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[Writer Jason Johnson ruminates on the application of religious symbolism to game design -- and issues a call to understand the essential forms that underpin design, rather than the surface appearances that are much more easily discussed and replicated.]
Tetris can be interpreted in many ways. Because it is an exercise in pure abstraction, Tetris has invoked all sorts of explications regarding what it could imply. People have likened it to the rat race and communism, or to the stock market crash of 1987. And that's okay. That's how we make sense of things: we attach meaning to them.
For example, I can distinguish the constellation Orion from the arbitrary mass of stars because I envision it as a huntsman raising a cudgel overhead in victory, or as if to strike. Furthermore, I can recall the myths of Orion -- how his skillful hunting threatened to decimate all animal life until the gods unleashed a giant scorpion to kill him -- simply by looking at this arbitrary mass which otherwise lacks meaning.
To carry this line of thought to its conclusion, one could imagine that, in an ancient culture where these symbols held much more significance, when Spartans gazed at the stars, they saw not only a mighty huntsman, but a warning about the dangers of overhunting.
Tetris typically evokes modern interpretations. It's not a huge jump to draw a line from Tetris to the milieu sown by the politics of the U.S.S.R. in the '80s. Art and creative mediums have the tendency to soak up aspects of the environments they are created in.
One can certainly visualize Alexey Pajitnov tossing a Soviet rag in a trash bin at the Academy of Sciences, disconcerted by the Communist Party's insistence to perpetually inundate the military with funds, as he slipped off to his terminal to work on Tetris.
It's feasible that Tetris was influenced, ever so indirectly, by its times. After all, the election of Gorbachev a year later was the Jenga block that finally toppled the tower -- or height ten in Tetris, if you will.
But one shouldn't give this interpretation much credence, as its blueprint aligns as much with the events that began socialist rule in Russia as it does with the downfall of that government. In fact, the upheaval of the tsarist monarchy in 1917 makes for a straighter comparison. It's easy to liken the structure of Tetris to a society of impoverished serfs overburdened by the demands of their noble landlords.
Much like the commoners who were allowed a glimpse under the Iron Curtain as Gorbachev introduced reforms, the serfs of old Russia tasted the forbidden fruit of land ownership. This is precisely the moment that the aristocracy made that one fatal, unavoidable move which catapults a game of Tetris from a tense but manageable situation into a frenzied and ultimately fatal cascade of tetrominos.
This is very cold, mechanical analysis. It would be much less misanthropic to view a loss for the elite as a victory for everyone else. Fritz Lang's propaganda-laden masterpiece Metropolis, premiering just ten years after Russia's socialist revolution, takes this perspective.
Lang's yarn of a dystopia in which the grandeur of society is upheld by the suffering of machine workers again bears resemblance to "the relentless building block video puzzle," except this time the laborers fulfill the role of the player, the executive-kings are cast as the machinelike algorithm, and the blocks, the demand to fuel an expansive, expanding, futuristic city.
Yet the narrative skirts around the inherent catastrophe in Tetris, quelling a worker's revolt with a mere handshake between a noble and a serf, as if the computer emerged from the screen saying, "player, I will let you win me."
I could roll on and on with these interpretations, each seeming equally valid, yet each directly contrasting a fundamental aspect of the last. This is why I disagree with the concept of "truth in game design," which was proposed by Mr. Scott Brodie in a Gamasutra article that elaborates on some ideas of Chris Crawford, suggesting designers should "integrate rules into game systems so that they reveal something useful about the human condition."
While the designer is certainty free to do so, he must realize that he relinquishes all control of said game's interpretation to the player, unless he is creating propaganda like Fritz Lang, and even then the interpretations are numerous. The artist who does not impose his own interpretations avoids the label of pretension.
There's no inherent truth in games, at least not in the sense of submersed intentions, just as there's no huntsman in the cluster of stars that forms the constellation Orion. Interpretation is merely self-fulfilled imagination, each as valid and invalid as the next.
While one interpretation may come closer to the artist's intent, that doesn't by any means discount a feral interpretation. This lack of meaning seems to discredit the growing movement towards a more literary approach to analyzing games. If games are devoid of any definite truth aside from logical and mathematical ones, then why write about them?
Well, for entertainment... for persuading others to hold a belief through analogy... to convince ourselves that there's some underlying value to this habit that we sink our time/money/lives into....
But there is a greater purpose other than these somewhat trivial motivations. To look again at the Orion analogy, we can see how interpretations act as a framework which allows us to better focus on the subject at hand, just as patterns of stars are elusive until labeled as constellations. Furthermore, the constellations act as an astronomical map, so that we can locate meteors and planets and such.
As for game interpretations, they contextualize structures and physics and systems so that we can better hold their relationships in our mind to reflect upon them. They allow us to grasp concepts we ordinarily wouldn't. This is the true value of art and myth and religious metaphor, to make that which cannot be comprehended comprehensible through interpretation.
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Idolatry is when you forget that a symbolic object is a symbol.
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Tetris largely makes sense (despite a hard difficulty cap making it a little less than perfect), but Geometry Wars lacks the infinite field of play that would depict "God's magnificence", and WarioWare falls well short of "unbridled ambition" as you inure yourself to randomness and tick off tasks to earn medals and unlock content. As for the Game and Watch Octopus(deity?) I'm pretty much baffled and suspect you're not meaning for it to be included with the others.
Maybe this piece would have benefited from a narrower focus... the disagreement with truth in games/art feels poorly defined and you'd almost totally lost me by the end of the article. It would be interesting to see the core ideas here expanding on their own.
Again, though, interesting read.
While I'll try not to play that game, I do think that while this exploration of meaning was enjoyable, the central assertion -- there is no inherent truth in games -- is wanting. To begin with, I got the impression early on that the author might have spent too much time in "postmodern studies" which claim that nothing has any inherent meaning, but rather that everything is no more than a "text" onto which every reader imposes some unique meaning.
For the practical problems with this theory I refer readers to "How to Deconstruct Almost Anything -- My Postmodern Adventure" by gaming's own Chip Morningstar (http://www.info.ucl.ac.be/~pvr/decon.html). What's important about that piece -- written by a software engineer -- is that it highlights the great problem with declaring that there is no "truth" in a game: games, unlike pure art, have a function.
When a thing is made with the intention of accomplishing a specific function, the author of that "text" has a specific functionality in mind. A house must satisfy the functional requirement of providing shelter. A bridge must satisfy the functional requirement of permitting traffic to span an area that traffic normally cannot pass. A house or a bridge may be utterly utilitarian or a thing of beauty, and those valuations of artistic merit are debatable as "readings." But any such readings do not remove the fact that made things, such as houses and bridges, have a singular purpose that is generally well-understood and agreed on by multiple people regardless of any other meanings they may assign to those things.
Similarly, a game must satisfy the functional requirement of being fun for someone to play. Certainly we can explore the various allegorical readings of Tetris that one or many of us might conceive. That can be enjoyable and maybe even illuminating. But the existence of multiple readings does not imply that a single core reading -- based on the designer's intended function -- cannot also exist.
So whether it's "to be fun to play as an action-puzzler game" or "to allow the player to interact through action and dialogue with non-player characters in order to explore the concept of individual liberty in a massively-socially-connected world," games have a specific function -- to be fun -- that can be agreed upon by anyone. To the degree that any game reaches the desired level of functionality, there is an inherent "truth" to that game that is independent of any form-derived meanings that may also be applied to it.
Of course, function versus form is where the engineer and the artist have long parted ways. C.P. Snow's "The Two Cultures" is still relevant. What makes game development fascinating is that it welcomes (and perhaps requires) both modes of creative expression.
So while no harm is done in exploring the many possible meanings of the forms of games, and acknowledging that there can be many such interpretations, it's necessary to also give due respect to the importance of intended functionality. Great games are a holistic blending of interpretable art *and* practical, measurable engineering.
Sorry for the mix-up.
On the other hand, perhaps it is just me. Nice picture, Ian. :-)
Danc.
I'm probably not the postmodernist you paint me as. I certainly wouldn't deny that things have a definite function, and that function was the intent of their maker (well, I could, but I won't). ;)
I'd say all things people consider to be art are functional; a painting-to look at, music- to be heard, art- to evoke a feeling, a mood, a thought). But when one of these art things' purpose is to directly influence people's thoughts on anything other than itself, then it becomes less an art and more an object.
An admittedly biased example would be an advertisement depicted in watercolor, or a film which was in part funded by a government to push their agenda. These are extreme examples, but are they really that different than the game maker who wants to teach us a moral lesson with their game?
It's not that there's no truth in games, but that truth shouldn't be trying to move in on interpretation's turf and influence people's morals and beliefs, because it makes the game more of a "thing" and less of an "art thing."
I don't mean to sound cut and dry about it, but I was just so taken aback by how many people were in the "lets build game rules that teach a moral lesson" camp that I thought a good deconstruction of a game's meaning was necessary.
There's a lot more to say about it, especially on your observation on the duality of games and their function vs. form, but I'm hungry, and I want dinner. :)
I take you at your word that you weren't intending a pomo deconstruction of games in general. But I hope you can see why I might have wondered about that. It seems to me that, even if unintentionally, your study followed the postmodernist assertion that no central and general truth can exist in any artistic expression. So, as I think postmodernism fails because it ignores the practical existence of general understandings of things through their function, I felt that your strongly-presented viewpoint likewise was leaving out that important means of understanding games.
That doesn't mean I can't appreciate (or didn't enjoy) your presentation. It can be incredibly difficult for engineering-oriented types to let go and allow themselves to float away on a cloud of allusions and allegorical references. But once they do, there's something remarkably stimulating about that curving, indirect, multi-perspective approach to understanding... as many readers of Joseph Campbell have discovered to their pleasure and benefit.
My aim, I suppose, was to suggest a synthesis -- something between the "Games For Change" moral instruction thesis and the antithetical view stated in your essay that games can have no inherent truth. I have one foot in both camps; I see individual games as *both* a functional product (capable of enjoyably communicating an intended message) and an artistic expression (capable of inspiring many forms of individual imagination).
Interactive entertainment products have the potential to be both art form and functional product, and (I believe) something greater than just the sum of both. So I naturally object to attempts to classify games as only one or the other.
If your view is actually closer to that -- seeking a balance between the two cultural outlooks that prizes both modes of understanding -- then I have no further complaint, and I hope you enjoyed your dinner. :)
In the end, I suppose I agree both with Scott Brodie's article, as well as this article. They both ring true, depending on the situation. We, as designers, just need to know when to effectively apply the correct one to produce the desired effect.
In response to the idea that designers "build game rules that teach a moral lesson," I don't think this is part and parcel with the idea of truth in game design as an inspiration for game rules. For instance, if I take my knowledge of human anatomy and build a game about cell interaction, this is essentially truth because it is a realization that I have come to through personal study and experience. It does not, however, teach a moral lesson.
Finally, I have to admit, I was a little confused by all the religious analogy in the article. I got the point of fishing out the key game elements with the Babel analogy, but it was a little difficult to find the purpose for it beyond there, other than attaching personal meaning to an abstract framework. Pardon my saying so, but it seemed to almost defeat the central theme of the article at times.
Anyway, my apologies if I misinterpreted anything. Above all, the article made me think, and for that I am grateful. In so doing, I was able to gain some insights into my own creative process, and that is always something that I welcome.
I don't know - I do see games (like many other mediums) having the potential to be a form of expression and indirect communication. It seems like you're just worried that we're going to be too heavy-handed.
[seeing something as the anti-thesis of something else requires much more exposition than a gaming forum grants, especially when that thing is a religion. And calling art and Christianity anti-thetical is more akin to thinking that love and hate are opposites as opposed to different points on a continuum. Oh, and try to arrange a trinity in a form NOT of a triangle (only a straight line prohibits it)]
and turn a blind eye to his use of complex words (used with varying degrees of inaccuracy)
[For example symbology (study or use of symbols) with symbolism (use of symbols to represent ideas or qualities) and procreates (produce young, reproduce) with creates (bring into existence)...]
there is much that compels in this article.
However, stripped of the pretentiousness and religiosity, the thesis should be clear: There is more than one way to make an excellent game (as there is more than one style/type of game) and that the triangle is a useful proposition for (certain) game construction, based on difficulty, randomness, and infinity.
I'll leave the exposition and philosophizing to others.
Basically, morals in game design are derived from storytelling, of which there is precious little in Tetris. To compare Tetris to, say, any of the Bioware or Bethesda RPGs or to Rock Star's beautiful monsters really just applies the framework of math to the framework of memoir. It just doesn't map.
I can accept randomness and infinite play being connected. But is constantly-increasing difficulty required?
Tetris wouldn't be Tetris without that, so we can say it is required for Tetris. Stepping back a bit, we might say it's required for any game that eventually gets so hard that at some point you are guaranteed to lose. (It's the "no-win scenario" aspect of this design form that causes people to analogize a game with political metaphors, I suspect... which is an intriguing thought.)
But consider a game designed to be a very large space with constantly regenerating dynamic content that can be experienced outside of a linear, begnning/middle/end narrative. Such a game would have randomness leading to infinite playability, but not necessarily increasing difficulty.
How does that compare to the "Trinity" design form?
Does it break it? Or is it a viable alternative? Does it really have only two core elements (randomness and infinite playability), or is the "increasing difficulty" element replaced by something else to make a new kind of trinity?
Again, just a side thought....
It's always helpful to learn terminology and analytical descriptions for game mechanics and design elements used in various games so long as (imho) it stops short of describing a formula for successful design. Obviously just because we may understand why Tetris is so damn fun doesn't really help us duplicate it's success in an original design.
A great actor who trains in his craft and learns various technical methods for improving his performances eventually must still deliver something that is more than a mere collection of mechanical processes, yes? I think a good foundation and knowledge of some principles of the craft are important but in the end, great game design just flows from certain intuitive individuals who are able to veer off and create a new path in the sand. Most of the rest of us must be content to try and study and understand their secrets and attempt to follow in their footsteps.
If God is an Artist then perhaps we're all just the scientists in awe trying to interpret, study and understand this creation but doomed to always fall short of really getting it. There may be an objective truth, but we'll never know it. Does that mean there is no truth in reality? If so then it's more a debate over semantics it seems to me.
In general, I'm talking about mechanics, and try to make the argument that understanding the nature of relationships of game mechanics is a more worthy aspiration, because the nature of physics, time, randomization, etc. appeal to those abstract, fundamental ideals of (forgive me for sounding "pretentious") humanity such as god, mutability, mystery of life, and so on.
Of course, I don't think many are interpreting it as such, but that's okay by me, as long as it makes them think. Thanks for commenting.
@Bart - The games I've played in the EverBlue series are exactly like you describe. You'll dive in a location thinking you've seen all the submarine life there is to see in that area_ and sometimes nothing much happens_ but occasionally a chain of events will unfold where you discover new creature upon new creature: and I step back and say wow, where did that come from?
I don't know how it fits, but I'd say it definitely pushes the brain in a different way.
@Michael - I like to think of it as how well what's on top corresponds to or contrasts with what's underneath. G&W Octopus has this ferocious looking octo that's really embodies the meticulous nature of the algorithm beneath. It gives that game a hell of a lot of character i.m.o.