Opinion

Four Critical Modes on Games

Where is ‘games criticism’?

This is a bigger question than it seems at first, with a few different ways it could be posed. With the closing of Electronic Gaming Monthly and the inevitable decline of its print brethren, the question could be about whether authoritative opinion on games is moving permanently from the analog to the digital world; or, as it becomes more and more obvious that the audience for video games is much larger and diverse than previously envisioned, the question becomes much more plaintive: “where is a voice to tell me what games I’ll like?” The proliferation of game-focused bloggers with a specialty in serving specific readerships rather than large ones turns this question into something a little more existential: games criticism is now everywhere, and as a result is it nowhere?

Still another way of asking this question is from the perspective that game criticism is always happening, and as a subject is much larger than the various forms it has taken, is taking, and will take in the future. The question could pre-suppose that all the work that’s being done right now exists within a history that stretches back to maybe not the first game ever made, but certainly the second. After all, what is creation but something of a critique of the past? This implies that perhaps the question posed is really a shortening of the real question at hand:

Where is games criticism right now?

I’ve tried to summarize here what I think are the dominant approaches to game criticism at the present moment. I refer to these approaches as ‘modes’ because we tend to shift between them, often without realizing. This effort is in no way meant to trivialize the work of any individual critic, but simply to give context. The easier it is for us as a critical community to see where we’ve been and identify where we are now, the easier it is to think about where we are going.

FORMALISM – ABSTRACT ELEGANCE

This is by far the oldest method of critiquing games and at this point is probably only really discussed aloud among game designers of an old-school variety. While in general Formalism is simply a focus on the inherent elements of games, their rules and play, this approach is most thoroughly articulated in the single concept of ‘elegance’. Elegance in a game has a simple definition: “A small ruleset which gives rise to a very large possibility space”. The single aesthetic imperative here is one of player choice. By this measure the more choices that a player has at any point in the game and the fewer basic rules they have to juggle in their head at a time, the better.

It’s likely that this aesthetic didn’t rise out of any sort of intellectual milieu. In the early part of human society, before the advent of the printing press and widespread literacy, one might propose that the only way a game could spread or pass from one generation to another was if its rules were easy to remember. Likewise, it was unlikely that a person would be able to remember that many games at time, so the game they did know needed to be able to keep them entertained even after many, many plays. These factors add up to the reality that a game was more likely to survive the easier it was to remember and the more times it could be played before becoming boring (or being solved).

How often is this appraoch actually applied to games? It’s hard to say. Its premise is so ingrained in the very mindset of game designers and game critics that it’s basically taken for granted. We take it for granted that a game should present the player with lots of interesting choices. Video games change the rules situation a bit, it’s not necessary to remember them all because the code simply won’t allow you to break them. However it’s still the case that simply operating the game shouldn’t be the most difficult part.

A real boon in using Formalism as a critical standard is that it’s basically universal. Its ideal can be applied to the underlying rules and mechanics of even the most cutscene-laden game.

PRODUCTISM – MEDIA EXTRAVAGANZA

This is by far the most widespread mode of examining games and is associated primarily with video games. In this view games are products that contain a variety of different kinds of media, such as sound effects, thematic graphics, and story sequences in text and cinematic form, with each element as valuable as every other, including the actual play of the game.

This angle on games is typified by the feature lists used to advertise games, where “stunning cinematic adventure” is a bullet along with “customizable new weapons”. Enthusiast press outlets such as IGN.com and Game Informer also practice this approach, writing reviews where storylines and game mechanics can be assessed in complete isolation from one another. This mode of critique is present even in more independent voices such as Michael Abbot’s analysis of the character of Jade from Beyond Good and Evil, which eschews any deep discussion of rules or play for an interpretation of the game’s presentation of its heroine.

While Productism definitely reflects the most popular assumptions about games, and to some extent the reality (a ‘game’ in the sense of a product does in fact denote more than simply a collection of rules), there is a drawback.

The primary problem with critiquing games as media products is that it’s difficult to turn around and critique other games by the same standards. Because they must often give equal attention to the typically more glamorous elements of a game, it can be hard for practitioners of this method to appreciate a game where those elements aren’t present. For instance, it’s difficult to assess an abstract puzzle game like Tetris by the same standards you would use to examine a game with 30 minute cut-scenes like Metal Gear Solid 4.

What ends up happening is that you have one set of standards by which you judge media extravaganzas, and another which you apply to more abstract and/or traditional games. Inevitably, coherency suffers.

MECHANISM – MECHANICS ARE THE MEANING

Unlike the critical modes of Formalism, which we’ve probably inherited from the long history of pre-digital games, or Productism, which is really an attempt to deal with the modern situation and has been practiced for a couple of decades, the critical mode which sees the most important part of a game as the expression of their mechanics has only recently been articulated. Expressed most clearly in an essay by game designer Rod Humble entitled ‘Game Rules as Art’, this mode holds that the real ‘meaning’ in a game should be derived from examination of its rules.

This position takes a critical stance when it maintains that “a game needs nothing else apart from its rules to succeed as a work of art”, according to Humble. In this respect ‘Mechanism’ holds that other elements of a game, not directly affecting the play, are at best ancillary and at worst superfluous; this is in direct opposition to Productism’s claim that all elements are equally valuable. Humble’s essay also implies that it is the ‘message’ of the game’s rules that should be fore-grounded in critical assessments rather than the possibility space that those rules create, which side-steps the rule-to-choice value proposition favored by Formalism.

While Mechanism has been most vocally adopted by the makers of ‘art-games’ (though they’re now gravitating towards a more basic avant-garde aesthetic) it has also been echoed by at least one more mainstream developer. According to his GDC talk ‘I-Fi: Immersive Fidelity in Games’, one of Clint Hocking’s goals with his game Far Cry 2 was to bring the mechanical motivations of the game more in line with its thematic motivations.

Interestingly, if you accept its premise, Mechanism is as universal as Formalism. Supposedly, the mechanics of any game project some kind of message, and the message of any game can be critiqued. This is as true of ancient, abstract games like Go as it is of modern first-person shooters like Far Cry 2.

PLAYISM – EXPLORATORY FREEDOM

In some sense this last way of looking at games isn’t about games at all, as they’re traditionally conceived at least. This way of looking at games puts aside one of their most fundamental features: structured goals. Instead what’s emphasized is the extent to which the player can freely explore the game, making and discarding their own goals as they proceed. I’ve included it here mostly because it’s had large impact on both how games are received and how they are designed.

Though we have always had games like Will Wright’s classic, SimCity, which emphasize the exploration of dynamics over the accomplishment of goals, a new crop of games is pushing this premise even further. Part of the draw of the Grand Theft Auto series is the disruption of virtual worlds that actually aren’t that dynamic. What connects the tinkering of ‘God’ games and the trifling of ‘Open-world’ games is an emphasis on the player’s actions that are not connected to specific goals, or sometimes even a set reward schedule.

One could perhaps also connect this to the rise in ‘player-made’ content exhibited mostly recently in LittleBigPlanet and in Halo 3‘s ‘Forge’. This is another avenue in which players can manipulate a game’s structure outside of predetermined goals.

It might be the fact that there is no way to critique these games on their own merit. Instead one applies a version of Formalism to a game that has an enormous possibility space; even if by lacking a goal there’s no way to judge one choice as better than any other. Productism’s belief that even the most trivial visual flare is important could be adapted to find value in virtual mayhem and destruction.

It’s very likely that Playism, as a design aesthetic, will become more prevalent. Perhaps eventually the products that embrace this aesthetic will be identified as something other than games. For now, however, they are recognized as games and their implications must be grappled with.

THE ENGINEERING BIAS

Conversations about games usually succumb to what might be called the ‘Engineering Bias’.

The Engineering Bias is the often unspoken idea that if we were just smart enough we would figure out how to make the ‘perfect game’.  Writing that comes from this position, consciously or unconsciously, typically features sentences that begin with “Games are supposed to be…” and “Games are really about…”.

The truth is a little fuzzier than that. It may, at some point, turn out that the things we like about our games are in fact fundamental and long-lasting. It’s far more likely though that they’re simply a reflection of our present values; values that will change with time.

A good example of this is pixel art. Once a pillar of game development, pixel art has fallen mostly out of use in the production of mainstream games, and is at this point relegated almost exclusively to handhelds. Yet pixel art has become more beloved as it has passed out of the spotlight. People like Koji Igarashi and Anna Anthropy continue to use pixel art not because it’s their only choice, but for its particular beauty and potential. A similar phenomenon can be observed in the community that has grown up around the creation of new works of Interactive Fiction, the successor genre of the once popular text-based adventure games.

These forms have passed through what seemed like, and sometimes was, necessity and have become aesthetic choices. Perhaps someday when all our games are super-immersive, HUD-less crime dramas there will be a certain charm to a fantasy RPG with 20 minute cutscenes.

With that in mind I want to stress again that the four modes I’ve briefly talked about here are simply what I’ve identified as the dominant critical rhetorics of the moment. They are clearly not the only positions that are possible. For instance, members of the New Games Journalism movement sought to critique games by putting them in the very personal contexts of the writers’ own lives. Richard Terrell over at Critical-Gaming has slowly built up his own critical vocabulary and is using it as a guide for his own experiments in game design.

The hope is that by pointing out some of the lenses through which we examine games we can get a better sense of the still developing critical community. Once we have a sense of where we stand in relation to each other, then it will be easier to refine our approaches and disagree more constructively, which in the end is the real job of critics!