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There
is an aphorism you sometimes hear when people compare video games to
other media. Video games, they say, are a "lean forward"
medium, while others are "lean back" media. Leaning forward
is associated with control, activity, and engagement. Leaning forward
requires continuous attention, thought, and movement, even if it's
just the movement of fingers on analog sticks and digital buttons.
It's one of the features that distinguish games from, say,
television.
Leaning back is associated with relaxation, passivity,
and even gluttony -- just think of all those snacks we eat slouched
in the sofa in front of the television. Physical interfaces like the
Wii remote or the dance pad raise the stakes further, asking the
player to get up off the couch entirely.
Leaning
forward is useful when the desired effect of a game is high-attention
and twitchiness. But what if we wanted another kind of experience
from a game, from time to time at least: a relaxing lean back
experience. A Zen game. Here I explore a few ways games have
attempted the task. Perhaps surprisingly, the games that design for
meditation explicitly prove less effective than those that use other
design strategies.
Meditation
Games
Of
the few attempts to create relaxation in games, Journey to Wild
Divine is the most deliberate. It is
marketed as a new age game, a game for wellness. Using a fingertip
controller that measures heart rate and skin galvanic response, the
player exerts control by attempting to manage this biofeedback. The
player might have to regulate heart rate in order to balance a ball
or aim a bow. Wild Divine assumes that relaxation is a medical
matter, something in the body that can be measured and reported.
As
interesting as this technique may be, it might reduce rather than
increase calm. When the player succeeds at a task, the game rewards
him with sudden bursts of vision and sound. As Irene Chien has
observed, these
transitions can be so visually and aurally sensuous compared with the
states that bring them about that they often upend the player's
physical victory over himself.
Another
example is the award-winning Cloud, which claims to offer "a relaxing,
non-stressful, meditative experience." To play, you manipulate a
blue-haired character who flies to create clouds. Cloud is a
beautiful and unusual game, and both its fiction and aesthetics imply
relaxation. But in practice, the game instills exactly the opposite
sensation.
The
indirect control of Wild Divine attempts to alleviate the
usual physical stressors of games. Cloud uses the mouse, but
increases rather than reduces the precision required to use it. The
player must grip the mouse tightly to accomplish the small variations
in motion the game demands, struggling to get the character to move.
Its controls frustrate more than they pacify.
That
Game Company followed Cloud with the commercial title flOw,
a game about growing a small underwater organism by eating floating
detritus and parts of other creatures. flOw is simple but
visually sensuous, taking advantage of the advanced graphics
capabilities of the PlayStation 3, for which it was specifically
developed. But as much as flOw's spirit embraces relaxation,
its sensations and themes defy it.
Unlike
games like Rez and Geometry Wars, which have coupled
simple graphics to the pulsing beats of club electronica, flOw
sets its glowing, procedural line art in the viscous silt of an
unexplained underwater realm. Although it rejects the vivid chaos of
The Chemical Brothers, flOw hardly takes on the hypnotic
trance of the KLF let alone the waiting-room numb of Chuck Mangione.
Aurally, flOw lulls the player, but it blends that
mollification with a barrage of seductive visuals. The result is a
contradictory synaesthesia, soothing gurgles of water combined with
anxious bursts of light. flOw's controls further emphasize
this discomfort. Movement is accomplished solely via the Sixaxis tilt
sensors. Again the player must grasp and twist uncomfortably, using
small movements that strain rather than calm. The white palms and
throbbing head that punctuate a session of flOw are more
reminiscent of drug abuse than meditation.
Moreover,
flOw is a deeply disturbing game. Borrowing from the
psychological concept the game borrows for its title, the game offers
the player control over his rise and descent in the murk, and the
creators suggest that this control allows the player to control the
game's difficulty. But traversing each level requires devouring
debris and other creatures to grow one's own creature to the point
that it can consume still larger ones on deeper levels.
Simple though
the creatures may be, the experience of attacking their central nodes
to break them up and devour the remains is hardly a peaceful act. Though the game enforces no particular goals, the only viable option
save abstinence is engorgement. Like the strip miner, the flOw
player overwhelms everything in his path.
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Seriously? I hope this is a blind remark, because grabbing the controller and getting migraines over flOw is *unusual*.
For me, the games that most express Zen are competitive games such as Street Fighter or Go. While at low levels of play these games can excite the overly reactive or analytical mind, competition at the highest level is often characterized by a state of no-mind; pre-reacting to situations based on intuition, seeing the space between two thoughts. As for the “deeply disturbing” nature of Flow, it is not a detriment to its Zen-ness; it is in-fact an opportunity for the player to ponder one of the most central aspects of life and in doing so an opportunity for enlightenment.
Ian’s understanding of Zen did improve when talking about the “most reviled” gardening activities, but in general he tended to equate Zen with “calm”, as opposed to something like “suchness”. Instead of seeking to express non-attachment by starving a player of stimulation, we should be teaching players to find a place of stillness amongst the commotion of the world.
They speak from experience.
That told you, Ian.
Anyway, knowing a bit about meditation as well as games, it seems like an odd combination. In some meditation schools, the point is to not think. If thought comes, you observe it and let it go by - you don't squelch it out. However, for the most part, games encourage us to think about at least SOMEthing. That seems counter-productive to meditation.
From a relaxation standpoint, however, this can be accomplished quite well. If we are doing something that takes very little mental bandwidth (to stick with technical parlance) it can act as a sort of "grout" that fills in the cracks. We can let our mind wander to other things without being distracted too much. I have often found that I can think better while doing something relatively mindless (which most of the included examples here seem to be).
That being said, there is a decent potential in this sort of idea and it is something that should be explored. Not necessarily by me... but I applaud anyone who is trying to come up with a healthy, settling application for gaming technology.
http://en.wikipedia.org/wiki/Psychogeography
www.zenofclover.com
Casual game development attracts creative, artistic people. Tools like Unity enable these types of people. It allows them to focus more on their creativity and less on the machine's technicalities. Unity totally excites me, it gives me a sense of freedom and a new view of, and I hate this phrase, the Gaming Industry.
Some may say that the gaming industry is becoming similar to the movie industry, and I agree. Big budgets and marketing made to appeal to the masses. That’s OK... let the gaming industry grow and become movie-like because I think the casual gaming market will split off and evolve into a something different. I'll even be as bold as to say A New Art Form.
I had an interesting thought this morning... as time passes and even better tools come along that allow creative people the ability to more easily create computer games, game developers will becoming more like authors and/or painters. For instance, anyone can operate a typewriter, learn to use a word processor, or spread paint with a brush - the difference between 'normal' people and artists is talent.