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As a writer on games, I've often expressed frustration at the way we often receive new material in a compartmentalized fashion, rather than discussing, reviewing, enjoying games as individual holistic experiences. I've long believed that, even if a game produces a laundry list of elements done outright wrong, that shouldn't preclude us from appreciating, even "championing" it for one very special element done absolutely right.
From my excess of patience with Persona 4's exposition or Hideo Kojima's self-indulgence to my outright frustration with audiences and reviewers who chose to focus on Silent Hill 5's combat when the critically-acclaimed series has never had good combat, it's perhaps a fair criticism that my eagerness for the "big picture" has sometimes meant I've missed it.
So why, then, am I plucking Flower's petals one by one?
Because inherent in every defense of a game's under-appreciated bits is a criticism of the culture that has failed to appreciate it. And inherent in this dissection of Flower -- which let me remind, I like -- is a criticism of a culture that has vastly exaggerated it.
We are a demanding audience because we want more from games. And when we find one we love, we reward it mightily, we ring its knell to the high hills, until GTA IV is Citizen Kane and we've all binged on the not-a-lie cake until we puke Portal. With BioShock, most of us had never read Ayn Rand before, but it was suddenly in vogue to pretend we had.
As if, by swelling with love, by being terribly sincere, we could somehow transmute the skeptics who think we're wasting time fiddling with controllers. As if by lionizing titles with the subtlest signs of promise, we could combat the mainstream's failure to appreciate the dignity of games. Perhaps we're addressing our own private, lingering doubts, sacrilege to confess. We must be the champions, after all.
We hold up Flower -- "look," we cry, "this game makes me want to have what is art discussions."
We play Flower and find that it is beautiful -- "oh," we sigh, "here's the one, here is our latest ambassador to legitimacy."
We find a cheeky business angle -- the $10 game that sold a $400 console! -- as if that were at all a normative example. We make it about the platform war, because this is deeply personal to us, the hardware market.
We are waiting, always waiting, for a game that can send us running to the blogosphere to discuss -- "here, here's one," we gasp, prizing Flower closely, thumbing through the indices of academia to find quotes about art, cracking our thesauruses for synonyms of narrative, homophones for wind.
Poor Flower, unpermitted to simply be a good, thoughtful video game. We did this to Braid, too.
And, fair play, Flower and Braid were done to us right back. Was it the creators of these games who began these vaunted discussions long before the games released, this authoritarian-author talk that let us know to plan ahead, look out, an Important Game is about to be born in a manger?
I don't know. But Flower has got people all twitterpated, as if one beautiful landscape has decimated the ability to reason. Your experience with a game is your own -- seeing what you want to see, getting out of it what you would like to get out of it, is your right. In fact, I'm the one who's always saying "engagement is a choice". Make that choice. All well.
But you will not create reality simply by the language you use to describe it. All your love will not imbue Flower with traits it doesn't possess. You're free to imagine that it is whatever kind of experience you want it to be -- but don't then try to rationalize it by hyperbole. Don't fake Stendhal's when what you've really got is Stockholm's.
Loving something based on what you need it to be to serve these fervent wishes for the advancement of the medium, this desire to elevate the discussion, gets in the way of the demand for genuine advancement, for real quality.
There's nothing wrong with a good, thoughtful, pretty video game. There's nothing wrong with a Pixar flick (credit to N'Gai for that one) -- but if we insist that all games must strive for more, we'll never achieve it if we act like we've just seen a Shakespeare, a Shepherd.
Not only that, but refusing to believe that Flower is not as "deep" as we need it to be devalues what Flower is.
It's a good, thoughtful, pretty video game.
It succeeds. I like it. I wouldn't bother devoting this much time to it if I didn't think it was important. It has contributed to the medium -- it's impossible that we won't continue to discuss it in the years to come, which is why I'm opposed to varnishing it with hype. I have expressed my admiration for the game in each post I've made about the it thus far, and so unwilling are some to smudge the new Da Vinci that I feel that no one's heard me.
By highlighting what Flower is not, I have not been trying to crush the flowers, to pull their petals. I only hoped to tilt this floaty breeze back down to earth. It's nice in the grass.
[Post headline is a quote from the poetry of Yusef Komunyakaa, as a little nod to a dear friend.]
47 comments:
"Stendhal Syndrome" is a great band name, incidentally. *shameless self promotion*
I don't have much to add, but thank you for articulating my own feelings on this "poem" better than I ever could!
This discussion is starting to become very meta, which is probably a good thing, but runs the risk of coming across a bit like indie-music-gal or comic-book-guy. "I only like things that aren't popular and if I like it then dammit it better not get popular!" Or perhaps more less cynically/more understandably the sort of person (like myself) who says they like the Beatles but hate Beatles fans.
I throw that out there in hopes that this discussion can avoid precisely such trite observations. The bigger discussion is about what we can expect out of any individual game as far as pushing the medium forward.
Bottom line, if I understand your point Leigh, is that every medium seems to look for its one big mascot for "legitimization", yet in reality few media can hold up one particular example and say that is what gave it its entrance ticket to the art club. Individuals, of course, will probably have their one specific instance that opened their eyes, and maybe that instance opened many people's eyes, but that doesn't mean it will force open everyone's (the whole "engagement is a choice" lines precludes the possibility of forced eye openings anyhow). Nor should it.
An interesting take on gamers & the media personality that services them.. It's strange to see proudly independent people so strangely yearning for outside acceptance.
As for trying to make something more than it really is? It's just in our societal makeup. If you removed "flower" from the last 1/2 of your writing & replaced it with "Obama", it would still be relevant. People that can't just let him be a good man & leader envision him as some kind of messiah that will cure all our ills.
Bill -- thanks for the tie-in to the Obama climate. I don't like to get all political on anyone, but I do like when we can tie in discussions of games to discussions of real-world issues.
So your subjective experience is more valid than other people's? I mean, I liked Flower well enough, but it certainly didn't make me cry - that doesn't make me a better or smarter person than someone who did. If the game touched other people more deeply, in all seriousness, what's it to you? Is it really worth mocking them?
Precisely Kylie, people are always looking for a mascot for legitimization. Things will only get better when critics stop saying that GTA its better than The Godfather and players stop projecting the weight of all the media to few games.
When we pass that imature phase of wanting to joy the Art Club, we'll start enjoying games for real.
Perhaps the excitement of having a video game that expressed itself near purely through interaction got some over-reactions. I can't be sure, as I have yet to play flower myself, despite a year or so of anticipation and waiting (been a fan of thatgamecompany since they did Cloud. But no PS3 for me).
But I suspect the advertising budget for flower was minimal to non-existent. People I talk with, even those with PS3s, had no idea this game existed before I told them. The only place I know of where people know of Flower, much less discuss it, is on the obscure game blogs I happen to frequent (I enjoy the blog, by the way).
Again, we have the disconnect between "hardcore" gamer and the mainstream. And when someone is trying to convince that mainstream there is something beautiful and intriguing over there on that $400 brick (I mean system) you can't afford to buy, that someone might get a little carried away. And for most people, the actual cost of Flower is not $10, it's $410. That hardcore someone is gonna have to get carried quite far.
"If the game touched other people more deeply, in all seriousness, what's it to you? Is it really worth mocking them?"
Mocking? That's not mocking, that's the job of the critic. It's the job of someone who loves games and want they to grow, saying what she thinks its right in the media, and what she thinks its wrong. If you want more great games to be made you would sit down and watch a bad game (wich its not the case of flower) be hailed as a masterpiece? Okay, some people enjoyed, but not the critic, and its his job to wake everyone up, show what can be better, what must be left behind.
Without this the parameters would be very low, and more bad games would be made.
Danilo -- thanks. Yeah, mocking is not what I'm doing, at least not sincerely. I went out of my way to state that people are entitled to their own opinion, even though I felt that was a little heavy handed -- it should be obvious that you are!
I'm not sure I understand the problem you're identifying, Leigh. It seems to me we each approach games as individuals and then try to account for our experiences with them as best we can. Some of us found Flower moving; some didn't. Some say it's art, others say it isn't. No big surprises here.
In my case, I've tried to explain as precisely as I can why I admire the game so much. I don't think I was trying to make any claims beyond that, and while I'd love for other people to play and enjoy it too, I don't think my enthusiasm necessarily translates into the kind of defensive critique you describe.
Sure, I hope people will agree with me and appreciate the game like I do. But if they don't, they don't. I don't understand why my embrace of the game must also function as a critical commentary on game culture.
Michael -- a single voice is rarely to blame, least of all yours.
But I really *did* buy a $400 console just so I could play this $10 game. Now, granted, it's also a Blu-Ray player, and it also plays other games I'm interested in and think I should play. And I knew that if I bought it, I could recoup the investment quickly by writing a review.
But those things have been true since the day the PS3 was released, and Flower, not any other title, was the game that persuaded me to at long last take the leap.
The example wasn't meant to be normative, only very particular. But it is a truthful description of what, on the margin, motivated me to buy a PlayStation 3.
Chris -- I actually liked your piece quite a lot. Sorry if this line felt like a personal slight, or something.
It's a valid point that these days most people generally buy a PS3 not for its software library or its overall value proposition, neither of which seem in and of themselves enough to sell people completely, but for one title that eventually pushes them over the edge.
And of course you were only speaking from personal experience; the danger in talk like that is that it can become a buzzline that can get bandied around without its original context -- especially given how eager PS3 fans are to advocate for their presently-underdog platform (admission: I'd be one to know!)
It was the fact that I'd heard that line tossed in a few times from friends in recent chats that motivated me to call it out.
"But you will not create reality simply by the language you use to describe it. All your love will not imbue Flower with traits it doesn't possess."
As much as I admire you for saying this and the consistently excellent quality of the work you post here, I couldn't disagree with you more on this, Leigh. Inherent to the argument you're making is the notion that games are essentialist expressions, and are constructed as such (the terms "designed" and "programmed" are usually used here, I'm guessing). I strongly (yet politely) beg to differ.
Language makes the world(s) we inhabit real because it gives voice to that which we lack. For me, it does not matter if this language is visual, textual, auditory, etc., and this is also why the "is a game a work of art?" question isn't phrasing the issue quite right---language by nature is artifice, and these are structures both senders *and* receivers inhabit. Reader-response theory gives us specific terms to work with here, but that's probably too egg-heady for the case-in-point that is Flower.
Yes, Flower is designed and programmed to do specific things by its sender(s), but how those things are interpreted is almost entirely up to the receiver(s). Let's not forget this is why so many of us enjoy games in the first place: they are artifices which demand our participation in order to create meaning, and if we are downright elemental about it, that's also what language does.
So to say that what many of us are claiming to have experienced in the construction of Flower's *meaning* (which is *not* the same thing as its design/programming) is invalid, or--dare I say worse?--is metaphorized as a mental illness, is to have a very limited view of what games are as communicative efforts (*ahem*, again, as "language").
Because if I understand your argument correctly, Leigh, I'm thinking game in this particular mindset is more akin to a ride on a roller coaster than an interactive experience. Theme park rides are also designed and programmed, and rigidly so to convey the exact same twists, turns and accelerations.
Games have mechanics, sure, but they are far from machines, and I certainly don't think of games this way, and I hope you'll correct me if I'm wrong about what you're saying.
(is this an awesome conversation, or what?)
We tend to link cause and effect very tightly - in Flower's case, that's manifested itself as 'emotional experience = piece of great art'. And that's just not true. I'm not saying Flower isn't great art, but that we can have similar emotions triggered in us from many different sources.
Flower made my spine tingle with the beauty and elegance of it's aesthetics in the same way that a great symphony does. But that doesn't mean they are comparable pieces of 'art'. In fact, they are so different that how could they even be compared?
A 'good, thoughtful, pretty video game' doesn't need to be anything more than that to justify how I feel about it. Similarly, I'm perfectly happy to say that the credits to Superman made me teary with excitement or that Wall-E made me weep like baby. I couldn't compare them to Citizen Kane, but for me they were fantastically brilliant :).
And when we have those sort of experiences we tend to want to share them with others, which can lead to all sorts of hyperbole in an attempt to justify ourselves. But I'd settle for 'great videogame' over 'important art' anytime.
A great three-part essay - thanks SVGL!
(Aside: I have neither a PS3 nor have I played Flower. This is based on observations of the community only.)
I'm having difficulty reconciling these two statements:
Your experience with a game is your own -- seeing what you want to see, getting out of it what you would like to get out of it, is your right.
All your love will not imbue Flower with traits it doesn't possess.
Unless the latter means people are outright lying/hallucinating about traits Flower possesses, is it really possible to determine what they believe it does and doesn't possess? If it was able to inspire some profound feeling in someone, I'm not sure it's possible to say that's somehow incorrect.
I understand the motives behind what you're saying and honestly, I don't really disagree. But I wonder if it's really appropriate to criticize people for being excited and passionate about a game in a ways more substantial that salvos about "Xbots" and "Gaystations." Given the "conversations" being had about Killzone 2, is Flower's discourse that offensive?
Wouldn't it be better to utilize all the excitement for Flower positively? To rouse its enthusiasts to seek out and demand similar emotive experiences? Or to ask them how we could do even better? I can't imagine the best response is really to chide them for being too excited. Yes, we want to avoid idolizing something and putting it on a pedestal, but there has to be a better way to direct all the energy folks clearly have about this game.
Especially considering how many game players are content to teabag "fags" in Halo while they pound cheap beers with their brahs, it just seems strange to criticize people for enjoying a game about serenity too much.
Trevor, I would really-really hate if liking my work meant you should never disagree.
I explained in my last two posts some flaws of Flower's that, in my opinion, keep it more limited than people's emotional enthusiasm for it would suggest.
But you definitely have a valid point, and one that I plan to examine more in the next few days: If people are having a genuine emotional response, how does it matter in what way the game arrived there?
I'm happily wrong about lots of things all the time, and I get to learn things when the ideas I posit start really awesome discussions like this.
So thanks for contributing. If I became offended at being questioned by people who like me, I'd be kind of a hypocrite in this discussion, where I'm asking people to question games they really like!
Matthew Wiggins:
"A 'good, thoughtful, pretty video game' doesn't need to be anything more than that to justify how I feel about it."
I feel slightly silly -- the three-part essay was constructed largely to say precisely this simple sentence. Thank you.
"This is your transformative experience? How come it didn't transform you when you saw it in an animated after-school special?"
"Why is the audience being deceived by such an easy play for its emotions using such a trite, derivative theme? Because it wants to be, and because it believes it needs to be."
I don't know, Leigh, that sounds like mocking to me - at best, it's condescending (even with the "everyone's entitled to their opinion" disclaimer). You aren't criticizing the game itself or developers (at least not since they started posting in the comments). You're criticizing the people who enjoyed the game, as though your experience is somehow more authentic than theirs.
Hey Leigh/SVGL, long-time listener, first-time poster here!
I just have a few quick thoughts about Flower (actually, I have a whole in-depth theory about games as art, but I'm at work, so I'll try to keep it quick and try to add more later). I happen to have a very broad idea of what constitutes "art," and I tend to think that far too often people confuse the idea that something (to them anyway) is "bad" art with the idea that it isn't art at all. For example, Pushing Daises (I'm trying to keep this flower related, hah!) is a significantly better TV show than Please Don't Eat The Daisies (see how this works?) which was a trifle of a sitcom back in the 60's. Bit that doesn't mean the latter was not "art," just that I personally do not find it as significant/good/effective as a work of art.
Along the same lines, of course, videogames are art (and I'd be happy to discuss that more later, and/or punch Roger Ebert in the nose if anyone is interested. hee!), the only valid question is whether that particular work is any good. I think the answer to that is quite subjective and can be based on any number of criteria - the gameplay, the message, the mood the piece invokes, etc.
Personally, I think Flower is staggeringly brilliant so far (note: I've only played the first few levels). I would draw a direct comparison to Color Field painting (and not just for the strikingly appropriate name), especially the work of Mark Rothko. Rothko's work (go ahead and google him, I'll wait....) is technically not very advanced in comparison to, say Michaelangelo, nor is it as groundbreaking as a Picasso. He uses broad swathes of color on very large canvases with the direct purpose of creating emotion in the viewer. A side note here is that the effect is far more significant if you can actually see one or more of his works in person and spend a few minutes to get lost in he painting. Anyone in NYC can see a few great examples of his work at MOMA. Similarly, Flower is not technically advanced (it's graphics, while beautiful are not really pushing the PS3 and the music/sound effects are not cutting edge), nor is the gameplay groundbreaking (you are, after all, essentially flying through a series of rings). But the genius is in the mood that the game evokes.
I found myself overjoyed (though not in tears) by the senations I found in the game. I want to write Haiku as I play. I'll grant that not everyone will feel the same tug of emotions as they play, but that's the beauty of art - not everyone has to like the same stuff.
As an aside, one of my friends I had play it, a hulking beast of a guy who finds his greatest pleasure in the utter destruction and mayhem of military shooters, loved this game and bought it the moment he got home from my house.
Errol
@jeffk
I'd rather consider it "blunt." If I'm going to talk about Flower as a critic, I don't feel comfortable saying, "so, uh -- and this is only my opinion, and y'know, I could totally be wrong, but --"
Nobody's personally offended at harsh film critics because it's understood that it's an impersonal evaluation.
Perhaps I was sharp on Flower, and I feel that people are giving it a glory crown way too easily in light of its weaknesses. And I also feel that being too quick to blind praise -- because of the desire to see games "get there" -- is a cultural problem of ours of which I myself have been guilty before.
I present an argument; I word it strongly where I feel appropriate.
But nowhere implicit in that is the idea that I'm insulting people or trying to deprive them of their right to their own opinion -- at least not any more than any critic.
I'm aware that games are personal to people, sure. My work's personal to me. But it seems to me it's redundant to have to disclaim "this is only my opinion" "you don't have to agree" or "it's not personal" on the blog of anyone who writes about games as a job.
About the film The Reader, the Globe and Mail said it's "intellectually scant; emotionally scant." Is the critic saying that people who thought The Reader is intelligent and emotional have no right to have enjoyed it? Is he saying that they're wrong? Is he making fun of them?
I honestly intended to offend no one -- I just thought these sorts of things were inherent and not in need of explanation.
And as a footnote, if the critic who wrote that review of The Reader found himself among a peer group of people who he believed were praising the film too much because they wanted to see Kate Winslet get an Oscar, he'd probably say so.
I'm a bit sensitive to accusations of condescension because the community means tons to me.
lovely article. Nothing more to say.
Jeffk, i understand you argument but still disagree. She saw something wrong with the audience and pointed out, very aggressively, indeed, but i don't see it as mocking. She's not having fun with other's suffering, and her opinion is based on something, it’s not an out of the blue offense.
The question about authenticity it's missing the point. Game critics shouldn't talk about the reactions to the games? Even if they think that reaction it's not good, that it will only bring damaging consequences to the media? Yes, this break the whole subjective thing, but that's not that bad. Every time someone is making a review he/she is not thinking about other experience than his own, it's our call to see if that fits with our expectations, if we agree with the argument. Nothing bad can come out of a well constructed critique, as artists it's our job to improve. And if you think there's nothing in Leigh's opinion for you to grow then you can just pass.
I would be really sad if critics weren't allowed to build a though about any subject that he thinks its an obstacle in the path of games, movies, literature, etc.
And i like to be slapped in the face when i'm having a bad dream.
(By the way, i haven't played Flowers)
Had you posted this on Braid, I'd completely agree with you.
The only difference is, Flower actually does succeed at elevating the medium. It's definitely true that there can be groupthink among the more erudite parts of the gaming blogosphere, but having gone in with a skeptical eye (disliking "art games" in general, and most of thatgamecompany's previous work), I was completely blown away. More than the sum of its parts, I really do think that Flower managed to communicate many important themes in a language that is unique to interactive entertainmenta
psychosomatic illness that causes rapid heartbeat, dizziness, confusion and even hallucinations when an individual is exposed to art, usually when the art is particularly 'beautiful' is what I felt when i saw Leigh's picture for the first time!
About validity of subjective experiences and a game's characteristics:
Yes, all criticism is subjective. And, I'll admit I get drawn in by--and appreciate--gushing enthusiasm. But, raw enthusiasm itself is little more than saying "I felt this way while playing the game," which is little more than saying, "I liked/disliked this game." What makes for good critique is the reasons that are presented, otherwise all the Flower-y prose in the world isn't any more useful than "lol Gaystation."
Those that don't agree are obliged to explain why no one reads reviews by children.
(Another long time listener, first time caller here.)
To the guy concerned about mocking: It's opinion, pretty well-written at that, and if you don't want to be around mocking tones, prolly should stay off the Web.
Leigh, glad you decided to keep writing and ended up with three parts of one long thought process here. I disagree with your conclusion about manipulation (agree with Michael A. that all works do this), but I pretty much agree with your conclusions about Flower being a solid, fun and gorgeous little game that just needs room to breathe. That's what I thought it would be going in, and the experience held up for me.
It seems like this is a conversation about expectations. Expectations are no small part of this community we've got going around gaming. On one level we've got the expectations that people pin on certain games because they want so badly for this thing they enjoy to be accepted. IMO you hit the nail on the head knocking these people down a notch, which is something not enough of the writers with a platform are doing. Not that Flower doesn't deserve hype. I think it should be lauded for its solid use of motion control, and for doing something different and imaginative.
But on another level we have the expectations of the players themselves going into the experience. To me, the expectation was much more like what I had going into Katamari Damacy than Braid. I was interested in KD because it looked different, totally odd, and had a pretty unique gameplay mechanic. Braid, on the other hand, had a huge load on its shoulders – but I think it had a hell of a lot more to do with Jonathan Blow telling everyone and anyone who would listen about how artistic and refreshing his game would be. Not only does that talk feed into the first hype-type mentioned above, but it also feeds perfectly into the preview/marketing/echo chamber that precedes almost every game these days. (Long lead times and messageboard culture turn way too many average games into the Event Of The Season by the time they come out.) We wanted Braid to be a Citizen Kane moment because Jon Blow practically told us that's what we should expect. I never got that kind of vibe from thatgamecompany, but then again I didn't see nearly as many interviews with them, probably because they weren't out there like Blow was. He's an indie; they've got Sony behind them.
I saw the vids of Flower. I saw rows of opened petals activating windmills and opening new areas. I saw petals blowing in the wind knowing it was being controlled with the Sixaxis. I saw some sweet lighting effects. I saw a game I wanted to play that look pretty fun. I think its even safe to say that before the game came out, none of us really had a clue there was a message. And frankly I could give a damn. I didn't get that much of a message out of it, personally, and I don't think I'm any less off for it. I had fun.
Leigh, if we leave aside Flower, is there a broader point you're suggesting regarding how expectations color our evaluations? About how our desires for transcendent experiences may trick us into thinking an experience to be more significant or profound than it is?
I believe that we all ride the wave of hype and hope, at least some of the time. How it shapes our discourse is a worthy topic for consideration. But even if we let ourselves go and give in completely - so what? A little irrational exuberance is good for the soul from time to time. Where we run into trouble is when the irrationality becomes a way of life, a condition that's metastasized in the case of too many online fandoms.
As a gamer, I look to you and other critics to point out where the games we love fall short. Certainly, tell me when a game seems manipulative, self-important, precious to fault. But you probably don't do yourself any favors by suggesting that those who failed to see those flaws are in some way lacking.
Since last weekend's Oscars, I keep finding myself in conversations about Slumdog Millionaire. I'm far less charmed by the film than nearly everyone else. When asked, I happily articulate where the movie falls short for me. But at the same time, I can't rightly fault anyone else for finding it transcendent.
Leigh, I'd kind of like to see you respond to Michael's comment in a little more depth, because I think he's articulating the same problems I have with these posts.
"It seems to me we each approach games as individuals and then try to account for our experiences with them as best we can. Some of us found Flower moving; some didn't. Some say it's art, others say it isn't."
That's more or less how I feel about the whole thing. But then we get this:
"But you will not create reality simply by the language you use to describe it. All your love will not imbue Flower with traits it doesn't possess. You're free to imagine that it is whatever kind of experience you want it to be -- but don't then try to rationalize it by hyperbole. Don't fake Stendhal's when what you've really got is Stockholm's."
So you're saying that these people who were apparently moved to tears by Flower are what? Naive? Victims of some sort of hype machine? Malleable rubes with counterfeit emotional responses? It just seems terribly presumptuous. By all means, critique the game, but you can't genuinely critique other people's subjective experiences.
@SVGL
I liked this series of posts. But I have to say that "All your love will not imbue Flower with traits it doesn't possess. You're free to imagine that it is whatever kind of experience you want it to be -- but don't then try to rationalize it..."
is exactly when I thought when you wrote this about Persona 4:
"I don't care to invalidate the idea that a game is a framework within which a player can elect to engage with themselves. The game won't do it all for you, and you can play your own role in what you yourself take away from it."
I really can't understand why we shouldn't critique other people's subjective experiences. People aren’t' all that subjective you know. They're the intersection of inner struggles and outside influence, and with words or even sounds we can convince them, change their ideologies, and if i truly believe that this will modify the world in a significant way, in way that i think it's valid, why shouldn't i do it? It's not that I'm hitting on your door at six in the morning, it's just my two cents.
I strongly disagree with some of Leigh’s thoughts on the text, but focusing in them too much make you lose sight of the core of it. Yes the text it's calling people naive, malleable, it's really aggressive, but why? For the funny of it? The text wants to make everyone think twice, to change, because if that doesn't happen we will be content with less than we can have. You can disagree with all of it, say that you're not naive, that the emotions are provoked by the something else, etc, yet complaining about the nature of it, about the pretentious assumptions, its of no use. Isn't the job of the game critic to improve his media, the games? At which point the article haven't tried to do this? She's championing her side of the coin, something not unusual for critics right? Every review has its pretentious assumptions, movie critics talk about what the movie try to convey, and how they know this? Certainly it didn't come in a manual, he/she is abstracting from the dialogue and the angles of the camera. Leigh looked to the reactions of the players and abstracted too. And them wrote a review about it.
Just as artists do, when they read a critique searching for details to work on, after reading this article critique you can simply ignore it, or, as i said before, look for something to grow. And i personally believe that there's a powerful point in the text of how we players are behaving these days, of our desire for acceptance. Turning the face to that because of small details it's, in my opinion, one big mistake.
I hope you all will understand me.
And, yeah, I'm not putting words on Leigh's mouth or something, that's just my interpretation of what i read, her intentions could be completely different. You know, that shouldn't be necessary but it's always good to remember.
My goodness, there is a lot of commenting happening here. Anyhow, I think the argument is worth making, and I'm hard-pressed to disagree. I admit, I was sold on the hype of Flower from the moment it was first shown off, and Braid and Portal both sucked me in like...well, nevermind that.
Still, while it's fair to note that we often need to take these games off the pedestals onto which we, ourselves, place them, that doesn't mean we can't still think so highly of them. Long after the hideous "cake is a lie" meme, I still recommend Portal to people who haven't experienced it. I sold many people on Braid, and have shoved Flower down the throats of everyone who would listen to me, but isn't it fair to assume for a moment that I did so because I genuinely enjoyed those experiences so much and wanted to share them with others?
It's true that people ought not be shouting from the rooftops, and forums, how great these things are—simply preaching to the choir to hear their voices echo back a justification of our own opinions—but that doesn't mean that the original love from every individual repeating the mantra isn't genuine. I was terribly unsure about the Flower purchase, knowing it would put me at a loss with my ability to buy Rock Band tracks, but I went for it anyway and from start to finish, I had a smile on my face. It was a big, toothy grin, feeling genuinely pleased with the experience, the music, the brilliant graphics, and the impact I was having on the world. The first time I realized I could shatter a wall of twisted metal with nothing but my wind and multi-colored flower pedals, I was elated.
I certainly cannot say that much for the last $10 I spent at the movies.
This isn't apropos of flower, but I never really grasp what you mean when you talk about Kojima's "self-indulgence" as an inherent good. It also made me really sad once where you pointed to self-indlugence as a point of commonality between Kojima and Postmodernist fiction; I was sad to see that listed as the qualifying criterion for postmodernity.
I mean, I appreciate that he's following his muse but his muse's worldview does kind of come up lacking and heavy on the crackpot politics sometimes, which makes it less worthy even under a destabilizing lens like postmodernism.
Shawn Eliot said something funny about the Metal Gears in MGS once, comparing it to the Smoke Monster in Lost-- it's like there's all this philosophical stuff going on, all these big issues are being brought up and up then all of a sudden "OMG Smoke Monster RUN!" I find it kind of cloying, but then I was really, really disappinted in the ending of No More Heroes, too.
'when you talk about Kojima's "self-indulgence" as an inherent good'
I don't. That was an example of how I've been willing to forgive certain large weaknesses in work that I otherwise like.
'where you pointed to self-indlugence as a point of commonality between Kojima and Postmodernist fiction; I was sad to see that listed as the qualifying criterion for postmodernity.'
I did? That's certainly not something I believe -- can you point me to what I wrote that led you to perceive that?
This discussion of Flower is reminding me of the discussions or Braid, GTA 4, Bioshock etc.
All of these games were greeted as 'Important Games' and were enjoyed. Yet each has suffered a backlash as the people who bought into the hype and discussion realised that, at the end of the day, what they have ended up with is actually just a very nice game
I'm wondering how long it will take for the Flower backlash.
I'm not saying that all of the people so entranced by the game are fooling themselves. Yet gamers are notorious for deceiving themselves into thinking that their hobby, and specific games, are more important than they deserve. Then when this sinks in the reaction tends to be bitter.
I'm giving it 2 weeks.
Adopting a suitably flowery metaphor:
I think the map of what games can be is still mostly uncharted. Games like Flower do explore new and unexpected areas of that map, but there's a tendency among those who want games to be something more than sophisticated toys or clumsy interactive narrative to treat each new discovery as if it's Shangri-La. And then be disappointed when they realise that it isn't. I don't think gaming utopia, some great defining event for the medium, is going to suddenly appear from the dark corners of the map. But we might find more unexpected meadows to breeze through.
Michael, et al: Leigh didn't single out anyone's reviews or praise of Flower in her post, so I'm not really sure why you're taking it personally and making it like her critiques and her post are all about you.
You hit upon the underlying truth of the "Games as Art" debate. We're not truly looking for games that question, befuddle, teach, insult, mortify, provoke....that is almost NEVER the underlying reason for an argument. Instead, we're all arguing and debating the next "game as art" because we want, so desperately, to be accepted by the mainstream culture. We're waiting for the day when our exhaustive, comprehensive knowledge of the medium's intricacies put us on the same level as the film goers and the book readers. The Game as Art debate is a small sign of our greater desperation to not have our medium scapegoated and chastised by our perception of the mainstream.
If we really want to do the Game As Art debate justice, we need to look at the independent merits of games without being so quick to elevate the work as the game that will "change everything." We need to make the discussion more honest, and, to do that, maybe the discussion needs be, "Why am I not totally fulfilled by my complete devotion to games? Do I need to interact with some other people, and branch out my interests?"
When the discussion becomes more honest, less motivated by that secret desire to have the medium elevated, then we can begin to really dissect and appreciate, even champion, the artistic merits of games.
You are such an amazing writer.
I've nothing to add to the discussion then concurrence and compliments.
@ Nels Anderson
What he said.
I know that makes it look like I have nothing to bring to this discussion, but seriously, what he said.
"Loving something based on what you need it to be to serve these fervent wishes for the advancement of the medium, this desire to elevate the discussion, gets in the way of the demand for genuine advancement, for real quality."
This is fantastic. I'm kicking myself right now for not being aware of your blog until ten minutes ago.
"Don't fake Stendhal's when what you've really got is Stockholm's."
That's an outstanding line.
I've never thought to use Stockholm's to describe the gamer's peculiar love-hate relationship with the shackles that designers put on us as they craft their possibility spaces, but it fits so well.
Perhaps many of us are just too "institutionalized" to even remember how manipulative most (all?) games are and how that plays into their artistic merit as emotional experiences.
Most interesting...
Flower seems to have done for wordless narrative what Portal did for inferred narrative. It made people think and sometimes that's enough to set the sparks flying in brains all over the world, regardless of its intent, quality or substance.
I don't think this is a good or a bad thing. I've seen it happen in various ways with a lot of games, movies, books, etc. Just part and parcel of something slightly different hitting the market.
My thoughts on flower are that it's an good game with lovely graphics and a well executed control mechanic. It sorta reminds me of ICO except more contrived. =D
Good article and interesting discution thanks!
Your Blog is really interesting. It was an excellent read, I have enjoyed reading and Hope to read more in future..
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