Passage, created by Jason Rohrer, is an exercise in gaming minimalism. Made for korokomi's gamma 256 competition, It's only five minutes long, it weighs in at less than 500kb, it takes place on a 100x16 field of pixels, and it only requires the arrow keys.
It's also one of the most clever, meaningful, affecting, and memorable games ever made.
To say too much about Passage before you've played it -- to describe how I played through it, and how it affected me -- is to spoil it. Passage is about life: what it feels like, how we live it, and how we find happiness. There is no true "right" or "wrong" way the play the game, and much of Passage's brilliance can only be understood through completing it yourself.
Let it be known, however, that whatever emotions you feel, whatever symbolism you notice, or whatever meaning you derive from the game's movement and visual mechanics, were all totally intentional. The "games as art" debate is officially over.
Play it, come back here, and share your experience in the comments. This is the sort of game which warrants a hell of a lot of discussion. If you're so inclined, go ahead and hit the jump for my personal experience with the game (though, honestly, it doesn't matter; the game is about whatever you got out of it, not anecdotal BS from complete strangers).
[Thanks LordRegulus]
To me, Passage about the lonely, meandering nature of life. This is the only right intrepretation for me, and, hopefully, it is the exact wrong intrepretation for you.
LordRegulus, upon finishing the game, cried because he was so happy; Aaron Linde was "stunned," but also rather shaken by the game's deterministic view of aging and death as his 24th birthday approached. I cannot quite relate to either of their reactions, but I can sympathize with them: I can understand why they got what they did from the game, if only because Passage is such a wonderfully reflective piece: you get out of it what you put into it. The way you play through the game determines not only what sort of gamer you are -- do you search every nook and cranny for every last secret, or do you quest onward in hopes of seeing new things and reaching the "end" -- but, perhaps, what sort of person you are.
My first time through the game, I missed the female companion entirely. I only later found out from Aaron that she existed at all; initially, I moved downward and completely missed a character who, I assume, symbolizes the love of my life. To be completely blunt, this is the only part of the game which didn't really strike a chord with me: I can dig that we sometimes move through life so fast, distracted by our goals and hopes that we miss the lovely people right in front of us, but I would have liked such a moment to come a little later in the game. Near the beginning, I was still under the impression that Passage was just another game, and I hadn't quite gotten a grip on the game's controls or sensibilities.
But through missing the companion altogether, I incidentally played through the game in a way which resonated much more with me. Without turning this into a gussied-up LiveJournal post, I related much more to the idea of playing through Passage by my lonesome than with a pretty 8-bit companion. Free to walk down paths I couldn't possibly have entered with the companion in tow, I continued onward. I meticulously searched for treasure chests until I got tired of exploring and just wanted to see the sights: I involuntarily kept a constant eye to my score, trying to quantify my level of achievement within the game. Always on my own, with nothing but the scrolling landscape, the haunting music, and the silent score counter always increasing.
It took me almost half the game to notice I was aging. By the time I realized what was going on, I suddenly became much more frantic; I no longer had the ability to see what was coming, and I took on a much more panicked pace as I tried to quickly progress through the landscape, touching treasure chests only if they happened to cross my path. More often than not, however, the chests were filled with flies, and time after time I failed to notice that the colored gems on each chest served as a clue for what lay inside. I stubbornly hit every chest, without stopping to think that it might be more beneficial to look carefully and choose wisely.
By the time I realized what was happening -- why my avatar was slowly moving to the rightmost portion of the screen -- I became profoundly depressed. I could quite literally see the end coming, and could only focus on where I'd been; the music began to take a subtly funereal tone as I realized for all my adventuring, for all my treasure-searching and overcoming obstacles on the land, I would never reach any true "end." There's nothing at the end of the path save for death; to keep going would be pointless.
But I did it anyway, because, hell, what else was I going to do? I was alone, miserable, and had only the memories of scored points and treasure chests to keep my company, but it's not like I could stop. Better to play it through to the end, no matter how meaningless my actions beforehand had been.
So I kept playing. And I died. The score was reasonably high (1600 or so), but it was just a meaningless number -- measuring past successes which didn't really mean much once my character turned into a grey, immovable tombstone. I was not crying with happiness at the end of this game.
But that's just me. What about you?
12/11/2007 13:48
12/11/2007 13:51
I only played it twice so far, but it's incredible. The music is perfect.
12/11/2007 13:56
A woman will prevent you from going places you want to go and getting stuff you want to get.
12/11/2007 13:59
12/11/2007 13:59
12/11/2007 14:01
12/11/2007 14:04
It did take me a while to figure out what to do, till around 1/5 of the way in. After the woman died I just tried to go as far as I could before death.
12/11/2007 14:04
12/11/2007 14:06
The woman dying before the man totally spoiled the realism of this game for me. Grade: 3/10
No, srsly, my first experience was pretty much like Aerox, except I didn't look on it as negative. Note that when you choose the girl you get double points. Once I noticed the characters were actually moving right pixel by pixel and the aging, the sadness started filling me. I've been acutely aware of the passing years ever since I turned 8 years old and the slightly melancholy "Happy Birthday To You" played by the musical candle on my cake at Grandma's house caused me to burst into tears, much to the surprise of those gathered. I forget how I explained myself, except I didn't give the real answer, whether out of embarrassment or inability to properly articulate the feeling I'm not sure.
The second time through I tried to see as much of the changing scenery as possible in the time given. going almost constantly right. I love the effect of all the scenery appearing in front of you as if it's coming over the horizon in the beginning, then in the end it's all compressed behind you.
When your wife dies you really know the end is near, and then when your movement dramatically slows in the final few minutes it drives the message home.
12/11/2007 14:06
Thanks for the link.
12/11/2007 14:09
12/11/2007 14:11
12/11/2007 14:12
12/11/2007 14:12
Thank you for the link.
12/11/2007 14:13
The first time, I got the girl, and just walked straight forward the whole time... only about 2/3 of the way through did I realize that my characters were aging, I just thought it was progression as they moved left to right. When it was over, I drew the parallel of moving through life quickly, without taking time to explore or look around and be interested in whats out there
The second time, I skipped the girl and explored all around, finding treasure... but in an odd way, I found that I felt bad for my character that he was alone with his treasure, like a miser... he had no one to share it with.
This "game" is a great example of how a game can be highly artistic, especially because it doesnt cause the same reaction for everyone
12/11/2007 14:14
12/11/2007 14:15
12/11/2007 14:19
games ARE art. but it takes an artistic way of thinking about it, otherwise you miss the point entirely.
12/11/2007 14:20
Eventually, I noticed the treasure chests, but seeing the flies erupt from the first two I opened, I decided these were arbitrary to the larger 'picture' of the 'passage. I kept walking, and noticed I was getting older and slower. And then I died.
Interestingly enough, I didn't even know the 'score' until halfway through the game, and when I did I immediately recognized it as a pedometer, counting upwards towards the limit of the footsteps I would take. I didn't thing I was scoring anything in the game.
Either way, I loved it...and I feel sort of hollow inside.
12/11/2007 14:21
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12/11/2007 14:39
During my first play through, I was stunned by the pure greatness of about halfway through when my sister had to come ruin it. "What is that? That looks dumb. Get off the computer. Blah blah blah..."
12/11/2007 14:39
When you're young the path ahead is a blur, and with old age the path becomes clearer and you know where you're going, and it's what's behind that becomes fuzzy and indistinct.
You can spend your life with someone, but can't go to so many places or accumulate as much treasure, however just going through life becomes much more rewarding (the score you get just from walking).
Also, if you're with someone, when she dies towards the end it'll be much harder on you (the character moves slower than if you were alone), but that's a small price for a life well spent.
Brilliant!
12/11/2007 14:40
12/11/2007 14:41
if there's one complaint it would be that you shouldn't be able to backtrack. if the game is truly meant to be life, you can't go back in time irl. rather, when you hit a roadblock (be it by yourself or, more likely, when you're with your woman), it should just block your path momentarily and then let you pass... thus signifying it's something you dealt with in life that took time.
12/11/2007 14:42
It took me a little while but I eventually realized my characters were changing though I didnt notice they were aging until a little later. And it was sort of when I noticed the aging that I started feeling something about it all. I started thinking about how it would be if this was my life, walking through all this world with someone. As they started getting older I began to feel a little more and even a bit sad about the whole affair. Then, when the woman finally died I actually felt a twinge of sadness at her loss because I thought about how it might be for me.
I kept walking until I was hunched over and then died myself. It was really sad at that point, but I felt something about it.
The second time I tried exploring but it felt kind of empty. Sure there was treasure, but it didnt really matter. Plus, I thought the world looked less interesting down below where I had been the first time. Also, I noticed that while my score was higher at the end I died a lot younger.
Wow. Excellent game. The music in particular was phenomenal.
12/11/2007 14:43
12/11/2007 14:43
12/11/2007 14:47
12/11/2007 14:49
12/11/2007 14:51
12/11/2007 14:54
12/11/2007 14:55
The second time I played, I skipped the girl. Odd thing is, I lived way longer, but I never hunched over. I just went bald and then died out of nowhere.
If this game includes a random dying system, then this person truly is a genius.
12/11/2007 14:58
Boring as hell.
12/11/2007 14:59
Also, it could have used a way to LEAVE the game. After it took up my whole screen I had to bring up the task manager to end the application. I must have "missed" the part where I could get out of their retarded game.
12/11/2007 15:01
12/11/2007 15:02
Think about it, why is your favorite movie your favorite? I'll bet all the money in the world that it's because it made you feel something.
Obviously, Passage is Great
12/11/2007 15:05
12/11/2007 15:10
Lovely
12/11/2007 15:13
12/11/2007 15:14
12/11/2007 15:21
This game was simple in all areas (graphics, music, gameplay), yet it was one of the most emotionally powerful and thought provoking game experience I have ever had. The more I think about my experience with this game, the more it has an impact on me. I love this game.
12/11/2007 15:21
12/11/2007 15:22
That picture is really cool.
12/11/2007 15:22
12/11/2007 15:23
then i kep walking and then i noticied i was gettin old!
but me and my chick died with an admirable score of 604
i feel like i have really achived something today
12/11/2007 15:25
12/11/2007 15:25
12/11/2007 15:34
Those few short minute filled me with more emotion than many (most?) other 50-hour games. Granted though, I have been drinking.
12/11/2007 15:37
12/11/2007 15:41
12/11/2007 15:42
12/11/2007 15:43
I'll double your traveling score, baby.
12/11/2007 15:43
I can dig games as art. Really, it doesn't matter whether they are or not, it's what YOU think they are. But everything around us is art, in a way. Certain games are very derivative, unimaginative, or just plain shitty, but that doesn't mean games aren't art. After all, some art is that way too.
@saysay-
I thought the number was my age at first, too.
12/11/2007 15:58
I suppose my expectations were high given all the good things said about it, and I read the spoilers, so I think I came away a little less impacted than most people were. Still, it's an excellent piece of work. When the woman suddenly and without warning died, I felt a bit of a tug. It really starts to make you think towards the end. I didn't even know there was treasure, though, and I finished with around 400-something points.
Dammit, this makes me want a wife.
12/11/2007 16:02
12/11/2007 16:09
BUT, the music looped, which ruined the effect, and I didn't like how the game implies destiny, and that you can't delay death. (health, etc.)
12/11/2007 16:10
12/11/2007 16:12
12/11/2007 16:12
12/11/2007 16:24
Then I came back here to read what people had said. I didn't know you could go any way but left or right, and I think this is major theme. The thought that we have no idea what is going on around us, or don't know our full potential until it is given to us. We often wait for those sorts of things to just hit us in the face.
Along with the exploration throughout my second play through I noticed how if you had picked up the companion then you couldn't see everything there was to see. This included both good and bad experiences (chests). I found this to be the most impacting part of the game--behind the fact that the game was only a set 5 minutes long and what you chose to do, or not, was just that, your choice.
The game has really made me look inside myself and think about what is going on in my life right now. However, as I am a cynical bastard I know that this will pass and unless I play this game every day it won't make a difference in my life.
12/11/2007 16:25
For realz though i was really kind of taken aback when i actually found myself feeling...feelings.
12/11/2007 16:25
http://www.destructoid.com/blogs/ShadowXOR/a-serious-question-about-life-time-and-work-inspired-by-passage--58993.phtml
Thank you for bringing this game to everyone's attention.
12/11/2007 16:25
12/11/2007 16:26
12/11/2007 16:30
Eventually realized I was aging. I said "Cool."
Realized I was moving to the right, I said "Hmm."
When my spouse died, I panicked. I lost all sense of direction and goals. I decided maybe, just maybe if I can get far enough, I will live. Thats what she would have wanted.
12/11/2007 16:37
12/11/2007 16:46
12/11/2007 16:50
12/11/2007 16:53
amazing experience
12/11/2007 17:27
12/11/2007 17:33
12/11/2007 17:37
12/11/2007 18:22
I really enjoyed that.
12/11/2007 18:37
The first playthrough Was nice. I didn't really realise it was a girl until I hit her, and then I realised I was in love. I said to myself "oh well, let's push on, that'll be interesting". and as I travelled on, many trials where blocking my path, and sometimes getting out of it together was hard. But we pressed on. We saw treasure chests, and even stumbled upon one, but I was already not convinced it was useful at all. All I wanted was to explore with her.
And we came to a clearing, green and peaceful, and life seemed really nice! We continued forward, always wanting to know more of the path ahead, and everything was slowly becoming clearer, my path already cleared was blurring slowly...
And I realised we where aging. it got me thinking about it, And I found it logical and nice...but the more we pressed on, the more the surroundings became like an hospital, where she eventually died. At first I panicked, and lay there. But she would've wanted me to press on and push until I wasn't able to anymore, for both of us. It was so weird thinking that because of a pixelated tombstone! but I marched again, and finally died.
There was a tear, but peace came to me. all was well, all had ended.
12/11/2007 18:39
12/11/2007 18:45
or i could be wrong, but this is just a interpretation on what i thought about that alone.
but of course it is noticeable that "your score" at the upper right corner is less with the girl. maybe this can be implemented as a one track thought, and can be considered to be a financial standpoint in life, and that with more people you are involved with personally, the less you can obtain/will obtain.
but ehh, that's just speculation on my part.
and anything that makes people really think, is a good thing. ggpo.
12/11/2007 18:45
But really, it was an interesting games; I noticed that over time there were more obstacles; if you went off the straight path there was more obstacles but more treasure too; both you and your partner must pass through an obstacle - one cannot pass through alone. I think people who had the problem with backtracking didn't realize that you still age as you move backwards - and those who try to live in the past end up getting no extra points! I think because the game was so focused it was easy to make a deliberate pace and have all possibilities of interpretation covered. The creators of this work have a deliberate meaning and through this simple medium is is depicted very clearly.
12/11/2007 18:49
Thanks for the shout-out! I'm glad you enjoyed Passage; I will mark this down as the first time in Dtoid history that we agree wholeheartedly on something.
Also, these positive comments are WIN.
12/11/2007 18:51
So, an interesting idea, but too minimalist for me, and I can't really get anything out of this game aside from the most basic observations about life and time that everyone already knows anyway.
12/11/2007 18:55
12/11/2007 18:59
12/11/2007 19:01
12/11/2007 19:03
12/11/2007 19:11
If I go into comments on other people's comments, I'll never leave work tonight. I don't get how some people didn't get something out of it.
But yeah, for me, that was great.
12/11/2007 19:12
It was just an amazing experience. Thank you, Reverend.