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The people who have the power to change the world photo

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[Flower spoilers incoming. Also, sentimentality.]

When thinking back to the sheer number of times that I’ve progressed through an epic journey and saved the world, it’s rare that I find myself thinking back fondly upon that world, that journey, or that triumph. After all, saving the world is an incredible triumph.

So why doesn’t it feel like it?

Too often, saving the world in a game feels like an incredibly mundane task. We’re thrown into some world, given towns, forests and characters, and we’re expected to single-handedly ensure that it’s all still there tomorrow.

But how many times do we actually feel like saving the world is the monumental task that it is? As gamers, we are the people who have the power to change the world -- something that I think we’ve all dreamed of at some point. Yet there are too many of these situations in which doing this is completely meaningless for the player.

The only recent game that really made me feel good about saving the world involved floating petals and a lot of angry girders. 
Flower is a game that took my by surprise despite the fact that I played it extremely late and had already heard enough about it to know what to expect. Yeah, I had heard that people cried at the end. I knew it would be moving.

The fact is that I didn’t cry, nor did I find it moving in exactly the same way that others did. What I found moving about it is that it succeeded in doing something that even 50-hour RPGs hadn’t: I felt genuinely accomplished -- blissful even -- during that last level all because I felt as if I was having some sort of profound impact upon a very real, very important world.

So, after mulling over the experience for a week or so now, I think I know now what it was about Flower that made this whole world-saving business feel, at long last, worthwhile.

It immediately shows your impact upon the world in a meaningful way.


Oh no, The Tree of Light is dying! Bahlghast is going to be resurrected! We had better collect the five pieces of the Gaia Soul and return them to the Apple Store with the iPhone of Hope!

Please.

Too many games, and not only JRPGs, give us ridiculous tasks that somehow lead to us saving the world. We’re presented with long journeys, and while we may know what’s at the end of them and know achieving that task is what we must do to save the world, it just doesn’t mean anything to us. How does something like this really impact the world? Even when it’s meant to stand for something else, it’s usually done in such a poor manner that, rather than being meaningful, it just ends up being ridiculous.

Flower, on the other hand, gives us three states of the world, and allows to see the beautiful and the ugliness in both. The first few stages set up the beauty of the game world: you’re thrown into this relaxing, gorgeous place, and you’re allowed to explore at your own pace. Basically, the game gives you a wonderful feeling during these early stages, and it’s one that, if you’re anything like me, you want to hold onto. In the progression of the game’s story, this is extremely important, and it’s something that too many games forget. We can’t care about making a world better if we don’t get to experience its greatness.

The next stages snatch away our happiness, and in an extremely effective way. During the beautiful night stage, the entire mood of the game is changed suddenly as a series of power lines freak out, lighting up with a menacing red glow. What exactly is going on here? You don’t know at first, but soon, you see that the entire world is being threatened by metal abominations surging with electricity. The symbolism is, of course, extremely apparent, and it may not be a message that you agree with. But in this world, the threat is very real. The beauty of the world is being taken away, along with your own personal bliss felt in the game’s early stages.

Who wouldn’t want to get that back? So, the player struggles on, knocking down metal towers and neutralizing electricity, all the while restoring even the smallest bits of color to the world. And dammit, it feels good. It makes you want to continue on.

Then, in the game’s stunning final stage, you are given the ultimate power: the power to restore the world to the incredibly beautiful state that you first experienced. You have the power to reclaim your own bliss. As the color returns all around you, and twisted, dull buildings are given life, you cannot, cannot help but feel that your actions have truly contributed to a better world.

Pretty damn good for a game without a single line of dialogue, right?

It connects the game world’s needs with our own world’s problems, and gives us something to fight for.


I’ve yet to encounter an evil resurrected God who wants to enslave all of the world’s populace. It might happen one day, but at the present time, I can’t really relate on a personal level to those heroes in games who constantly struggle against these sorts of villains, no matter how menacing their laugh is. Why can’t a game make me save a world in a way that I can actually relate to?

Again, you may or may not agree with the message in Flower. I find myself somewhere in between. But the simple fact is that the game highlights a real-world issue and treats it in a way that can actually alter your perception of our own world despite the utter lack of realism (sentient flower petals and all that).

How does it do this? By providing a new reason to care about the world: both the game world and the real world. Like saving the life of a beautiful princess in an RPG, Flower allows us to save something else beautiful: the world, or, in many ways, beauty itself. Over time, I began to see beauty as its own character in the world of Flower: someone whom I got to know well early in the game, whom was suddenly taken from me, and whom I had to rescue. Even if you don’t see it that way, you’re still given an incredibly rich and colorful world, and you have it snatched away from you.


Who wouldn’t want to save this? I think most of us have an innate love of natural beauty, and we seek it out wherever we can find it. For many of us, it’s extremely rare, found only in weekend trips out of the city.

Flower doesn’t have to make us want to tear down every man-made structure in the world in order to make us care a little bit more about the beauty in our world. All of a sudden, I feel like decorating my apartment out with a bunch of plants. There certainly might be a connection here.

It’s sad that we constantly have to feel so far removed from the worlds and the characters that we, as players, inhabit. To me, Flower was the strongest reminder in recent memory that we, the players, are the people who have the power to change the world. Hell, there might even be hope for our own world.

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33 comments | showing # 1 to 33

Elsa's Avatar - Comment posted on 09/11/2009 12:26
Elsa
AWESOME writing!! Probably the best review of Flower I'm read!
Zodiac Eclipse's Avatar - Comment posted on 09/11/2009 12:45
Zodiac Eclipse
Thank you for actually telling me what the game was about. Every other reviewer seemed to think they'd ruin it for me for all eternity if they gave any more information other than it was a moving experience and should be played by all.

Glad to know you enjoyed it, even if you refuse to admit to crying after you finished or cuddling your stuffed unicorn when your tears ran dry. You're still good people in my book.
Stevil's Avatar - Comment posted on 09/11/2009 12:47
Stevil
We are the world.
We are the children...
Something...some-ah-thing...uh...sooooomething!

In all seriousness though, great write up and I'll tell you why. Because you actually explained properly to me what this game was about, unlike my brother who also loved it but has the oral articulation of a yawning hippo.
kauza's Avatar - Comment posted on 09/11/2009 12:57
kauza
Haha, it's funny, I actually, in a lot of ways, agree with the approach of reviewers, because if I had known more going into it, I think it indeed would have been ruined. But I'm not in the business of writing reviews, and I'll do what I want! But it's a moving experience and should be played by all. ;)

And Zodiac, I don't have a stuffed unicorn. I have no idea what you're talking about.
walkyourpath's Avatar - Comment posted on 09/11/2009 13:03
walkyourpath
Killer write-up, man! You really nailed it on this one. I have such great affection for this game and you articulated your reasoning masterfully.

Really curious to see what thatgamecompany's third title will be!
CaptainBus's Avatar - Comment posted on 09/11/2009 14:37
CaptainBus
Great review to a great game. Very thoughtful and well-written. I felt genuine elation at the power to return beauty to the world in the final stage of the game. A game without narrative truly telling a greater story than most do with reams of dialogue.
Jack Maverick's Avatar - Comment posted on 09/11/2009 15:28
Jack Maverick
Too bad a lot of other people I meet in real life and online don't see Flower this way. It's upsetting when you want to hear people's opinions on the game, and the only thing they can bring up is that "you play as a stupid set of petals." They completely miss the message, and miss out on an opportunity to play something different from the mainstream. I'll never be able to understand how those people think.

Aside from that, this is easily one of the better in-depth look into the world of Flower I've read in quite a while.
ScottyG's Avatar - Comment posted on 09/12/2009 07:19
ScottyG
It is always nice to see the fruits of your labour. Nice write up. :)
wanderingpixel's Avatar - Comment posted on 09/12/2009 10:05
wanderingpixel
I love Flower. I wish I actually owned the PS3, so I wouldn't have to mooch off of my cousin.
draycott's Avatar - Comment posted on 09/14/2009 09:25
draycott
Really good write up.

As for saving the world, not every game cares about the feeling the player has when the world is saved (end of the game). They care about the journey there, and not the experices you have. Certain games focus on other factors. Example, Gears of War series's only message across is, "Lets have some fun chain sawing through some aliens."

There are millions of RPG's though that can, and should, change the way it's played so that the gamer feels as if they actually impacted the game world.

Hmmmmm... Really good write up.
Animated Toupee's Avatar - Comment posted on 09/14/2009 19:05
Animated Toupee
I just got a PS3 and knew nothing about this. Thank you.
Exrecaller's Avatar - Comment posted on 09/14/2009 19:06
Exrecaller
Try Baten Kaitos, then play Origins. Those are the only games that ever made me cry (Guillo dying anyone?)
phantomile's Avatar - Comment posted on 09/14/2009 19:07
phantomile
Yeah, so I'm gonna go play Flower now.

Seriously, this was an incredible write-up. I feel similarly about Mother 3, but no other game has made me feel that way.
From what you've said, I really think that Flower could give me that kind of experience again, and I seriously need to play it now.
fulldamage's Avatar - Comment posted on 09/14/2009 19:12
fulldamage
Well written! You really captured the experience. I love the way the game builds momentum, figuratively and literally, using the wind. As you said, it starts you off breezy and carefree, then drops you down into a dark valley where it seems like everything is still and dead -- and by the end, you're riding a hurricane, smashing down steel towers and bringing things back to life. The sound design is pretty exceptional too... hm, I may have to go clear it again tonight and find the last few remaining secret flowers. Anyway, kudos!
garison's Avatar - Comment posted on 09/14/2009 19:14
garison
Brilliant.
kauza's Avatar - Comment posted on 09/14/2009 19:14
kauza
Thanks for the comments everyone!

One more thing I forgot to mention that just came to me now: be sure to play through the credits. There's something very breathtaking about the way the game's credits are handled. An emotional staff roll? Amazingly, yes.
Elsa's Avatar - Comment posted on 09/14/2009 19:23
Elsa
Nice to see that this got frontpaged!! (though I guess unfortunately it loses it's "fap rating"??)
zombielifecoach's Avatar - Comment posted on 09/14/2009 19:29
zombielifecoach
Spot on review, well done!

I honestly use this game to finish many of my hours of gaming, because it just leaves me feeling good. It's nice to dial the carnage down to zero and just feel like I've done something nice in the receptive world of Flower. I actually DID buy a plant because of this game, a Heart-shaped Philodendron(I named him PlantO :D) I'm sure that sounds completely stupid. But the fact that a game gave me the motivation to care for something, other than myself, everyday is pretty impressive IMO.

Anyhoo, great job Kauza!
Deny Everything's Avatar - Comment posted on 09/14/2009 19:30
Deny Everything
When you started to fall into the emo-poetry I lost all interest, but I do agree with your initial comments.

I did not cry (and I heartily laugh at those who did) but, as I described it to a friend, found the game to be "oddly compelling." I was very impressed with how the game genuinely created a sense of "doing something" despite probably doing less than any other game. Similarly was the sense of wanting to see what is going to happen next when you know it's "just a bunch of damn flowers."

Many games throw achievements and stories and this and that and yet do not create that. Putting aside all the art-house talk about saving the world or whatever, pound for pound the game is one of the most well designed games made. Most designers merely imitate successful games to blindly hope that they'll capture the original's magic, but it's clear that with Flower they stumbled across their own.
ace of knaves's Avatar - Comment posted on 09/14/2009 19:31
ace of knaves
Wonderfully written. I would say that in most games I'm typically playing more out of motivation to save the characters that inhabit the world rather than the world itself, although I think Okami might be an exception. But you're definitely right that this game literally motivates you to save the world.

Ah, but I may as well try and catch the wind...
Trebz's Avatar - Comment posted on 09/14/2009 19:32
Trebz
*applauds*

I think I can honestly say now without feeling emasculated that I was genuinely scared when the blackout started.
D-503's Avatar - Comment posted on 09/14/2009 19:48
D-503
Beautiful. Agreed.
Zodiac Eclipse's Avatar - Comment posted on 09/14/2009 20:34
Zodiac Eclipse
As I've already submitted a somewhat on topic comment the first time around in honor of your well deserved front page promotion I will instead hum a few bars from Eric Clapton for you.

"I can change the world
I would be the sunlight in your universe
You will think my love was really something good
Baby if I could change the world"
Solgrim's Avatar - Comment posted on 09/14/2009 20:42
Solgrim
Enjoyed this. Thanks.
Takeshi's Avatar - Comment posted on 09/14/2009 20:47
Takeshi
Kauza for editor! That's all I can say.

(Elsa, on the front-page votes are replaced by comments which means this has to compete with Jim's articles. Nice try Kauza. See here: popular link on top right of the screen.)
Dexter345's Avatar - Comment posted on 09/14/2009 21:24
Dexter345
Bravo, sir.
Rathe989's Avatar - Comment posted on 09/14/2009 21:30
Rathe989
Great review! Flower has been one of my favorite games on the ps3 and probably one of my top 20 games period over the last few years.
Corak's Avatar - Comment posted on 09/14/2009 23:13
Corak
Great write up for a game that I absolutly loved playing. It could convey such a simple and powerful message to someone of the right disposition.
Zippyduda's Avatar - Comment posted on 09/15/2009 02:35
Zippyduda
Very good review and in depth look into the epic game it is :) I only have one flaw with Flower and it's that it's a tad short, BUT, I think this could convey another message as it kind of represents how small and insignificant humans are to the universe.

But you can spend plenty of time re playing it though, oh you can....as I have done about 50 times :D
silvain's Avatar - Comment posted on 09/15/2009 11:24
silvain
Great explanation of a great game.

...and yeah, that was the best credit sequence I've ever seen :)
Nubc4kes's Avatar - Comment posted on 09/15/2009 13:25
Nubc4kes
First and foremost, nice write up!

I love it when stories like this get promoted to the front page. It reminds me why I like Destructoid in the first place.

Back on topic:
You do bring up a very good point that somehow still gets forgotten: Good tactics from other mediums do not necessary translate to being good tactics in Video Games.

I know Mr. Birch has been constantly bringing up in his rants and I've read many a blog posts that discuss this topic. Games needs to be designed as games. Stories, cutscenes, and the like are extraneous and ofter detract from the experience rather than add to it.

I recently played through Flower myself and I had a very similar reaction to the game as you. The ham-fisted message on wind power and "going green" left me indifferent, but the gameplay and the literal flow of the events kept me immersed. I felt like I was making the difference. The game and the game world was affected by me. And all of this was done without conventional story telling. No names. No haunted past. No relationships you're told to care about. Nothing but the levels you play through and the game's feedback to your action. You are progressively shown how things affect you and the world you are in, and you are then granted the power to restore the world to its former glory by using gameplay elements that you have learned.

It's simple. It's elegant. And it's damn satisfying.
Elsa's Avatar - Comment posted on 09/16/2009 10:10
Elsa
Congratulations Kauza!
This story is now featured on the Playstation.blog in their "Playstation Conversation" sidebar (and will likely be in the weekly "What we read" recap!)
kauza's Avatar - Comment posted on 09/16/2009 13:19
kauza
Whoa, awesome! I never would have noticed that on my own, thanks Elsa!
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