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Indie game

Recently announced as the winner of the TIGSource Adult/Educational Competition, it's probably better not to tell you what Edmund is about in any great detail. Suffice to say, it tackles a subject seldom explored in videogames, indie or otherwise.

I didn't like it, at all. And not because of the subject matter.

I'm getting rather burned out on games that claim to offer meaningful activity, but are really just prebaked stories with some multiple endings thrown in that don't really lend themselves to interactivity. The playable characters in Edmund are horrible and unpleasant people, and you may well find yourself not wanting to continue after you realize what one of the gameplay scenarios entails (sort of like the shift that occurs Shadow of the Colossus once you begin to sympathize with the Colossi, only much more immediate).

Unlike SOTC, however, I had no personal reason to continue playing other than morbid curiosity: my control over the characters was horrifying, but didn't reflect on my own involvement as a player in any meaningful way (although Edmund admittedly outdoes SOTC in that you're given a canon, ingame method of quitting the story). The game seems to congratulate itself for giving the player controversial, disturbing roles to play, without considering that those roles are so wildly distancing that the entire experience might better be conveyed via fiction or film rather than through a torturous, not-all-that-interactive pseudogame. 

Still, it'll give you something to think about.


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29 comments | showing # 1 to 29

Ronsauce's Avatar - Comment posted on 09/10/2009 17:29
Ronsauce
"not-all-that-interactive pseudogame" You say this like it's a bad thing, but that's a genre pretty much defined by Passage. Maybe the genre is actually pretty horrible, and Passage isn't even remotely as good as people would like to believe.
countingdown7's Avatar - Comment posted on 09/10/2009 17:32
countingdown7
sounds like my life
Son of BaconSandwhich's Avatar - Comment posted on 09/10/2009 17:35
Son of BaconSandwhich
God, that was a terrible experience. never again!
-PL-'s Avatar - Comment posted on 09/10/2009 18:03
-PL-
Way better than Passage.
Sentry's Avatar - Comment posted on 09/10/2009 18:13
Sentry
"The game seems to congratulate itself for giving the player controversial, disturbing roles to play, without considering that those roles are so wildly distancing that the entire experience might better be conveyed via fiction or film rather than through a torturous, not-all-that-interactive pseudogame."

This. This is a small piece of the argument I wasn't able to articulate for the Suda 51 stuff.
Anthony Burch's Avatar - Comment posted on 09/10/2009 18:20
Anthony Burch
Ronsauce:
Except for the fact that Passage is an interactive game where your moment-to-moment choices change both the gameplay environment (via your score, your ability to traverse the map depending on whether or not you grab the wife) and the player's relationship to the theme (can you recognize the treasure chests that contain points and those that do not, and can you interpret what that means in order to be more successful; is it worth it to grab your wife and give up some freedom or is it better to go out on your own and explore with total, lonely freedom),

and that in Edmund your moment-to-moment actions mean absolutely nothing apart from allowing you to further progress through a prebaked narrative where you control characters who would be better suited as autonomous characters with their own free will rather than cyphers which the player can control considering their dense backstories and jarringly unpalatable motivations,

and if you ignore the fact that expansive moment-to-moment freedom in a closed system with only one ending is more game-like than an entirely scripted system with one or two plot branches scripted throughout (in roughly the same way that Ikaruga is more of a game than a Choose Your Own Adventure novel),

then yes, you're completely right.
nightv's Avatar - Comment posted on 09/10/2009 18:29
nightv
Wait I thought this would have different endings..... it only has 1 for each. and when you die as the rapest you turn in to the old man? I dont get this at all or why it is even validated as anything more then doing something bad and raping a girl after.
MechaMonkey's Avatar - Comment posted on 09/10/2009 18:39
MechaMonkey
Perhaps the lack of freedom is the point though, Anthony. The inevitability and lack of choice is a gameplay tool like any of the interesting aspects of Passage. It's a game designed to make you uncomfortable, so the only choice it offers is to force you through this uncomfortably interactive sequence. I fail to see how this does not meet the criteria of a game though. Countless well-accepted games direct the player down one path, with extremely limited options, if any.

Based on some of the Indie Nation items you've posted, it's clear that the line between "game" and "interactive art" is gray at best. So why deny Edmund the same inclusion as others that were far more dubious (While I can't think of any examples off the top of my head, I'm sure I could go back and find some if you insist)? Perhaps instead of ranting about games, you could take some time to define what a "game" actually is.

Personally, I found it interesting in the same way I found Passage interesting. They both are designed to provoke particular emotions, and succeed in that regard. I was certainly entertained by neither (especially Edmund), but interested to be sure.
UglyDuck's Avatar - Comment posted on 09/10/2009 18:50
UglyDuck
I enjoyed it. I'm not a fan of games that make you play through multiple times for scripted and very obvious endings, so I somewhat agree. Apart from that, I thought the gameplay mechanics slotted in nicely with its themes. Spoilers.

When I punched her in the face, it was an accident. I was playing around with the controls and, all of a sudden, she's being raped in the ass. I really took myself by surprise, which fitted in very well with the personality of the character I was playing as - maybe he had a flashback. But I also felt guilty about it. My curiosity and carelessness had caused whatever history the character had to resurface. That guilt manifested in Michael hunting down Eddie and killing him, except that they're the same person.

So, just to recap, I ended up killing myself through guilt over my past mistakes, all delivered through the interactive mechanics of a 10 minute game. The design was to make me feel like an asshole.

So yeah, I liked it.
Magnalon's Avatar - Comment posted on 09/10/2009 19:38
Magnalon
"The game seems to congratulate itself for giving the player controversial, disturbing roles to play, without considering that those roles are so wildly distancing"

Anthony that effect you felt was not what the creator intended. Check out our interview with him to get some insight in terms of what he was trying to accomplish.

As someone who is GROSSLY offended by rape, and is quite vocal about it, I didn't think it was that bad.
NihonTiger90's Avatar - Comment posted on 09/10/2009 20:22
NihonTiger90
Will give this a shot later when I'm home from work.
snoogans775's Avatar - Comment posted on 09/10/2009 20:35
snoogans775
@Magnalon
"Anthony that effect you felt was not what the creator intended"

That is an awful excuse for a creator of anything.

I will probably be thinking about this game for a little while, but I can't say I feel like I've really been exposed to anything new. This is probably more meaningful for people who don't normally think about sexual violence. But it still could have been a better game if it had shown a more balanced description of rape.
snoogans775's Avatar - Comment posted on 09/10/2009 20:35
snoogans775
@Magnalon
"Anthony that effect you felt was not what the creator intended"

That is an awful excuse for a creator of anything.

I will probably be thinking about this game for a little while, but I can't say I feel like I've really been exposed to anything new. This is probably more meaningful for people who don't normally think about sexual violence. But it still could have been a better game if it had shown a more balanced description of rape.
KaL YoshiKa's Avatar - Comment posted on 09/10/2009 20:45
KaL YoshiKa
I felt when I played this before that you never feel a connection or a disconnection with any of the characters. It feels random like "Oh...that's what I'm doing...right" the message gets mixed up with a counter-intuitive system.
Magnalon's Avatar - Comment posted on 09/10/2009 21:35
Magnalon
@Snoogans
I'm not speaking for the creator, I just think that Anthony's assumption that it was created mostly for shock value isn't correct.
JtheYellow's Avatar - Comment posted on 09/10/2009 21:44
JtheYellow
So is this an adaptation of the David Mamet nihlist play, "Edmond"? It got done as a movie a couple years back with William H. Macy as the title character.
Sentry's Avatar - Comment posted on 09/10/2009 21:52
Sentry
JtheYellow - Is that the one that had Jeffrey Combs as the asshole who wouldn't give Macy a straight answer about the telephone?
JtheYellow's Avatar - Comment posted on 09/10/2009 22:05
JtheYellow
Yeah, that one. Pretty much everyone gives him a hard time, then he decides to embrace being a psycho.
Toiletfish's Avatar - Comment posted on 09/10/2009 23:30
Toiletfish
This is the same plot as Super Mario Galaxy, jeez.
Anthony Burch's Avatar - Comment posted on 09/10/2009 23:38
Anthony Burch
UglyDuck:
But the whole "whoops, I didn't know that button would rape the shit out of her" emotion isn't even remotely shared by the character you're playing as. He's out there to rape, he wants to rape, and even if one half of his personality wants to pretend he isn't complicit, he knows deep down that this is who he is. He's experiencing guilt because he sees who he truly is; you're experiencing guilt because the game told you to hit X and you didn't know that input translated into "rape the fuck out of a stranger." Edmund rapes because he wants to; you rape because you were tricked into it and because it didn't seem like there was anything else you could possibly do to progress the game.

MechaMonkey:
Yeah, but the whole freedomless-mechanics-as-symbol-of-fate-and-inevitability thing has been done to death, and is really more of a bad excuse than anything else. Even games that are at least in part about inevitability (Passage, Photopia) allow the player a great deal of both mechanical and interpretive freedom, where Edmund just settles for being a slightly-interactive movie. Beyond that, lack-of-freedom-as-inevitability is a tremendously easy and boring design philosophy to explore in my opinion, considering noninteractive media already has that kind of stuff down pat and choice is the defining characteristic that makes games special. Why purposefully ignore the greatest strength of a medium this early on in its development?
doctor insidious's Avatar - Comment posted on 09/11/2009 00:14
doctor insidious
I don't know, I thought it was a step in the right direction.
Tubatic's Avatar - Comment posted on 09/11/2009 00:39
Tubatic
I like your line of thinking Anthony. Why merely let the player row the boat when the medium is build around being the captain of the ship? By limiting player determination in matters, one general ignores the strength of the medium. Why have an early movie with severely limited visuals and an audio track? Considering it this way, sure, it looks like shock value. Making the intended point, perhaps, but shock value.

Mind you, I haven't played this one: got an old Mac. But it seems fairly straight forward, game-wise.
Bat Country's Avatar - Comment posted on 09/11/2009 02:13
Bat Country
It seems some games are guilty for the same tactics as certain indie/short films. Bizarre is almost always good in my book, but pushing the audience/player into disgusting, amoral situations for the attention it garners is damn annoying. I've heard some film buffs claim that you can't blame a movie for being over the top with violence, objectionable sexuality or anything that makes your skin crawl. But, I don't generally like art forms that wallow in it just to turn heads.
-PL-'s Avatar - Comment posted on 09/11/2009 03:29
-PL-
Does a game really need all this freedom Anthony talks about? Does this game even imply that you're supposed to have that freedom? I just see it as a story that plays out in a game. I've played lots of great games that do that. If this game were re-skinned into something more family friendly, it could actually be a fun game to play. Passage re-skinned would still be a boring piece of shit.
Jetsetlemming's Avatar - Comment posted on 09/11/2009 04:03
Jetsetlemming
See, I didn't get any of that "Oh it's two aspects of the same personality oh man it's so deep" shit. I got "Oh, wow. The game forced me to rape someone to progress. Great. Well, I guess I'll see what's so worth "thinking about" after it... oh, now I'm the other guy and I've got a gun, great. 3 minutes of boring as shit platforming later, there's a convo, apparently eddie knows micheal, whatever, shoot that dude, I fell down too for some reason, quit and delete this shit asap."

There's only so far I'm willing to participate in having a multiple personality rapist embrace his true self.
nightv's Avatar - Comment posted on 09/11/2009 04:28
nightv
"I would call it a experience, but others might not, I think that question is best left to the individual player."
This was said by the maker.
There are 4 endings but I dont know how to get to them at all the game feels busted from being so limited.
Kipaap's Avatar - Comment posted on 09/11/2009 11:49
Kipaap
I personallly thought it was an experience, a horrible one (the author did call it an experience right ;) ), not necessarily because of the rape (which did start to annoy me after having to go through that crap for a couple of times) but also because the game just isn't a game, yes you can jump and walk but that doesn't mean anything to the game, if they'd have made it into a movie it'd be equally interesting (but if it were a movie the guy would probably get sued ;) ).
MechaMonkey's Avatar - Comment posted on 09/11/2009 14:40
MechaMonkey
@Anthony

See, now that I can deal with. Calling it a poor design choice is cool in my book. I was just confused over why you refused to call it a game. (For counterargument, see everyone's gushing reaction over [OLD ASS SPOILER] Andrew Ryan's death scene.)
RaelXX's Avatar - Comment posted on 09/23/2009 22:03
RaelXX
Ok, how can I get the four endings. I got three.

SPOILERS:
1-not raping Emily
2-by killing Edmund with Michael
3-by reaching the end of the Vietnam level
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