Sunday, July 7, 2013

Super Nerd Sunday Presents: Defining Conceptual Games!



I like games.  I like short games, I like long games, I like easy games, I like hard games.  And I spend a lot of time thinking about the structure of games.  How they tell stories, how they use mechanics to achieve their goals.  Often, games will operate on a single wavelength of achievement wherein you accomplish your goals using a single, static set of mechanics that never vary or change.  That’s fine.  That’s better than fine: it’s consistent.  Other games use a set of shifting mechanics to do things like illustrate a character arc or advance the story.  The Tomb Raider reboot is exceptional at that.

But it’s the rare game that actually tells its story and makes its point exclusively through mechanical changes.  The genre is slowly growing, but there’s a collection of self-aware games that form a sort of high concept commentary on the process of playing games itself.  Inside my head, I call these “Conceptual Games,” and I want to talk about two of them in comparison today.

The first is Evoland.  Evoland is a high concept commentary on the evolution of the RPG/action adventure genre.  Its mechanics shift consistently from start to finish, representing changes in mechanics that allow you to further the story of the RPG you’re sort of inhabiting.  It’s fun enough, and it plays nicely on the tropes of its genre in order to tell a mashed up, cute little nonsense story that lovingly skewers the more groan worthy (and wonderful) tropes of RPGs.  All of this is rooted in a neat little package that plays briskly and, when it chooses to stump you, does so with puzzles that often demand alteration not of the game world or your character but the mechanics governing the world.

Evoland will ask you to do things like swap between 8 bit and 3D play, and this is when it really starts to shine as a game.  Making the mechanics a mutable element makes statements about the evolution of genre and showcases how puzzles functioned differently in earlier times, and how nigh impossible puzzles by today’s standards were easy by old timey standards (and vice versa).  It’s not perfect.  Pacing can be intensely uneven, and the generic RPG story that ties everything together wasn’t solid enough to keep me engaged all of the time, and lacked the self-aware humor you might expect out of a game where genre is being so well eschewed.  But as someone who grew up on RPGs, who literally stood witness to the changes they’re illustrating here as he grew from a child to a young man to an adult in a perpetual state of arrested development, it’s delightful to see the journey re-created.

But the packaging around that experience, the way the ideas of mutable world mechanics are internalized, is a bit weak tea, and the worst parts of action RPGs, the grind, are reproduced without a hint or a nod of irony.  Naming your character Clink is a cute way to acknowledge your awareness of the genre you’re in, but it doesn’t give you a free pass to throw the worst parts of what you’re doing into the mix for shits and giggles.

The second title I came across doesn’t really make any of these mistakes.  DLC Quest is an apt, concise piece of satire that skewers the trend of adding various kinds of DLC to pre-purchased products.  The industry, which holds that DLC is just there to improve overall experience, often undercuts itself by producing incomplete experiences and then using DLC to resolve them, or selling extremely helpful or useful tools to players who would otherwise have to grind their way through games they’ve purchased in misery.  It’s a sketchy, oft maligned prospect, but DLC Quest does a great job of skewering it, creating a world where you are not only asked to pay for things like hats and character reskins, but for the ability to move left, jump, access menus, see animations and hear sounds.  The end result is a game saturated on every level with an awareness of what DLC is, what’s wrong with it, and how it’s made games interminable.

Despite having elements of “grind” purposefully inserted for comedic purposes, DLC Quest is actually a pretty brisk, well constructed piece of game.  It has places to explore and coins to be had, but it moves so quickly and the platforming resolves so nicely that it’s easy to let the game just carry you along for the ride.  When it does finish, there’s even a nice little button about how DLC kinda isn’t so great, and the horse armor joke, while a little easy (one of the first pieces of widely criticized DLC was a set of “horse armor” you could buy for your horse in Oblivion for about $2.50) is played to good effect.

If I did have a complaint about DLC, it’s that it’s over quite quickly.  This isn’t necessarily a bad thing – it makes its point and gets out quick.  But if I’d spent more than a dollar on this game, I might be disappointed, is all.  The irony is apparent to me, in light of the relatively large portion of grind that Evoland wants you to take care of.

These conceptual games take dramatically varying approaches to making their point, and the degree to which some of them, in this case DLC Quest, might be considered games by mainstream consumers is somewhat arguable.  I’d be lying if I said I was chomping at the bit to play DLC Quest’s expansion, Live Freemium or Die.  But I am curious about it, and I might end up booting it up by the end of the day.  Likewise, I’ve been playing Evoland intermittently since long before I wrote this and, at time of writing, still haven’t finished it after a month or so of dicking around.  These products are something, but I might not be the right person for them.

Still, their simple existence is reassuring.  It displays an awareness of both the heritage of games and the problems that beset them in the present day.  As long as games like this exist, it proves that we can have an intelligent, mature dialogue about these pieces of hardware that compel us to spend such sums of money, to commit so many hours of our time to their annals, and to debate them so passionately and incoherently on the internet.  In light of that last bit, the dialogue afforded by conceptual games is perhaps particularly important.

No comments: