which he is striving to undo. “Whenever you rewind time, you’re reminded of the main character’s desperation to change the past.” (Helgeson).
BioShock is a little less Absurd than Tim’s adventure because its mistakes are not prefigured. The protagonist is born instead into a set of circumstances wherein his choices are criminally limited. However, the masterpiece by game designer Ken Levine redeems the Will by liberating the protagonist through the help of a supporting character named Tenenbaum, a solitary female voice in the wake of a narcissistic patriarchy and one that leads you to redemption to the DEGREE THAT YOU COMPLY WITH HER REQUESTS. The genius of the game’s three-pronged approach, which produces one of three endings that seem reminiscent of Hell, Heaven, and Purgatory, is that the most pivotal decision occurs when the protagonist is still under the influence of hypnosis. The game’s antagonist can control him up until a point, but in his hubris he underestimates the influence of Tenenbaum, so that even as the player is confined to a fatalistic and linear story he can still USE what little leeway he is afforded by the antagonist’s diabolical negligence to choose either the path of Good or Evil, in an environment wherein the identity of either choice is nebulous to the intellect (which knows not whether to trust the pragmatic devil in one ear or the deontological angel in the other) and appeals instead to the player’s conscience. If the player wishes to reach the Best of All Possible Worlds, he must forego the instinct to SEEK the best of all possible worlds, and such a fervent commitment, even in the wake of repeated trauma, psychological torment, and treachery, would have to begin when the protagonist is most vulnerable to suggestion. This means that whilst the PROTAGONIST has very LITTLE if any Free Will, confined to a Fatalistic Trap where every personal decision serves the antagonist, the PLAYER can REDEEM the Protagonist as Spirit redeems Flesh and Nature, simply by CHOOSING the Righteous Path instead of the Diabolical Diversion, thereby producing a different outcome ultimately. Ken Levine, despite claims towards personal atheism, writes a Religious Fiction worthy of Dante and Beckett all at once, and he tells the story in a manner that is believable only AS a game.
Similar heights are attained in the relatively linear but nonetheless breathtaking Shadow of the Colossus. Wide, open spaces and glamorous vistas create the illusion of a totally open world, but it is not long before this paradise is wasted on the prescribed agenda of the extremely Dubious Disembodied Spirit that is Dormin. Whilst the game has only one ending, its nature is thought-provoking and earth-shattering in many senses. The cinematic quality of the final cut scene, extended to a cinematic length, is such that audiences are all most invariably moved by feelings of betrayal and misplaced faith. Yet what sets this game apart from film is that the player has to actually GO THROUGH THE MOTIONS of fighting the Colossi in service to the pact in order to see the outcome. Despite its fatalism, the game makes ample USE of the MEDIUM ITSELF to illustrate the effects of nebulous acts of faith in a manner that is most convincing once the player CHOOSES to play it, and to play it implies an other series of choices necessary to finishing it. Hence the game serves as an ample warning and a lasting message.
One game that lampoons this entire trend and takes Fatalism to an extreme is The Stanley Parable. Game Informer Magazine describes this game as the two-hundred-and-fourth best game to date, claiming that it “boldly delved into philosophical questions about the nature of choice, and yet it was never pretentious” (Game Informer Staff). Of course, we ought not to take too seriously the claims to non-pretension by a staff that omitted Spyro the Dragon from the same list and that topped itself off with a Zelda Sequel. Yet the praise was not from a remote elite. Plenty of players found the Stanley Parable’s simulation of a dead-end job to be at once aesthetically and intellectually stimulating, but that’s in part because the anti-game can only BE aesthetic and intellectual; its Absurdist, fatalistic nature, which forces players to make decisions without actual, visible consequence, precludes the possibility of Spiritual Transcendence of any kind, and this is made sadistically clear in the Free Demo, which ends with an elevator that leads into an Office Building only after a disembodied voice (by far more eerie and untrustworthy than Dormin) weaves a mental image worthy of Shadow of the Colossus. The reason that Game Informer Staff writers regard this as an unpretentious thought experiment lies in that the concept of Choice and Consequence is so overplayed in psychology, inside and outside of games, that any attempt to act as a moral authority over what little will science can prove we have rings of religious pretension to the post-modern contemporary mind. Yet this is as much a reflection upon the lives and lifestyles of corporate writers and designers as it is a typically post-modern position; it is in fact a pretension that condemns all genuine inquiry to pretension. By reducing the process of Character and Player Identity to random button-pressing, the tailors of the Stanley Parable deconstruct game design to its remote basics. Stanley sits at a computer and presses buttons in the proper order because the computer tells him to, and as we all know this tendency for computer games to “tell” the player exactly what to do is annoying on average. Jonathan Blow, the designer of Braid, even mentions the infamously annoying fairy guide Navi from the Legend of Zelda as an example of “bad design”, simply because she takes away the challenge of figuring the puzzle out for yourself.
The Stanley Parable, which was released several years after he made these statements, and in the midst of the Games-as-Art Debate, suggests that when that little guiding faerie disappears and the player is left to his own devices, the Experience becomes Absurd, and the overtone to this leitmotif is that, as Camus had posited in the Myth of Sisyphus, to align Art with its only proper purpose: to illustrate the Absurdity of Actual Life as it is lived outside of Art Herself. Yet there are several fallacies at work and play here. If we presuppose that games are only REPRESENTATIONS of Life, then we can reasonably hold a debate as to whether or not the best game is one that is hopeful or hopeless. Yet even the act of debating, which is in itself a sort of game, reveals this salient fact: that games are not merely remote, transcendent REPRESENTATIONS of Life, their escapism tempered by their realism; they are all so imminent ASPECTS of Life. All of Human Life can be described as a “Human Game” a la Watts or even Wittgenstein or Carl Jung. Most religious questions of Choice and Divine Will can be resolved through the metaphor of a Game whose Creator had a specific purpose in mind for the Player, whereas the alternative form of theological inquiry is not only laborious but often futile and demoralizing, even maddening at times. The very act of PLAYING a Game implies, as I have proven so far, the end of Determinism and the possibility of transcending Fatalism. Even so old a game as Chess or Go – both of which should have struck Ebert as Art Forms in their own right, so that a generation gap is no excuse for the miserly critic – can unequivocally prove that any one “fumble” or misstep can irrevocably alter the course of play for the remainder of the game, and the memory and other consequences of this might haunt the player for the remainder of his CAREER. By the same token, if a Debate COULD be regarded as necessary to settle the matter of realistic game design, as well as the proper function of realism, that school of literary thought which fetishized the “illusion of free will”, then we have all ready chosen to agree that games are of consequence. Even if such a Debate could produce a fatalistic outcome (either for or against fatalism), arguing that it is NECESSARY towards our understanding of Games is all ready to presuppose a Purposive Teleology.
What the Stanley Parable achieves is that it holds the mirror up to nature for jaded desk jockeys, much in the same manner as had films from the late nineties and the television show The Office. Yet what its demo fails to offer, and what I hope the main game will supply, is transcendence. The game is all ready transcendent in the sense, of course, of its being a remote representation of Life. Yet transcendence must all so offer a new WAY of Life. Office Space, American Beauty, The Matrix, and Fight Club, all of which came out in 1999, expressed the yearning for a New Millennium that would put an end to the corporate consumer way of life, long before the term “millennial” became diminutive in the mainstream.
If the Stanley Parable implies by its design that we CHOOSE to live in a Kafkaesque labyrinth of cubicles where all of our decisions are secondary to the whims of a Higher Worldly Power, and that we can choose instead a life of consequence, rather than using our God-given freedom to limit itself in Sartrean Bad Faith, then it attains the spiritual heights of those films as well as the other Decision-Based Games that precede it and the remaining Art Games that I’ve mentioned. However, if the player comes away from it feeling that this maze is the eternal prison of ephemeral and earth-bound creatures who can never escape this yearly rock around the Sun, then the parable does what Kaufmann’s Synecdoche, New York does: it creates a game within a game within a game, just as that film creates a play within a play within a play, but it can only ever have the effect of two mirrors facing one an other and reflecting nature infinitely and indefinitely. If that were the case, at least perhaps Ebert, who praised Synecdoche, might find it relevant to his interests. But ultimately even if that is the case we have the comfort of knowing this: that we might still CHOOSE to feel differently, whether this choice has a foregone criterion in the manner of MacIntyre’s Virtue Ethics or it is without criterion but in Good Faith, a la Sartre. At any rate, the game succeeds insofar as it lampoons the false Sartreanism that is intrinsic to the very programming of the corporate state, as it is expressed through law, business, behaviourism, and psychiatry. Yet again: this will only truly hold existential value if it offers a WILLFUL ESCAPE from these demoralizing agents; otherwise, it would just be further input being read by the human computer. What the player loses in modern anxiety he supplements in anomie and despair. All ethical choices are reduced to aesthetic whims.
Yet if the mind examines itself closely, it discovers that it is never MERELY the expression of godlike whims. Even whim itself must be chosen; as Dan Gilbert proves in his talk on synthesizing happiness, we adapt our hedonic preferences to our choices, in a manner not unlike Sartre’s choice-without-criterion, and this is so overlying a principle that salespeople still teach it to their pupils. The life of the pure aesthete, as Kierkegaard had described in Either/Or, is tragic, because he is perpetually trying to rid himself of personal identity and accountability by chasing his whims, yet the very PROCESS OF CHASING implies the CHOICE OF WHIM, hence perpetuating the self-responsible ego, whether or not it chooses to be responsible to OTHERS. Yet when the mind considers any choice, there is not only a sense of integrity that would not be found in the absence of an ultimate criteria or authority, but there is all so a sense of HOPE that any jaded aesthete will have long ago given up on. On some level, we as players and people in general KNOW what the Right Thing is. And the task of a good game designer is not merely to deconstruct this knowledge, but to reconstruct it in the context of a heroic adventure that is at once transcendent and imminent. Its transcendence is not only in its quality as an “escapist” representation of our shortcomings, but all so in its offerings of transcendence IN THE REAL WORLD of these same shortcomings. Its imminence is not only in the fact that it simulates Choice, but that it DEMONSTRATES Choice and by so doing makes POSSIBLE the recognition of a PROPER, RIGHTEOUS Choice.



 Dm.A.A.





Works Cited:

Blow, Jonathan. “Video Games and the Human Condition”. (https://www.youtube.com/watch?v=SqFu5O-oPmU)
Camus, Albert. The Myth of Sisyphus.
Ebert, Roger. “Video Games Can Never Be Art.” (https://www.rogerebert.com/rogers-journal/video-games-can-never-be-art)
Game Informer Staff. “The Top 300 Games of All Time”. Game Informer Magazine. Issue #300.
Gilbert, Dan. “Synthesizing Happiness.” (https://www.youtube.com/watch?v=4q1dgn_C0AU)
Gilbert, Dan. Stumbling on Happiness.
Kierkegaard, Soren. Either/Or.
Rowling, Jo. Harry Potter and the Chamber of Secrets. Scholastic Press. © 1998.
Sartre, Jean-Paul. Existentialism is a Humanism.
Watts, Alan. “The Human Game”. (https://www.youtube.com/watch?v=uLIPmoBEMg4)



Dm.A.A.

No comments:

Post a Comment