Cubed Issue #1, January 2016 | Page 13

NON-GAMES HAVE VALUE TOO ROBIN WILDE T he Non-Game. The Walking Simulator. Story-Based Games. They come in many names, but they have one thing in common they’re commonly maligned by the rest of the industry. It’s a bit of a running joke in some quarters - that anything without at least one onscreen death every 30 seconds has been cobbled together by pretentious art students and is a good cure for insomnia. For the sake of not being criticised for things outside their intention, I think games like The Beginner’s Guide need a new label. The title of non-game is frustrating as a gamer because these experiences couldn’t offer the basic prospect of playing any sort of game, digital or otherwise. They suffer for failing to perform a duty they never wanted to perform. These games aren’t fun; they’re slow, often gruelling, interactive experiences; and when done well, look like the first entries in a new form of artistic expression. For example, Dear Esther doesn’t do well any aspect we expect from video games. It’s slow, plodding and with very little interactivity. Most of the game consists of trudging around an empty island at a snail’s pace, listening to a man replay unpleasant memories. But as a piece of narrative fiction, it works nicely. We’re free to wonder why this man is here and why he doesn’t simply leave, and the desire to see this question resolved drives further explanation. It jars with many players’ impression of what a game should be because it provides no clear objective or marked progress. It also has no real failure state other than getting lost, so it has no challenge as such. But film never required any input from the audience other than having watched prior instalments, yet remains very popular. Also confusing is that games without an explicit ‘game’ part have long been welcome and warmly-considered in the industry. Lucasarts' adventures in the 1990s were renowned not for their huge challenge - they, too, had no possibility of death - but for their witty writing, charming characters and beautifully realised worlds. Perhaps it’s a matter of time. After all, The Stanley Parable certainly fits the broad category of ‘non-games’ but is fondly regarded having been out for a while. It’s been ingrained into the collective consciousness, so like an odd-shaped clock, it’s part of the furniture. "The abstract, the symbolic, has value." The Beginner’s Guide, from the same creator, Davey Wreden, is another great example. The game frequently uses gameplay and level design as a means of communication, rather than methods of reaching a message placed at the end of a level. Regrettably the messages being transmitted to the player through these symbols had to be clarified by a narrator, but that’s because we aren’t accustomed to games of a symbolic nature yet. As gamers we’ve been weaned on mostly unambiguous products. We know who's good and bad, why they don’t like each other and what they’ll do about it. Video games exist to make money. That’s not cynicism, it’s fact - while artists have long been in the games industry, they have never at any point been responsible for a majority of big hits, and it was only because of gaming’s mass market appeal, first through arcades and then consoles, that we are the size we are. We’re unaccustomed to artistic games, which don’t constantly demand virtual quarters and offer quick bursts of action, because, well, that’s not what gaming is, dammit. That seems to the thought process, and it’s stifling creativity. This isn't to say that ‘non-games’ always have artistic merit, nor that more traditional games have none. Platformers, FPSs and RPGs have told incredible tales and done stupendous things with game mechanics. Similarly, there are no end of halffinished Game Maker projects lurking in Early Access which would fail high school English. But the abstract, the symbolic, has value. If done well and not mystifying or ambiguous purely for the sake of mystification, it draws you in and encourages you to evaluate matters. And even if it is found to be posturing, at least you took an active part in debunking it instead of sitting there while it all washed over you. There is enough vapid escapism to enjoy in the industry already, and it’d be nice to have more stimulating games to keep us on our toes. To a lot of gamers, less action-heavy games m ^H