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Persuasive Games: Video Game Zen
 
 
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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 3 of 3
 

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.

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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.

 
Article Start Previous Page 3 of 3
 
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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