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I missed last Friday's Indie Nation. Apologies. I still wanna do one for this Friday, though, so just consider this a really, really late installment of the series.

This time around, I'm gonna slightly break from the formula: rather than highlighting just one game and why you should play it, I'm going to highlight two and talk about their artistic importance. Jason Rohrer's Gravitation and Rod Humble's Stars Over Half Moon Bay may look, sound, and feel very different, but they tackle a very similar theme: the creative process.

Granted, they tackle that theme in vastly different ways, which is what makes an analysis of both titles so damn interesting: the two most message-oriented indie designers around just happened to (quite coincidentally, as it turns out) create two vastly different games attacking the same subject from different angles.

You may not find them fun, and you may not initially get them, but these two games are of paramount importance -- not only in defining Rohrer and Humble's different styles, but for the arthouse games movement in general.

Gravitation is about the process of being inspired, then bringing that idea to fruition and the subsequent consequences.  Stars Over Half Moon Bay is about the inherent difficulty in culling ideas from real life and shaping them to your liking before releasing them back into the world. Both of these concepts are delivered solely through gameplay, but in vastly different ways.

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Rod Humble's Stars Over Half Moon Bay is typically minimalistic, just as The Marriage was (though the addition of music is, to my mind, a pleasurable one). I gave a summary of the play mechanics here, and will copypasta them for ease:

Essentially, the player leads a black and white ball around a starry night sky with the cursor. As a wall of darkness slowly rises from the bottom of the screen, the player can make the black and white balls run over stars, creating a long (but temporary) trail of stardust. The player must then take the white and black balls to the darkness. At the point the balls hit the darkness, a box appears whose size is relative to the length of the stardust trail you had before moving into the darkness.

The wall of darkness rises and the player continues to drag stardust into the darkness, until the entire screen becomes black save for the little gray stars the player has amassed. The blackness then moves away, and the entire night sky becomes blank save for the little gray stars the player created, with which he can then create and share constellations.

If you've already played the game and you're still confused, consider it this way: the darkness represents your creative mind, the sky the outside world, and the stars ideas which you bring back into your consciousness and eventually form into a finished product, which you then release into the outside world once again. In SOHMB, as in all other arthouse games by Humble and Rohrer, the game mechanics work as metaphor.

The act of bringing stars back into your consciousness has a single meaning which can be interpreted infinite ways: if you find the process easy, then that says something different about the creative process than if you'd found the entire process tedious and frustrating. Similarly, the amount of pleasure you derive from your completed constellation -- was it what you expected? Better? Worse? -- says quite a bit.

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Humble's games tend to take a more meditative, detached approach to thematic development than Jason Rohrer's. Humble admits that he generally tries to shy away from using music whenever possible (he only included some in SOHMB because he found out the song's creator actually wrote it with very similar themes in mind), where Rohrer delights in its emotional effectiveness.  Anyone who played Passage will know what I mean. In comparing Gravitation to SOHMB, the stylistic differences between Rohrer and Humble become infinitely more pronounced. 

Gravitation uses a point system in forcing the player to consider the balance between personal life and creative achievement, where SOHMB included none. Gravitation uses complex musical and graphical effects to symbolize one's awareness of the outside world, where SOHMB focused more on creating a calming atmosphere of quiet reflection. 

I've heard a lot of people having problems in understanding Gravitation, so I'll do my best to briefly summarize the symbolic mechanics without spoiling everything. 

In order to get the stars (ideas) from the sky (outside world), you have to play with your son to expand your view of the screen (your receptiveness to the outside world) and give you the ability  to jump higher (move into the outside world and achieve said ideas). Grabbing a star causes it to fall back to your home area (home life), where it becomes a difficult-to-move stone with a timer on it. Pushing a star stone into a fireplace earns you the amount of points still remaining on the stone (the quality of an idea deteriorates over time). Getting more than one star at once causes the star stones to build up, separating you from your son, whom you ironically need to play with in order to get more stars. Ultimately, the game shows that pursuing creative exploits both requires and alienates the people you love. 

From there, as was the case with SOHMB, it is up to the player to decide what exactly that theme means through play. You can play with your son for as long as is possible to get the highest jumping ability and the most idea stars, but you'll never see him again and your ideas will become stale as they pile up and can only be pushed into the creative fire one by one. Alternately, you can just play with your son; you won't score any universally recognized points, but the boy will never leave and your perception of the world will always be at maximium. Or, you can attempt to balance the two, alternately playing with the kid and jumping out to collect stars. The mechanics in place all mean something, but it is up to the player to interpret those means through playing the game. 

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These common ideas between Rohrer and Humble's games -- mechanics as metaphor, interpretation through play -- serve as the basis for the arthouse games movement. Granted, Rohrer and Humble are pretty much the only two indie developers actively attempting this sort of thing, so "movement" may be a bit of a misnomer, but these ideas are nonetheless interesting and game-centric enough that we really ought to be seeing a lot more of them. In creating these very personal, very interpretive games, Humble and Rohrer use the medium of games to its very fullest.

They utilize the actual mechanics of control, of goals and rewards, to deliver their themes to the player. They do not use cut scenes, or tutorials, or stories; each mechanic in an arthouse game has an intrinsic, significant meaning which the player comes to understand and interpret through the actual playing of the game.

This is a sort of artistic meaning you can't get out of a Portal, or even a BioShock; while both those games are great and have something to say, their mechanics are often irrelevant to their themes (apart from, you know, that one spoiler-y part in BioShock). In Passage, The Marriage, Gravitation or Stars Over Half Moon Bay, the mechanics are the theme. This makes them much harder to get into and understand than your average game, but, in my opinion, it also makes them much more original and rewarding.

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This is why Rohrer and Humble are usually skiddish about giving tutorials or explanation to the player; half the point of their games comes in playing them and gradually understanding the significance behind each mechanic before personally evaluating those mechanics. Demanding that degree of effort from your player can be distancing, and probably goes a long way in explaining why about half of the comments from my news posts on Passage or Gravitation are usually some variant of "I don't get it, this is pretentious crap, take your heads out of your asses you indie fags."

Yet beyond what they share in common, the differences between Gravitation and SOHMB go a long way in showing auteur theory in action. Each game is somewhat autobiographical (Humble wrote his when having trouble with a much more massive game, Rohrer wrote his following the death of a loved one) and simply feels different than the other. You can see the design differences between the two creators, in the same way you can tell one film director from another just by watching their work. You can see different methods of theme delivery, different ways of linking mechanic and idea. 

I'm rambling here, but my main point is this: arthouse games might seem distancing or pretentious, and maybe they are, but don't use pretentiousness as an excuse to toss aside what the games have to offer. These two artists are trying something nobody else is within the medium of videogames, and they're doing it reasonably well; not everyone will get something out of Gravitation or SOHMB, but that's not what art is about. And make no mistake -- these games are wonderfully, uniquely, and unapologetically art.


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20 comments | showing # 1 to 20
13thDragon's Avatar - Comment posted on 03/11/2008 14:29
13thDragon
They sound interesting at least, I'll give 'em a try and see what happens.
b4con's Avatar - Comment posted on 03/11/2008 14:52
b4con
Well said. These two guys have some very important messages to share with us all about games in general. I await the day when there are Bioshocks and Portals that use the theme-as-gameplay ideas Rohrer and Humble are creating now.
kalidanthepalidan's Avatar - Comment posted on 03/11/2008 15:16
kalidanthepalidan
Great article. I've really enjoyed Rohrer's Passage and Gravitation. I found both to be emotional and very creative. Hopefully we'll see more from both of them in the future.
MnM333's Avatar - Comment posted on 03/11/2008 15:45
MnM333
nice alt tags ;O
l_neiman's Avatar - Comment posted on 03/11/2008 15:56
l_neiman
Nice article, :-).

Minor nitpick: in Gravitation you play with your daughter, not your son. In his note about the game (http://hcsoftware.sourceforge.net/gravitation/statement.html) we see that Rohrer based the sprite off a photo of his daughter Mez.

Luis
wardrox's Avatar - Comment posted on 03/11/2008 15:56
wardrox
I played Gravitation and got a very similar experience, however (much like with modern art) now that I have been given the artist's suggested meaning, I think a replay is in order.

I will also have to give SOHMB a try soon.
Necros's Avatar - Comment posted on 03/11/2008 16:05
Necros
I need to get around to actually playing these games, especially since Passage is already on my machine.
Anthony Burch's Avatar - Comment posted on 03/11/2008 16:14
Anthony Burch
l_neiman:
Mez is his son. Try to look past the long hair.

Necros:
Combined, all four games take about a half-hour of actual playtime, so you've NO EXCUSE, MISSY.
l_neiman's Avatar - Comment posted on 03/11/2008 16:28
l_neiman
@ Reverend Anthony: really?!? Sorry about that! I even went back to his note and looked at the photo for a while, just in case, and was pretty convinced Mez was his daughter.

Luis
mistic's Avatar - Comment posted on 03/11/2008 17:15
mistic
Gonna give those a try on my day off thursday!
Sharpless's Avatar - Comment posted on 03/11/2008 20:34
Sharpless
As someone who can't afford any new games or systems at the moment, you and these articles have been saviors for me, Rev. Thanks again.
arun6004's Avatar - Comment posted on 03/11/2008 21:46
arun6004
Huh, arthouse games... brrrr! 8|

I've played Passage and Gravitation - as far as I'm concerned if you're going to make me play a game for five minutes to get a message that you can tell me in 2 minutes, you better inject it with a decent amount of gameplay. I'm not disputing that depth of the message in these two games here, but the shallowness of the game aspect of it.

These two games (the ones i've mentioned) are great experiments (and depending on the individual, great experiences), but in my humble opinion, have a long way to go before being classified as good games.

PS. I don't think comparing Portal or Bioshock to these games is appropriate - they are trying to achieve different things altogether - they are dressing up whatever message they have with a very engaging game - Rohrer on the other hand has no pretensions of creating engaging gameplay - all he wants to thrust at you is the theme and the message, and thats fine with me - just not eligible for comparison.
HarassmentPanda's Avatar - Comment posted on 03/12/2008 01:28
HarassmentPanda
I loved passage and I installed Gravitation but haven't played it yet. I need to get around to checking all of these out.
brad drac's Avatar - Comment posted on 03/12/2008 05:58
brad drac
Like what arun said, the first duty of a game is to be fun. My friend in film school tells me about these shithead fans of arthouse films, talking about how much they love a film that's just an empty field for two hours(seriously, I'm not making this up). That shit just shouldn't wash. If a film, song, book, game or whatever is not entertaining it is a failure in my reckoning, regardless of how thematically deep it is. While I haven't played these two games, I was quite underwhelmed by passage. I understood it, but I just didn't find it all that engaging, so I guess that diminished the impact. I'm all in favour of game designers implementing significant themes into the fundamental gameplay of a game, but lofty ideas, however well intentioned, should never get in the way of enjoyment.

->Heretic: I feel kind of gay just knowing what you're talking about.
Justice's Avatar - Comment posted on 03/12/2008 06:40
Justice
Great article Ant! I'll have to try these out.
Holyetheline's Avatar - Comment posted on 03/12/2008 10:43
Holyetheline
No links?
necrozen's Avatar - Comment posted on 03/12/2008 14:37
necrozen
I enjoyed passage, so I tried these.

I liked Gravitation a lot because I went into it knowing nothing but the controls, just like passage, and I love that feeling you get when everything clicks into place and you "get it" - it's like figuring out a good puzzle on professor layton, you start with nothing but what they give you and slowly things click into place. It was cool.

SOHMB was alright, but there was no ULTIMATE CLICK for me, I mean, I got what it was saying maybe my third time doing it and that was interesting, but I found it to be more of a guided meditation on art - which isn't a bad thing, I just ddnt enjoy it as much.
anomalous underdog's Avatar - Comment posted on 03/12/2008 14:43
anomalous underdog
@Reverend Anthony:
don't be afraid of coding, I mean, look at how these guys fared: http://www.trsp.net/teaching/gamemod/
Nubc4kes's Avatar - Comment posted on 03/20/2008 01:48
Nubc4kes
I know I'm about 9 days late on reading this, but I happened to completely miss this until now.

I just wanted to take a moment and say that I throughly appreciate your constant promotion and analysis of these and other indie games. It's nice to see someone who is as inspired and awestruck by these games. I get more satisfaction from these short games than any retail game as ever given me. I truly believe this is where games need to progress. Knowing that I'm preaching to the choir, I will stop typing. Keep up the good work.
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