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Features
  Persuasive Games: Video Game Zen
by Ian Bogost
9 comments
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November 29, 2007 Article Start Previous Page 2 of 3 Next
 

Casual Games

There are precedents for games that don't require the attention of a race car driver or the hallucination of a raver. The very name casual game already suggests leaning back, a more moderate commitment to playing.

Yet, not all casual games induce calm. For example, Tetris offers an example of a fast-paced abstract puzzle game where careful timing and split-second decisions influence success or failure. Such is the case for non-digital games like the word game Boggle or the stacking game Jenga, both of which come in multiplayer digital game versions.

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But Solitaire, still the world's most widely distributed video game thanks to being bundled with Microsoft Windows, makes no demands on time or attention. Like its tabletop counterpart, Solitare waits patiently for the player to draw and place the next card. The digital version also takes all the annoying effort out of setting up a game. Clearing off the table and shuffling the deck are not required. Moved cards snap neatly onto piles. The player doesn't even have to enforce the rules, since the software does it for him. Thus emerges the familiar image of the office worker, slumped in his chair, face on one hand, mouse in the other. Solitare's status as a feature of Windows makes it a perfect break from the demands of the workday. Sit back, zone out, move cards.

As casual games have evolved, variations on Tetris have been more popular than variations on Solitaire. Usually these come in the form of time constraints, whether by explicit clock, as in Bejeweled or by mounting pressure, as in Zuma. As casual games publishers have come to realize that many players use these games not for challenge but for zoning out, they have partly adjusted their design and marketing strategies. PopCap now offers a stress-free version of Bejeweled and a version of Chuzzle with Zen mode, offering "a great on-the-go source of relaxation."

Casual games inch closer to Zen because they are abstract. These games ask the player to move cards or blocks or stones into patterns. Unlike in Cloud and flOw, The relationship between the objects and the patterns are arbitrary. The outcomes -- clearing matches in Bejeweled or completing suit runs in Solitare -- matters less than the repetitive acts that create them. These games invite and measure repetitive gestures. They are akin to doodling on a napkin, or skimming through a magazine, or knitting in front of the television. Knitting, after all, is as much about keeping your hands busy in a predictable, ordered way as it is about making a sweater.

Gardening

Will Wright has compared playing SimCity to gardening, suggesting that the methodical pruning of the city recalls the care of agronomy even more than that of urban planning. Wright's use of gardening is metaphorical, but there are also more literal examples of video games gardens that induce calm.

The karesansui, or Japanese dry garden, is a pit with rocks and sand that can be raked in the patterns of water ripples. Like meditation, the garden offers the visitor calm, presenting only a few objects of interest. It is often called a "Zen garden" in the West, a term that some Japanese garden proponents oppose. No matter, the idea of tending to nature as a way of focusing on oneself to elicit calm can be true of all kinds of gardening, from dry gardens to herb gardens.

Not all video game gardens are Zen gardens though. Viva Piñata and Pikmin may take place in gardens, requiring tilling and planting and other herbivorous pursuits, but they also demand considerable forward-leaning attention to insure that a piñata evades attack, or a pikmin finds his way to work.

Several titles include more Zen-like gardening mechanics, even though they do not bill themselves as relaxation games. One is Animal Crossing, with its flower planting and tree axing.

The most Zen of gardening activities in the game is also the most reviled. If you fail to visit your town for several days, weeds and clover start growing on the grass and pathways. If weeks or months go by, the weeds take over. Frustrating though it may seem at first, the process of systematically weeding an Animal Crossing town can be remarkably relaxing. Move, press B to weed, repeat. Sometimes you have to do it every day for a while before you overcome the undergrowth.

But the most Zen gardening in a video game by far is in Harvest Moon. The daily reaping, milking, chicken lifting, and related chores require precision, duty, and calm. The crop watering is my pick for the most calming, especially on the Game Boy or DS where the tile-based graphics more explicitly frame which square is which.

Harvest Moon emphasizes the repetition of simple tasks as much as, if not more than, their outcomes. Animal Crossing and Harvest Moon are games that invite the player to complete these tasks independent of the long-term goals they facilitate. Both are games one might boot up late at night, before bed, to wind down.

 
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Comments

Anonymous
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"The white palms and throbbing head that punctuate a session of flOw are more reminiscent of drug abuse than meditation."

Seriously? I hope this is a blind remark, because grabbing the controller and getting migraines over flOw is *unusual*.

John Vincent Andres
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I found the originating flash version of flOw to be very calming and serenely beautiful in its starting simplicity.

Thomas Grove
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If I’ve learned anything from my Zen training, it is that Zen is anything but “a relaxing lean back experience”. The posture of Zen is one of balance; leaning neither forward nor backward—but if you had to err one way or the other it would be forward. Effective Zen requires “continuous attention”. Though the practice of seated Zen meditation demands that the practitioner not move, other Zen activities such as calligraphy, tea ceremony, or martial arts most definitely require movement.

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.

Celia Pearce
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I concur with Thomas' comment and would additionally argue that this article belies a misunderstanding of both fl0w and Zen. The game, as you know Ian, was a Master's Thesis project, the goal of which was to create an interactive experience that promoted Csikszentmihalyi’s notion of flow, which is far from being about relaxation. Rather, it reflects upon the experience of athletes or musicians of an optimal state of challenge between boredom and frustration; this is very intense, and far from relaxing. In that sense, it might be equated with Zen in the sense it is described in “Zen and the Art of Archery,” and other examples cited by Thomas above, but I think that example illustrates an important point: I’m not sure a game can be Zen, anymore than calligraphy or archery can be Zen. It’s really about how you play, about the quality of attention, focus, being in the moment, and a sense of oneness with the material you are working with, whatever it is, which could probably be accomplished with just about any well-designed game depending on how it’s played. As far as other games cited, I think Wild Divine is really more of a Yoga game, because the point is to draw attention to the body and the breath, which is quite a bit different I believe from Zen practice.

Michael Lewin
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I agree with them -
They speak from experience.
That told you, Ian.

Peter Irrelevant
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I've always found that City Builders like Children of the Nile can be extremely relaxing, that's why I'm sometimes saddened at attempts to make them into fast-paced games. Half the fun of a City Builder is just setting up a 'system' and seeing how it performs. There was a nice little flash game invo9lving sand thatr was good for that as well if I remember correctly.

Dave Mark
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I can't believe someone responded in Haiku to a Zen in Games thread. *sigh*

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.

matt leaf
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Can't help but throw Guy Debord and the Situationist Internationale into the mix whenever someone starts a discussion on 'wandering'...

http://en.wikipedia.org/wiki/Psychogeography

randy edmonds
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I'm an indie developer. I created a work-of-art zen game called Zen of Clover.
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.


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