Gamasutra: The Art & Business of Making Gamesspacer
View All     Post     RSS
June 19, 2013





If you enjoy reading this site, you might also want to check out these UBM TechWeb sites:


Video: Are some subjects too complex for video games? Exclusive

August 14, 2012 | By Staff
Comments
    37 comments
More: Console/PC, Design, Exclusive, Video



advertisement
[Note: To access chapter selection, click the fullscreen button or check out the video on the GDC Vault website]

If you're reading this site, chances are you believe in the potential of video games – that they can evoke powerful emotions, and deeply affect the people who play them. Plenty of games have already proven that the medium is capable of dealing with complex issues, but are there subjects that video games just aren't equipped to handle?

Margaret Robertson of the experimental game studio Hide&Seek explored this very question at GDC 2012, as she and her team ran into some real trouble when working on their interactive media experiment, Dreams of Your Life.

The project was originally planned as a game that explored the death of Joyce Vincent, a woman who went unnoticed for three years after she perished in her London flat. Hide&Seek wanted to create a game that explored the complexities of death, and how someone like Vincent could slip through the cracks and become forgotten by society.

The only problem was that making a game that captured those themes proved too great a feat. "We really tried, but we couldn't find a game that fit within the things that [the team] talked about," Robertson said.

In the end, the team created an interactive online story that satisfied their goals, but the fact that a game never came together really concerned Robertson. She admits the fault could lie with the team itself, but what if there's a larger issue? What if games just aren't capable of dealing with certain complex themes?

"The scary thing is: Maybe this just doesn't work. The reason I love making games is that I see them transform people in this really incredible way... but it feels so much to me that the reason games manage to accomplish that has a lot to do with the fact that the constraints the games set up are temporary and arbitrary," she said.

"The minute you bolt those structures onto something [like death] that's real and enduring and ongoing, there is a tension."

For more from Robertson's thoughtful – and surprisingly positive – GDC presentation, simply click the Play button on the above video, courtesy of the GDC Vault.

About the GDC Vault

In addition to all of this free content, the GDC Vault also offers more than 300 additional lecture videos and hundreds of slide collections from GDC 2012 for GDC Vault subscribers. GDC 2012 All Access pass holders already have full access to GDC Vault, and interested parties can apply for the individual subscription Beta via a GDC Vault inquiry form.

Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company. More information on this option is available via an online demonstration, and interested parties can send an email to Gillian Crowley. In addition, current subscribers with access issues can contact GDC Vault admins.

Be sure to keep an eye on GDC Vault for even more free content, as GDC organizers will also archive videos, audio, and slides from upcoming 2012 events like GDC Europe, GDC Online, and GDC China. To stay abreast of all the latest updates to GDC Vault, be sure to check out the news feed on the official GDC website, or subscribe to updates via Twitter, Facebook, or RSS.


Top Stories





Comments


Mathieu MarquisBolduc
profile image
Grim Fandango? Just kidding... (well, semi)

Frank Cifaldi
profile image
Grim Fandango is a gorgeous, wonderful game. When it came out 14 years ago I named it my favorite game of all time, and it still hasn't been de-throned.

But I don't know what you're talking about! What difficult theme or subject does it tackle?

Mathieu MarquisBolduc
profile image
Death.

Mathieu MarquisBolduc
profile image
Oh and PlaneScape Torment, where dying is a mechanic you will need to use in order to progress.

Langdon Oliver
profile image
I think a video game could easily handle the subject of death and the example provided, but I don't think that the concept can stand on its own as a video game.

I can imagine easily portraying Joyce Vincent's story in something like LA Noire where the Cole sees Joyce at a coffee shop for half the game. For few missions she doesn't appear there anymore and Cole makes slight mention of it in passing, and then one day a case of her disappearance shows up on his desk.

Kareem Merhej
profile image
Margaret Robertson is lacking creativity. She's also lacking some skills and tools that could help her achieve her goal.

No subject is too complex for any medium, this is a basic truth and there's never been a good argument against it.

Robert Schmidt
profile image
Gödel's incompleteness theorem comes to mind. To a certain extent I would say that very few subjects in all their complexity have ever been represented in any medium. What we are generally presented with is a simplification. So in a way, most subjects are too complex for most media.

Daniel Cook
profile image
One thing that I've found helpful: When making games about people, actually include real people in the mix and try to use systems to build up scenarios that result in real emotion (people actually hating one another or actually feeling despair). Is this 'entertainment'? Not always. However, the result is deeply meaningful.

Too often we are caught up in reflecting the world instead of creating the world. This is dead tree and celluloid thinking, not people and systems thinking. Single player story-based games do have immense limitations. Games as a broader, more inclusive human activity do not.

Paul Marzagalli
profile image
No, of course not. If games are art, which I believe, then it's a matter of using the medium to provoke discussion and introspection. Even something as gaudy and done on the fly as Super Columbine Massacre tackles a complex issue like that in a way that gets people thinking about what those issues mean to them. Look at Braid - a game that used platforming mechanics to dwell on a number of themes large and small. Or even Red Dead Redemption, whose most artistic achievement (IMO) was the way it dealt with the last sequence that got you to the end credits. Just how do you tackle that last mission? Nature or nurture? In Fallout 3, I helped some ghouls make peace with humans, only to have my work thrown in my face by betrayal. How I chose to deal with it affected me as much any movie that I sat there and passively watched.

The medium is young, but it's bold and people are doing great things with it. It's capable and diverse enough to tackle any subject.

Raymond Ortgiesen
profile image
Maybe it's not an issue that can be tackled by a team concerned about number of times downloaded, accessibility, positive media reception, meeting client expectations or 'playful experiences'.

From the very front page of the Hide&Seek website: "Hide&Seek make social games and playful experiences. We expand the boundaries of play, reaching out into public space, new technologies, culture and media."

Frankly, that does not sound like a team that can handle the unknown death of a woman society forgot. A game on these themes might offend. It might disgust and challenge. What it doesn't do is fit in with the studio's own stated philosophy.

Not that I'm saying any of those attitudes are bad for your studio, clearly Hide&Seek is pretty successful. But to suggest that because they couldn't pull this off then probably no one can seems downright silly.

Robert Schmidt
profile image
Keep in mind that the statement on the website was how they defined themselves in the past. If they succeeded with the game nothing would prevent them from redefining themselves. And I don't think they were drawing any conclusions. The article is an open question. The author is simply presenting a challenge that they faced and the questions that arose from it. No need to be judgemental.

E McNeill
profile image
"Play" is a pretty general term, not necessarily related to lighthearted terms like "fun". I don't think their definition indicates any sort of artistic limitation. Quite the opposite.

Raymond Ortgiesen
profile image
http://www.hideandseek.net/projects/

Look at the projects they showcase on their website. You can do the whole "fun" can mean this or this or this speech, but the point I'm trying to make is that it looks like the designers they have and their past experience doesn't lend itself towards this type of project.

It consists mostly of tabletop games, games for public display, marketing partnerships, etc. When you decide to execute a game idea, you should pick it because it plays into your skill set. To me, it seems like they failed simply because they chose to pick a concept that didn't mesh well with what they were used to doing and as a result had to fall back to a simpler version of their original idea.

It's not judgmental, I'm presenting a case for why their team specifically was incapable of completing the game they set out to make and why it should be obvious that people with other design experience could do the game.

Robert Schmidt
profile image
I think it is possible for people to grow beyond their current skill set. Nobody starts off creating AAA games, they grow into that position. If we state that no one should try anything that doesn't mesh well with their current skill set then casual games are all we are going to get. It may be the case that they bit off more than they could chew but I also think it is a legitimate question, are some subjects too difficult for games to address? That is the point of the article. This isn't a post mortem trying to determine why they failed, it is a philosophical question that arose from their experience trying to make this game. And even if their failure was caused by their inexperience, it certainly does not make it obvious that someone with other design experience would succeed at it. We see on a regular basis game companies fail at making games for which they are well qualified.

Maria Jayne
profile image
Relating to the game about death, I had a concept which may or not be hugely offensive, but I'll explain it anyway.

You create a game with a countdown clock, when the timer reaches zero the game ends fading to black. You see the clock when you initialy begin the game but within seconds it vanishes, suggesting you can't predict exactly when the game will end.

For the duration of the timer you have multiple objectives but not enough time to complete all of them. Each objective requires a certain ammount of time which reduces the effective time remaining.

Saying goodbye to friends and family, tidying up your home, helping somebody you've never met achieve something, finding a home for your pets, leaving a will and negotiating who has what, removing anything potentialy embarrassing from your belongings, Choosing what to wear, settling your debts, writing a letter, creating a video diary, and so on.

These activities take the form of picture puzzles using photos from your social networking account or photos/pictures folder on your platform of choice. The objective is to arrange the puzzle pieces into the photo of your subject you are familiar with. Each objective you choose to complete takes a random ammount of time, this is represented by having the puzzle use up more pieces for longer activities and less pieces for shorter activities.

The concept is to show players you simply can't plan for everything, and to realise what is important to them. We always expect tomorrow to come, we rarely consider what state people would find our life in if it were to stop suddenly.

There is no score, you know if you win simply by if you get what you consider most important done in time.

Terry Matthes
profile image
Sounds cool. "Make it so Number One".

Ali Afshari
profile image
Maria, this is a very interesting concept. I love it! By associating the end goal to what the player considers the most important, I think it makes for a very personal experience.

While watching the video and learning about the difficulties experienced by Margaret Robertson and her team, I was thinking that their failure doesn't necessarily mean it's impossible. Your concept proves that, imho.

Maria Jayne
profile image
Well, it might be horribly boring, but thanks. :)

Robert Schmidt
profile image
Brilliant idea. You could have an ending challenge. After completing the game you could check back daily to see how many of those things they have actually accomplished.

Joshua Oreskovich
profile image
And this is a great idea if you are trying to enjoy a game. But I think through recognizing what she was actually doing.. she discovered something much more important to her the sacredness of human life. Especially this one forgotten person, and to compartmentalize or commercialize this woman, was to diminish the idea by directing attention away from her worth.

Robert Schmidt
profile image
@joshua, that is another interesting question. The author asks if there is a subject too complex to make into a game. We'll I guess the answer is yes, if the game is the nature of the universe in all its complexity - including the game. By their nature, games tend to reduce a complex subject into something more simple, more focused. By making a game about death one risks trivializing it. But that implies that you are trying to model death in all its complexity. Perhaps one could make a game about the seemingly relative value of human lives as this woman's life certainly was not "valued" as much as that of a celebrity, for example. I think that could be done tastefully while honouring the subject. As another poster mentioned, using a real life case makes it difficult to abstract away some of the facets of death without diminishing the actual event. But I do think it is possible to address aspects of death without diminishing their significance. I think it would be very difficult though to generate in a player the sense of grief and lose that one would experience losing someone close to them. And I don't know how many would play that game if you could. I guess we do with pets in a way. Still, it is a valid question, are games themselves too trivial to address complex and important questions about the human condition? If they can do it with movies, books and graphic novels, I don't know why we can't with games.

Joshua Oreskovich
profile image
@robert, I don't think that games are a medium in and of themselves. I think they honestly are more of an idea of the human condition. If games are about proving honor and I think this stands largely to reason, then any other subject is in competition for our desire. they aren't necessarily opposite, they are simply dueling ideas .. maybe. And in respect to what I can only surmise from the depth of her deliberation on her studies that there wasn't a way not to trivialize what she recognized by grafting gameplay to this idea. If something is deserving your best, and that is perhaps respect or reverance or even plainer~ acknowledgement, does it make sense to contradict what is right?

You can do it, but should you? Or, all things are lawful but not all are profitable.

Arthur De Martino
profile image
A story that has little to no interaction oportunities didn't turn into a game?
Well color me surprised. If they really wanted to raise awareness, slap a interactive experience on the subject matter and try to reach tue audience through other means like a possible oportunity for tangencial learning.
I'd even argue that some games deal really well with said subject but most of the stuff I'd say (Planescape Torment) have already being mentioned.

Justin Sawchuk
profile image
Okay your a node on a big hivemind type creature, your goal is to kill the evil beast but in order to do it you yourself.

Robert Schmidt
profile image
I think the premise of the article is very similar to the question, "are there questions that science will never be able to answer". In both cases the very nature of the question means we will never be able to answer it. Just because someone fails to make a game of a subject doesn't mean that no one can. The only way we know if a subject can be translated into a game is by someone doing it and succeeding. Other than that, we just don't know. But, I think failing is also a learning experience. Trying gives us insight into the challenges faced by turning a subject into a game. It gives us more insight into the subject itself. If failing means the authors chose another medium to express the subject then society is still well served.

Robert Schmidt
profile image
I think this also re-introduces the question, what is a game? The game that came out years ago about the woman in the cemetery also seemed to ask the same question. Is a game a competition or just a choice? Was the game where you click on a cow a game? In my mind these are games in the same way abstract art is art. The game is the meta-game of seeing how far you can push the concept of a game.

Robert Schmidt
profile image
Sorry but this article got my mind spinning. It seems to me that the story of Joyce Vincent has nothing to do with death. It is about neglect. Is the story any better if she sat in her home alone for all those years instead of being dead? In my mind it is worse. The fact that she was dead seems to highlight the issue that she was so badly neglected by her community that she could disappear for three years and go unnoticed. So it is her neglect and not her death that is the story. How do you make a game about that, and from who's perspective?

Michael Pianta
profile image
I watched this video a while ago and have been thinking about it off and on ever since. I think they just had too many restrictions - if it wasn't about a REAL person (which requires it be handled tactfully), or if it wasn't tied to a specific story (which limits it in many ways) then I think the same basic theme could be explored in a game context. However, with the restrictions they described, I have no idea what they could have done. I definitely think having players walk around her apartment or try to save her - anything like that, a traditional game experience - would be a really offensive. But if you make it completely abstract then it fails too because what does it have to do with this specific person?

Also, more generally, I see a lot of comments saying "Oh, of course, games can handle anything." I wouldn't be so sure, nor would discovering that games have limitations in that regard be a big deal. Art in its totality may be capable of addressing every type of human theme/issue, but I believe it is false to say that every medium is equally capable of addressing every theme. They all have their strengths and weakness, which is a good thing; it's why they're all necessary.

Bob Johnson
profile image
Exactly. Thank you.

Mark Venturelli
profile image
You could make a game about this woman's experience. The secret is to not try and *tell* the story, but to create a system where this story can emerge naturally.

Maybe a social-focused multiplayer game where people need each other for some reason, but someone can make decisions in such a way that other people stop interacting with them, and at some point the person becomes completely forgotten and alone?

Robert Schmidt
profile image
It is an interesting challenge Mark because we have no way of knowing what she was thinking. For all we know, she may have loved being alone and lived a happy, peaceful life right up to the moment she died. I'm fairly sure she didn't care too much about what happened after that.

But...you could have a facebook app in which you are tasked to visit your friend's pages. Randomly a friend may be in distress and if you don't make a visit within a random period of time they "die". Both the friend that "dies" and those players that don't visit lose points. Sounds like a winner for facebook as it drives traffic.

I was thinking about a game in which the player is a social worker with a list of people they need to look after. Some people are demanding, some hard to find, others seem to require nothing. They are given a limited amount of time and get points for each task they perform to help those on their list. The problem is, they never have enough time. The squeeky wheel gets the grease and the person who asks nothing of the player and therefore drops off the map, passes away. It is at that point that the player learns that if they had been a day earlier they would have been able to save them, or something of that nature.

Bob Johnson
profile image
Great to see game folks realize games have weak points along with strongpoints.

And great to see they went with the medium that worked best for them.

Joshua Oreskovich
profile image
This is probably the best article I've seen on this site. It just makes sense. And she is a greta communicator.

Bernardo Del Castillo
profile image
Funny, I would never expect this but probably the most effective and direct Game piece on death for me comes from Modern Warfare... you know, the nuke scene.. maybe. Hard to explain why, I was not expecting my playable character to be there to just die. of course, it is completely different, but it also touches on the theme of anonymity, hope and hopelessness.

/* may be slight spoilers ahead

Maybe more abstract for me is Journey (because I feel that in journey the whole rebirth end sequence is just a dying dream, and the game is just about atonement), the foolhardy pushing forward into the blizzard.

Also Dear Esther, which I read as a whole metaphor for passing. The trip through the island represents coming to terms with the frustrations , fears and hopes of life before letting go.

*/

It seems interesting, I believe their approach to the theme is a bit limited, I suppose it responds to their production details with the movie and all. But i suppose it is interesting to observe death as the final point in the seemingly chaotic trajectory which life is. Playing the final game, it all seems like high hopes deflating to something rather selfhelpish.

Interesting theme though.. i'd love to tackle it one day.

Aaron Casillas
profile image
Is what the article proposes in the teams original venture a Game at all? It reads more like a Toy than a game and more akin to a Novel. Did they have win and loss conditions?

More details please!

Tore Slinning
profile image
Interactivity does not make a game.

A program can use the same technology and platform, but again...just having interactivity will only give you "Grandma and me" (Brønderbund anyone :) )

I can see the value of realtime programs, art and interactivity as valuable en devours of design.

Aaron Casillas
profile image
Thanks Tore, ...I would dare go out on a limb and say there are products that can be found under games that might be toys instead.

Should we ask the question "what are the qualification for anything to become a game?"


none
 
Comment: