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About
I am a parrot that sits behind a keyboard, writing baffling tales of cynicism and bigotry. Usually about games. Usually on topic. The reason why I started writing was that I needed a way to document the patchy development, and death throes of our first, and currently only team project, Silhouette. It lays it ruins. RIP audacity and zeal.

Currently, I write here http://themachination.net. A blog of games, introspection and word science. One day that website will be host to our projects. One of these days.
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Six months ago I had a plan. I felt confident, and I felt enraptured in the world of indie games, and after many unsuccessful attempts I felt just a little bit pissed off. But it was an idea. At the time, I was pretty well steeped in one conspiracy theory or another, wondering what kind of a place the world would transform into if all of these predictions were correct. Fires would roll down across the landscape, destruction would befall humanity, and there would probably be a hell of a lot of panic-sex going down. However, the thought evolved. The common man, whilst not particularly stupid, or foolish would not be aware of these convoluted plots that the internet takes within its grasp and twists out of conceivable proportion on a daily bases, and would be left utterly dumfounded and possibly unaware of their circumstances. So where does this put this person? How would this person react to the transpiring events, and what would be/ dictate their fate? It doesn't really matter. That's what indie games have at their disposal; knowledge that it is all about the player's reaction, and personal construct of reality that rules their emotional impact instead of developed plots. And although the notion of independence, and the field of art games has heartily embraced the player's (or reader, if that floats your literary boat) reaction to a set of circumstances, I'm starting to think that they're approaching it the wrong way.

This plan was Li'l Horror Game the Game - or The Stroll as I'm now referring to as, in fear that the tautology gods have already got me on their list - a game all about the player's experience - a combination of mounting tension and immediate fear. But it didn't have to be. The Stroll was a game about walking through the night and into the early morning through foreboding forests and desolate towns, concluding at dawn where the character looks out forlornly across the landscape from a tower, as the sun rises. It can be about anything. My original plan was to stage it solely in the shadow of some kind of alien invasion, but "knowing" the evil takes the fear away, so instead I delivered exposition in a way that builds its own tension, and lets the player decide what is going on. In case I ever actually release it , I'll avoid giving everything away, but I feel that the ideological premise was important (if I may toot my own over-tooted horn). The Stroll is a base experience. It plays on the human's sense of inquisition, and most rudimentary fears - darkness, loneliness, abandonment - all senses that the game implies without explicitly stating that "You should feel these things" and this is where I feel I have succeeded in allowing for an experience, instead of crafting one specifically something a lot of games I observe are doing differently.

Ever since there has been indie there has been the notion of the art game; the developer's need, or want to create an abstract, offbeat and challenging message for the player to approach and scratch their collective chins to, but the problem is that it's always going to be just another device for the designer to propagate their view of emotion with. The games, or experiences, usually deal with emotionally centred issues, usually of a darker or more impacting tone in order to create evocative commentaries on humanity, life etc but I'm not convinced it's actually working. Not long ago a read an interesting article on Electron Dance http://www.electrondance.com/?p=102 that discussed how the emotional impact in a game and the actual game activity interacts, and what kind of experiences this interaction creates for the player. Games have always faced this issue and have often drawn the compromise of either extreme, but I don't think this is necessarily the problem as a game can exist solely as story or gameplay. The problem, as I have deduced, comes out of the aforementioned designer attempting to contrive a particular experience for the player. Where it may be something that is truly meaningful to themselves, it is incidentally raising a barrier between emotion and action due to the player's natural resistance to the projected ideology.

Dealing with contrived versus naturally occurring emotional experiences is a somewhat frustrating topic to deal with, so I think I'll take a leaf out of Harbour Master's book and bring out the old Venn diagram. This diagram will be broken into three segments (duh); Intended impact, binary and broad impact. Intended impact deals covers scenarios where the designer has attempted to have the player show a particular emotion; binary is where a situation allows the player to form their own reaction within the context -identified by its apparent limitations; broad is where a situation, location, or visual intentionally or unintentionally causes a player to have a personal, or unexpected reaction. Also, there might be some spoilers. But come on, you should have played these games by now.

Completing the Venn diagram reveals some interesting results in regard to how well these impacting scenarios worked. The reason why these succeed on such a personal level is because they usually worked on either an emotional or cerebral level; blowing up Megaton: I feel is one massive exception to the overall impact of the examples within "Intended impact", because it is optional, and moralistically grounded; so why put it there? The Megaton sequence is almost a novelty in its operation meaning that people with the slightest intentions of blowing up Megaton, will blow up Megaton for the sheer thrill of it. Then something interesting happens; they lose all of their Karma points, becoming irrevocably "Evil". This is where the intended impact transforms into broad impact as players will act in unpredictable ways to this new reality, knowing that they will spend the duration of the game as an evil character. But there is something else I'd like to draw upon here; this situation is rooted in choice. The player only feels that they should be responsible for their actions, because they were actions that the player partook in. Contrasting this to something like Paul Jackson's death, an event that still has a profoundly nihilistic sense of horror to it, Fallout 3 succeeded in creating an enduring impact as the player was always responsible for causality, as opposed to being a "victim" of the story. Furthermore, comparing Paul Jackson's death to the loss of Hole Station in Metro 2033, it becomes apparent that choice isn't necessarily the operator in creating emotion, however Metro 2033 puts a lot of empirical power into the player's hand, whereas the death was very numeric and calculated in the Call of Duty 4 sequence (although, this carried its own personal weight, identifying soldiers as mere numbers). For me, Metro 2033 felt like a constant, hopeless, losing battle as those around me continued to die regardless of my efforts. Someone else might just see this as life.

So where does this leave indie games? Large scale games have the ability to orchestrate grand stories, impressive visuals and contentious sexual exploits to mask up any holes in their delivery, but indie games have got it all on show. Yesterday I played Passage. I thought I should feel sad, but honestly I felt a little bemused. What was this game trying to tell me? I had the underlying suspicion that there was a message buried within its stomach-churning sea of pixels, but I couldn't find it. Going against my previous assumption, I would class this game as having broad impact. Although it was a little bit sad, it didn't really ring the "futility of life" bells that I believe it was trying to get at. Herein lies a problem. Passage, although a game that will inevitable make everyone just a bit sad, relies too much on the individual to create an effectively broad impact, but it's getting there. Maybe the issue is that broadly impacting scenarios really aren't broad at all; I can't rely on everyone being afraid of the dark in The Stroll, and ultimately, I've created a particular experience for the player. However. The game isn't about a fear of the dark, but the experience I can help unfold as a result of some carefully implemented themes. My generalisation that a game has to be broadly impacting to be effective is fundamentally flawed because that's a poor reflection of life. Life is one big passive emotional experience, sharply punctuated with impacting scenarios. Although one scenario might not impact you, there is guaranteed to be someone out there whom it does, and indie games rely on this in order to create their particular, albeit, narrow experiences.

I may have been unnecessarily overbearing in my accusation that indie games are losing the plot because they're becoming increasingly more about some experience that the developer feels is important. Sure these games exist, don't even get me started on The Path, but there are still a lot of games out there that are worth the experience that the developer has created. I came into this discussion brandishing a torch and pitchfork; ready to storm the indie village and weed out all self importance, but as you can see, the problem isn't with the developer. The developer only wants to share what they feel is important, it's down to the player to interpret this experience in their own way, even if this means not getting it.

So, I shall forge ahead boldly with The Stroll with a refreshed vision. It's not about trying to scrutinise over an audience, or worrying whether or not someone will get it, it's about creating an experience. The Stroll is a simple game of atmosphere but the player's experience is really dictated by themselves. Do they find the dark to be a frightening place? Do they find loneliness uncomfortable? Will they wander into the abandoned hospital and find sadness, horror? Maybe nothing at all, it doesn't really matter. The emotional impact of indie games is reasonably objective, so I'd like to consider this more of a test, or an experiment. I don't really mind what I create, just as long as someone gets something out of it.
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The best Indie game is Lego Indiana Jones.
... it sounds interesting and you bring up some good points. For myself though it's mostly about the gameplay. A good plot helps make a better game, but decent gameplay is paramount. When I want "ideas" or emotions, I personally tend to turn to books or movies where it's mostly about ideas and emotions.

It does seem difficult for a video game to do both.
You bring up some great points about certain things that work in certain games, but I have to say that I disagree with you overall. I personally think that the place where indie games are right now is the ideal location; we have fantastic games entirely about gameplay (VVVVVV), games entirely about theme (Passage) and games that have both (Braid, Machinarium).

And I'm pretty sure that you're not supposed to feel ridiculous guilt for killing colossi in Shadow of the Colossus. It's more that you're supposed to feel confused and a little bit bad. I don't think it's supposed to be like Passage.

And really? Paul Jackson's death?
Like Elsa said, for indie more so then mainstream its all about the gameplay first and foremost followed by good level design. All the most popular indie games have these cave story, canabalt, noitu love 2, spunky. Even that "art house" game Dont look back had decent gameplay.
Just to clarify some things. Alright. Yes, there are lots and lots of great indie games out there, I probably should have clarified that I was talking more about "art games", or how this idea of the art game is finding its way in. In Shadow of the Colossus, it's all about ambiguity, you don't realise (SPOILERS GUYS) that you're really releasing an untold power until the very end END SPOILERS. What I was saying was that through its ambiguity came that players ability to form an opinion. I know when I started it was just a thrilling monster hunting romp, but there was a certain sadness, or emptiness that grew throughout the game. And yeah. COD. That game where you shoot things in the face until they die. This is an interesting one because I'm sure it was either quickly passed off, or shadowed by Modern Warfare 2, a game that really trivialised these moments. It made an interesting statement about how soldiers are just resources, numbers, and how your achievements were all in vain. But, as I said, the player just stopped caring.

Oh, and the whole gameplay is something I didn't really bring into this because a) this post was sort of a spiritual successor of another one that discussed that and b) I just wanted to focus one my original concept of "Contrived emotional experiences have less impact than those the player can establish themselves".
mrplow8 wins.
Well, now that I've read all that, I want you to finish your game! Thank you for a thought provoking read.

I've been considering largely the dynamic of "internals vs. externals" - in many mediums, or even all aspects of life. Take something from the natural world, like a forest, or a dammed reservoir. To some, a reservoir might just make for a nice view, or a good spot to use a boat in. To others, an entire natural history might be observed... contemplation of what the landscape was like before the dam ... how it changed the habitat for animals in the area ... or even the "simplest" thing, like a stump in the forest, might be little more than a sitting spot for smoking ganja, or with stricter observation, one might identify the species, determine the age of the tree, and ponder its relation to its surroundings. The natural world: very broad.

In contrast, many films: very contrived to reach an "intended impact," as you say. The biggest blockbusters generally seem to shoot for this: how many conclusions can one come to about the resource-exploiting commander in Avatar? That's not to say that the emotional impact you feel when the blue guys take down a fleet of mechanized 'bots isn't valid, but it's pretty straightforward. A Scorcese picture like Raging Bull, full of subtlety and ripe for scene-by-scene analysis, might be a bit broader, somehow: the "externals" don't change, like any film - but the ability to look deeper might reveal much more about the characters than first expected. It is well directed, in my opinion, and gets better with every re-watch - but that's me. Others might dismiss it as shallow and violent. Taking it even further, most David Lynch films are COMPLETELY open to interpretation, yet what is on the screen is the same for everyone.

For that matter, stories themselves may largely be intended to elicit a specific emotional response.

So video games have a strange combination of inherently allowing manipulation of what is on the screen, but still forcing you along some constraints, often tied to some story. Yes, the death of Eli Vance definitely falls into the "intended impact" category. Shadow of the Colossus is an interesting example - it's been a few years since I played it, so I can't say for sure, but I would almost argue that the end of the game is more of an intended impact than a broad one, as well - at least in contrast to something like TradeWars, a space game told totally through text with lots of random events, or even World of Warcraft - you kind of make it what it is. But that's not to say these 'objective events' are bad in that they try to elicit some emotion. The ending of Shadow, and Braid as another example - downright genius, in my opinion. And the Metal Gear Solid series, while very story-based, are so well directed that I'm glad to be strung along. Even a game like Half-Life where you never leave the first-person perspective still forces you along a fairly straightforward path. And yet I love these games and would in an instant call them classics. To me they are absolutely art, and timeless.

I'm not sure where I'm going with this any more. Clearly your post made me think. :)
And thank you for your interesting response. I would normally have a long winding point or counterpoint, but I think you really captured what I was saying. Half-Life 2 is an interesting one. Sure, there is a hell of a lot going on that would lead you to think that the certain theme should have certain impacts (evil, totalitarianism) but there is also a LOT, that is never told or explained within the Half-Life 2 story. It's not that I ever doubted the combine to be ruthless and brutal, we are just never told why they have taken these actions. Also, I just realised that I never finished Braid. Wow, alright I'm going to do that right now.
All right then! :-D
The problem I increasingly find with indie games, is what the maker of the game wants it to be. It's basically what the game maker's "vision". This is a continuos problem with game makers, instead of making a game forvan audiencevthatvcan catch all peoples interest, it's become "I'm an artist! Look at my vision!"
I guess there is alwayings going to be a tinge of the self-serving nature in "art", but whatever. What I was saying, initially, is that this vision is a problem because it makes the game inaccessiable to everyone else, but then I realised that out of these games came some genuinely interesting one. But there is always going to be the blithely pretentious.
How does something like Yume Nikki compare to this? There's very little in place in the form of narration, or exposition, or guidance. At all. And the sheer mass numbers of differing interpretations leads some to question if the developer really had a "vision" in place, or if he just kinda went with it.

Does it fall to the player to put their own experience in place? Rather, how heavily does it fall to player to put their own experience in place?

On the one extreme, we have linear, "hand-holding" kinds of games, or those that are so small there's no real room for anything else. Your header of "do the right thing" calls back memories of "Execution" or whatever the game was called. Very limited, very straightforward in scope. There's just not

On the other extreme, we have the games that say "Go" and nothing else. Yume Nikki gives you controls, and that's pretty much it. It falls to the player to explore the dreams and go from one place to the next. Without help. This has nothing in it EXCEPT the player's subjective spin and interpretation.

So I guess I ask, how do we balance the two? Even retail games have to answer that, and it varies from one game to the next, but I guess I'm just asking for your opinion on the matter. With, say, The Stroll, where are you planning to go with this?

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