[If you haven't played "Canabalt" yet, do yourself a favor and play it: it'll only take a few minutes to understand what I'm writing about.]
There’s a reason why I normally don’t write about indie games such as “Canabalt”. In fact, “Canabalt” may the best example of why I don’t ever do so. If you haven’t noticed, “Canabalt” has become a sort of poster-child for indie development. It was mentioned in both Destructoid and Eurogamer on game of the year lists, and attracted considerable attention from nearly all media outlets, even going as far as getting a review from über-mainstream IGN. Let’s discuss its merits. First, it is obviously an exercise of extremely elegant game-design – the only interaction with the game is through the one button that makes you jump. Like Ulrich’s character in Metallica’s cinephile music-video “I Disappear“, your character is trapped in some random metropolis skyscraper, trying to escape the impeding doom of collapsing buildings. So, he’s continuously on the move, running game style, forcing you to time your jumps in order to go from rooftop to rooftop, while avoiding incoming obstacles and pitfalls. The desolate world that surrounds you, painted in a mono-chromatic palette, is always crumbling, victim to some unknown Wellsian menace, as ships and tripod-like machines pass by in the game’s backgrounds. And so, your character is always running and running and running, as the soundtrack’s electronic beats keep pushing the tempo higher and higher, running and running and running for his life, ever faster, ever quicker, and ever more dangerously, as obstacles keep hurling through the air just to bar your path. Once you die, you just start again, playing the pattern memorization game to push further in your harrowing escape, and then die again, repeating this cycle for all eternity: there’s no end to the game, you just receive a better score for staying alive for more time. “Canabalt’s” simplicity is its stroke of genius: an accessible game, with minimalist interaction and aesthetic – one button, one objective, one color, one music – all playing in unison to make for a superlative entertaining, addicting experience. Its authors deserve all the credit they can get, for doing so much with so little.
OK, by now I have surely got you wondering, if “Canabalt” is that good, what’s with the article’s title? Why would anyone deem “Canabalt” a symbol for everything that’s wrong with video games? The reason is simple, “Canabalt” is incredibly fun, but… that’s it. There’s no point to it, no message, no aesthetic experience, no nothing. It’s as innocuous as most video games. This isn’t bad
per se, it’s a wonderful game in its almost offensive superficiality, but that’s precisely because we’ve become acquainted and appeased by video games’ lack of anything beyond their pleasurable, shallow exteriors. It’s remarkable, and I’d think almost insulting to creators out there, that big company design logos can be so easily replicated with such simplicity and scarcity of means. You see, “Canabalt” isn’t really indie. As much as it is designed by independent developers, its game design philosophy is nothing but a thin, slimmed down version of mainstream video games’. This is why it so easily resonated with the mainstream – it’s language was immediately understood by both journalists and players, and its elegance garnered it praise for still being able to achieve that which all games are measured by: fun. This should get people who love video games thinking… and thinking really hard, for if something as naked as “Canabalt” can relate to people in as a powerful way as big budget titles… then what are big publishers spending their millions on? What is the point of throwing all those dollars into creating complex three-dimensional engines in service of bland aesthetics, over-long scenarios for botched narratives and super complicated game designs… if it can all be reduced to such an elegant little video game?
Saying that this game makes current gen games look superflous doesn't make sense, really. Those games have a lit of depth. It's not all about the message or the story, it's all boils down to the fun factor and how much devs are willing to put into a game to make sure it lasts fir at least the duration. That's like comparing all flash games to current gen games
That's it. Fun is all people need to enjoy something.
and don't get me started on "Games need to be more than just fun" thing.
We like to over-analyse games here on Destructoid and I'm sure Canabalt could be taken down in millions of part for that matter but Freud said once :"Sometimes a cigar is just a cigar."
Like any form of art there must be variation. Perhaps in this case Cannabalt received praise because of it' s simplicity.
Think of it as a break or a salad to compliment a steak.
I'm not being critical. I'm being interested.
I'm not being critical. I'm being interested.
It in no way invalidates the rest of music as a thing.
Maybe I'm digesting your blog wrong. Will read again.
I don't think Canabalt matches everything that justifies those millions on millions of production and effort. Canabalt doesn't give me the intricate self made squad stories of a Valkyria Chronicles or X-Com, nor does it approach the exploration of world based games like Assassin's Creed or Saints Row.
If you want to deconstruct the experience of a game to as fine a generalized point of "fun", then sure I can see your point: Canabalt pays out in spades for your dozens of button presses. But what we end up calling "fun" is a whole ... MESS of things!
As a guy that's about to start actually coding his own game ANY minute now, Canabalt is down right inspirational and life change: it achieves a lot with a little. I could do something like this, by myself. And that's really exciting. But even if a thousand Canabalts were made, they wouldn't reach a whole host of nuanced, powerful and otherwise meaning experiences that "corporate" games offer and deliver.
If you haven't found a game in your experience that means something or says something to you, I would dare to say you're choosing not to see it. Not to say your point is wrong/invalid/etc. Rather, I think there's meaning to be had in ... well everything, really... but your (anyone's) willingness to receive, seek or otherwise experience a meaning is an essential part of the deal.
nice job making a point with a couple paragraphs. Very "Canabalt" of you. :p
"it's all boils down to the fun factor"
But why? Why can't someone like me expect video games to be more than just fun? Fun is great, mind you. But I prefer media that talks to me in a more profund way, that tells me things about life, that presents me a mature aesthetic experience that makes me feel genuine emotion, that makes me grow as a human being! I'd like games to be, like literature or cinema or painting or sculpture, a form of art! Because, unlike the popular notion that runs in some circles, art is not about fun, is about human expression.
"It's not all about the message or the story"
This is not a narratologist manifesto. Games can have rhetoric discourse or deep emotional impact and can stand by causes, ideas, messages, all without resorting to narrative or story. Videogames can be about something!
“That's it. Fun is all people need to enjoy something.”
But why? Because you feel like that, so must I? Film, music, literature, painting, sculpture, theatre, all art forms have lived and died by more than just fun, they lived and died by the power of human expression – the transmission of ideas, messages, emotions. Why should games be different? Why should I (others can have different opinions, I’m fine with that) be satisfied with this hedonic medium, that systematically avoids meaning, mature discourse, and is content with most lowbrow of expressions!!! WHY?
“As much as it is designed by independent developers, its game design philosophy is nothing but a thin, slimmed down version of mainstream video games :You really need to tell me why you think this.”
Think about it. Is the pleasure that “Canabalt” arouses in you that different than that you get from mainstream games like “God of War”, “Killzone” or whatever you play? Its game design philosophy is precisely the same as big budget games. “Ludus” game, based on competitive logic (you play to improve your score), and without any depth of discourse. I’m not saying it’s bad. I’m saying that most video games are wasting resources to deliver the same experiences we’ve always had. Both mainstream and indie. There’s a wealth of different conceptualizations of what video game can be: serious video games, art-games / non-games, simulation games, etc, etc, and all people come up with is this age-old model of games as competition and “fun”. And they spend millions in creating works that, at best, can relate to you in the same way as “Tetris”. I want more! I want creativity and innovation to focus on our relationship with video games. I’m tired of feeling “fun” while playing games.
“I don't think Canabalt matches everything that justifies those millions on millions of production and effort. Canabalt doesn't give me the intricate self made squad stories of a Valkyria Chronicles or X-Com, nor does it approach the exploration of world based games like Assassin's Creed or Saints Row.”
Ah please, I’m not talking about complicification. I’m talking about complexity: complexity of discourse and emotion. Is our relationship and the product of that relationship, with objects like those games you mention, any different from “Cannabalt”? Do you really grow as ahuman being from these games? Do they teach you something about life, about social issues, politics, human-relationships? Do they make you feel sadness, happiness, anger, fear, pity? These are the things that video games shun like the plague, that other mediums live by! Why must we stick to the cultural ghetto of “fun”? Toys are fun, board games as well, are video games mere extensions of these? Or do they have the power to elicit emotion, to tell stories, to describe worlds through three-dimensionality, 1st person experiences, and so many other things?
“If you haven't found a game in your experience that means something or says something to you, I would dare to say you're choosing not to see it.“
Of course I have, but they’re rare exceptions, nobody pays them any thought, and people continue to insist that games can only be fun. I’m trying to say is that studios/game-designers/indies could do better, and very few people in the industry are demanding more than just “fun”. We’ve become entrapped in this dogmatic view of video games as products for “fun”, that we’ve forgotten they can be more.
“nice job making a point with a couple paragraphs. Very "Canabalt" of you. :p”
A good message only needs a few lines to get across. Most game journalists/bloggers/whatever spend too many words to say very simple things. Just like video games! If you’re gonna spend millions in something, be additive, add to the experience: real emotion, real aesthetic, real stories or whatever fits your fancy!
Cheers guys!
P.S. Just to be very clear: I think “Canabalt” is a great indie game. I’m not as much criticizing it, as I’m criticizing the game media, big studios, and lack of creativity in all sectors of the industry!
http://games.adultswim.com/robot-unicorn-attack-twitchy-online-game.html
Perhaps then you can understand what I'm getting at.
I'm not going to answer this directly because there's too much to tackle and I have to stop being baited into clumsy, poorly communicated debates. All I'll say is that you need to get a bit more experience under your belt before you start mouthing off. The entire article could have been summed up as "Big games need more emotions because I'm tired of fun," which is a sentiment I partially share. Fun is good, I don't want fun to go away, but I want more than that as well. But there are more elegant ways of saying it, ones that don't make you sound callous and demanding. Incidentally, I'm not all that keen on Canabalt, but then I'm not that keen on 2001 either so it balances out, I guess.
The game industry is a big, big world. There's room for everyone.
Nonetheless, your holier-than-thou attitude, and ridiculous pretentiousness, clearly demonstrated by your hubris and "ad-hominem" arguments, make me question if you're not the one who's eighteen here. Perhaps you are the one who needs to grow up and play some art games, so as not sound "callous" and "demanding". I mean, the irony that you, sitting there in your high pedestal, needed to sink to my level, in order to show me that I was down here in the first place? Good job, sir, good job ;)
Good to know that you at least think you want more emotion out of video games (though a brief look at you blog assures me otherwise :D). I can even relate to some things you write, but next time, please be more nice, will you? It hurts me deeply in my heart when someone says I am a pretentious biggot. Thanks!!
Cheers mate, glad to know I'm making friends already!
well, there you go though. You say that you have gotten those emotions from games yourself. I have too. For the sake of conversation I'll divulge for you: Lost Odyessy made me cry, I stopped playing bioshock because rapture made me feel uncomfortable as a place, I relived a raw feeling of "zen" through mega man 9 that I used to get abundantly as a musician, SimCity as a series gave me a practical understanding of balancing the needs of many with the ambition of one, my sexual attraction was partly informed by Chun-Li and her massive hips, and passage reflected a whole host of truisms and thoughts to me that honestly touched me on an emotional level. Then again, games are generally my "soul food" of choice: I'm picking up these meanings partly because they are being put out there (however rare intent) and partly because I'm looking for my own meanings.
"These are the things that video games shun like the plague, that other mediums live by!"
Now, are video games in a ghetto because of what they haven't done, or are you keeping them in the ghetto by denying what they have done? If David Jaffe is to be believed in recent interviews(and sure, why not), there is soul in the games industry, and due in no small part to the efforts of many creative people. But, ultimately, that effort has to fit into the economics of game making.
All that to say, I suppose, that where you see an industry that's shunning complexity, I see an industry that's trying and, among the willing, succeeding.
"I love to be criticized; so you can have your revenge in the comments page. I myself, see criticism as the only way to improve oneself, so go ahead."
So, I'll be nice. On top of the hour or so I spent writing that initial comment, typing and deleting shit and getting distracted, I am about to spend another half-hour (correction: it was 2 hours) writing this response. Can you see why I don't like doing this with every upstart independent blogger who wants to share their revelations with the world? If I answered every one of your points, I'd be here for another hour. So instead, I'm giving you the lite version, and I swear to god this will be the last time I write this for a while.
Games (indie or not) can be anything. They can can be about teaching your kids to roller-skate or falling in love or killing a traitor or discovering your friend's past. They can be about circus acts or riding through the ice age on a tricycle or a werewolf with an icecream truck or discovering desolated civilisations to find teleporter parts so that you can be reunited with the only other person left alive in the universe.
They can be about losing your virginity or understanding the dying thoughts of a madman or surviving in a brutal shadow world or surviving on a twisted shadow planet or meeting interesting people or escaping an erupting volcano or whatever the fuck this was about. They can be designed for exploration and creation, for shits and giggles, for endless replayability or for grim, bland introspection. No more; seeing a wall of links makes some people receive massive brain trauma. I could go on, but you get the idea.
They don't need to be about fun, but they can be about that as well. The point your making about AAA games needing more variety is pretty much true. It's very difficult, there are a lot of barriers in terms of accessibility and narrative structure and pacing and player volition and advertising and length and public perception and about a hundred other things (which, without wanting to sound "holier than thou," is a matter of experience and taking your time to read up on it before saying your piece), but it is certainly something I would like to see happen, and as such, have devised ideas on how to solve those design problems. But unless someone randomly turns up on my doorstep with a dev team and tells me to give them instructions, that's not going to happen any time soon. Although, that day that happens I'll be the first to let you know.
Right, that's it. No more.
Just a small reply to your considerably balanced opinion. I agree with mostly everything you wrote. For the sake of good manners, I won't even discuss the fine print which I have some quarrels with. At the end of the day, what I don't understand is how your reasoning, closer to mine than what you'd think (though with clearly different backgrounds, I prefer Japanese and European to American indie any given day) invalidates anything in my blog post.
As to the personal stuff:
Criticism is one thing what you did was something else, perhaps you should note that petite difference. Once again, you presume too much, and continue with your "experience" talk. I mean, do you really think you know me from reading 3 paragraphs of some random blog I spewed one morning?
If you spent too much time writing that comment, you might as well not have done it - nobody forces you to respond to anything, just as nobody forced leaves something to desire, man.
Cheers!
To the first part, we agree. On some levels games are the best "soul food" out there. But I disagree that they are more profound than other mediums. They already speak to us in many ways, yes, but it would be foolish of me not to see the depth that evades video games discourse. There are a lot of areas of human expression that are absent. Games are adept at representing conflict and rules and space, but do not usually answer the most simple and powerful of question: what do it game authors think, feel, believe in, aspire or dream of? What you get are very simple-minded answers, and mostly, those that could be understood by adolescents or kids. That worries me more to a point where I cannot console myself with what video games can already express.
As to the second part of your comment. Those who I personally think highly of in the means, have been considerably and consistently ignored and shunned by mainstream media and audiences in the pasty. For example, Fumito Ueda, who I believe to be one of the finest game designers of all time, only now is getting applause, with multiple references to SotC or ICO as some of the greatest games of all time. The sad part: his game is mentioned amidst Halo's and Half Life's and Wii Sports, and Advance Wars, and whatnot. A friend of mine who thinks higher of Ueda than me, was so sad he almost wished his games weren't on those lists. How I understand him. The fact is: creators of some of my favorite games mostly don't get praise from the media and typically don't sell well. Others, like Jaffe or Bleszinski or Wright or Molyneux or Kojima are idolized beyond all expectations. Not that these guys don't deserve praise, but I would love people to also pay respect to those who believe to be unsung geniuses.
And here I will admit something that makes me feel ashamed: the best games of my life I only came to know very recently in my adulthood, because I found a small number of people who could guide my look to where the hidden gems of video games were hidden. The media, on the other hand, more often than that fed me the wrong information. This doesn't happen in other mediums. If I want to educate myself in the erudite expression of film or music or literature, I know where to find guidance. Why couldn't I find that in video games?
This is why I don't think the medium, as a whole is seeking to go further (and I realize I'm generalizing here!). Maybe it's my taste that is too demanding or niche, maybe it's just my obsessively cerebral approach to video games... or maybe I'm right. What I do know for sure, is that visionaries like Haruhiko Shono, Takayoshi Sato, Kenji Eno, the Rand brothers, Jordan Mechner, Erich Chahi, amongst many many many many others, either have left the industry or were thrown way into the back seats of the means' auditorium... and it wasn't by chance.
Cheers!