Wandering
There
are fewer connections between walking and meditation, although you
can find new age relaxation remedies that try to combine the
two. No matter, the practice of meandering has been connected with
salutary effects for centuries. Medieval labyrinths were thought to
provide pathways to commune with God, a kind of surrogate pilgrimage.
Henry David Thoreau wandered the ponds of Walden in the mid 19th
century at the same time as Charles Baudelaire wandered the streets
of Paris, ennobling an increasingly alien environment with a kind of
haphazard strolling, or flânerie.
The
early PDP text adventure game Adventure (sometimes called
Colossal Cave Adventure) was inspired by Will Crowther's hobby
of caving. Later adventure games like Zork and The Legend
of Zelda continued the lineage of exploration as a part of the
experience, but the persistence of riddles, puzzles, and enemies
quickly make calm meandering in these games difficult.
As
so-called open world video games have become more popular, so larger
and more complex simulated environments are available for meandering.
Grand Theft Auto and games of its ilk retain some of the
nuisances of gameplay -- police, rival gangs and so forth -- but
their larger spaces also allow the player to hide from the game. One
example is Jim Munroe's My Trip to Liberty City, a machinima
travelogue of the Munroe's "walking tour" of GTA III's
urban landscape.
The
most meander-inducing of video game saunters must be Yu Suzuki's
Shenmue. Although it is an adventure game by genre, a
combination of abstruseness and free movement in the game's Yokosuka
district makes wandering around this quiet city its own reward.
Passing time and changing weather in Shenmue vary this
environment, as do similar dynamics in GTA and Animal
Crossing. In a game like Ico, not knowing whether a door
is usable or not can lead to frustration. But in Shenmue, the
slow plod up stairs to a row of apartments offers strange
satisfaction.
Looking
Forward, Leaning Back
Because
relaxation and meditation rely on inaction rather than action, they
threaten to undermine the very nature of video games. There is a fine
line between producing Zen and satirizing it. The infamous,
unreleased Penn & Teller's Smoke and Mirrors for Sega CD
featured a minigame called Desert Bus, in which the player would make
the eight hour drive from Tuscon to Las Vegas in real time, taking
the wheel of a bus whose steering pulled slightly. Highway driving
can indeed be calming, but Desert Bus is probably more conceptual art
than meditation game.
As
Animal Crossing invites, a real meditation game would reject
graphical sensuality in favor of simplicity and austerity. I recently
created Guru Meditation, a Zen
meditation game for the Atari 2600 for play on a nearly forgotten
1982 Amiga peripheral called the Joyboard.
The game also pays homage to an apocryphal story about how Amiga
engineers tried to sit still on the joyboard's plastic platform to
recover from frustrating kernel panics during the authoring of the
Amiga OS.
My version is designed to be played by sitting cross-legged
on the joyboard, without moving. Responding to flOw and Wild
Divine's unfortunate conflation of tranquility and visual
sensuousness, Guru Meditation takes advantage of the Atari's
more primitive graphics to deemphasize a sensation of the outside
world, in favor of an inner one.
As
we think about Zen games on platforms more commercially viable than
the Atari VCS, we may have to reject the ideology of engagement.
Relaxation and reflection arise from constrained environments in
which the senses are deemphasized and focused rather than escalated
and expanded. Video games may often overwhelm and titillate our
senses, but Zen comes instead from withdrawal and placidity. Video
game Zen demands us to abandon the value of leaning forward and focus
on how games can also allow players to achieve satisfaction by
leaning back.
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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.