Results tagged “portal” from The Gameshelf
Quite by accident, my last post reflecting on the trend away from difficult slogs in all kinds of games fell on the same day that several indie game developers banded together to blog in support of intentionally short videogames. My post and theirs drew inspiration from the same well, though; many of these posts pointed to the brilliant Limbo, which I wrote about on Monday, and the sniping it received from the enthusiast press for having a total play-length of less than ten hours.
As expected, Jon Blow writes a compelling (and short!) entry, after which he (like all the other writers in this exercise) compiles a list of links to the other participating game developers’ short-game essays (a list which, to my delight, includes Boston-based developers and Gameshelf friends Eitan Glinert and Scott MacMillan). Jamie Fristrom also caught my attention with a look back, with some regret, on decisions he took part in producing Schizoid and Spider Man 2, both long and difficult games which very few of their fans have played to completion. (In fact, I count myself among this impressed but unfulfilled majority in both games’ cases.)
My spur to finally write this acknowledgement came via Sean Murray’s “The Long Game”, in which he stands with the short-game fans, but then flips the argument onto its head in a defense of longer games (such as the one that his own studio develops). While I do appreciate the perspective, I can’t quite cross the bridge he builds there.
Arcade-style skill contests like Geometry Wars to one side, I’m very skeptical of any single-player videogame’s ability to “amaze and delight over weeks of play”, at least not with the unremitting intensity of novelty that defines the games on the Braid/Portal axis. Members of this family are short because they end when they’re empty, when they have no new things to show the player within their intentionally narrow play-domains. The tightest examples of the form establish their rules and spaces quickly, and then proceed to explore every interesting permutation of it, avoiding repetition in either game presentation or player activity. When the whole space is explored, the curtain closes (perhaps after a finale that ties up the frame story, if necessary).
At no point does the game suggest that it might be worth the player’s time to go tromp through a fifth procedurally generated dungeon, or scan an eighteenth planet for random-number “rare ores”, or what have you. They are not about escape, of spending as much time as you can away from reality before the game comes to a close (or becomes too boring to bear any further). Escape will always have a role in the world of videogames, but there is no good reason why new games should be judged in light of how expansive an escape they provide. Some games would rather try to enhance your life with brief and brilliant new patterns that will leave a mark on your mind than deliver a slow-drip soporific.
(Yes, there are always exceptions. Most multi-player games I hold almost entirely exempt from this line of reckoning, since I find them such fundamentally different experiences. Then again, I suppose I might want to label treadmill-based MMOs as exempt from my exemption. And where do half-breed board-gamey timesinks like Sid Meier’s Civilization fit into this? Well, perhaps that’s a column for another time.)
In case for some reason you didn't hear this elsewhere, Portal is now free for the next week and a half. They're doing it to draw attention to Steam being available for the Mac now, but it's free for everyone. So, never having played Portal before (except the 2D version), I downloaded it onto my PC laptop and tried it out. I was at first a little worried because they told me that they didn't recognize my video card, but everything seemed to play fine. I played for about half an hour, and I really enjoyed it. It's certainly playable with my laptop's trackpad for now, but I think I'll hook up the mouse to make it a bit more comfortable, since, like most shooters, you move with WASD and aim with the mouse.
I am pleased to report that I am the 1,492nd person to complete Braid, according to its leaderboard.
I really like Braid, and recommend that anyone with an XBox 360 download it and take its free trial levels for a spin. It's already a darling of the professional reviewers, and deserves all its praise. That said, I do wonder how its sense of reception will fall out after some tens of thousands of people have kicked it around for a week or so. It's an interactive art piece, implemented by mixing dollops of text (which, in style, intentionally evoke Italo Calvino), quietly beautiful graphics, contemplative music... and an action-oriented puzzle game that requires a moderate level of video-game skill to get through. So, as art, it chooses to limit its audience to people who are at least pretty good with video games.
Not that there's any kind of deception afoot, here: Braid bills itself primarily as a puzzle game, and it's a very good one. It also follows in the footsteps of Portal - last year's celebrated action-puzzler - by balancing its brevity with a tight structure and sense of purpose, so that when the game is done you feel more like you've just experienced a fine work of artistic entertainment, and less like you just pushed over an amusing but rather small collection of puzzles.
But Portal was bursting with, begging your pardon, a very nerdy sense of humor, full of dark-jokey irony that echoed the best of Monty Python. It also left players with a basket of souvenirs to take home after the game was over, most notably that catchy Jonathon Coulton end-theme, and some repeatable catchphrases and iconography suitable for wearing as T-shirts or forum avatars. Braid eschews these; after playing, you take home no more than what you would after, say, savoring a short poetry collection, or studying a large oil painting for some time.
The striking difference in attitude makes me very curious to see how well the game is received by the XBox-owning public, for whom - if I may risk stereotyping - Portal's macabre humor seems like a far easier sell than Braid's airy, contemplative sketches on the fragility of human relationships and the tenacity of regret. (Yes, by way of puzzles where you dodge cannon-fire and bounce off monsters' heads, which as far as I'm concerned is part of the joy of it.)
Portal established a precedent for high-concept, low-budget commercial games with small, tight structure and scope, planting its flag in relatively safe territory and reaping tremendous success. Braid starts there too, and ventures a little further out, taking some unusual and interesting risks, given its audience limitations. I want to see and play more games like these, so I really do hope that it enjoys a similar fate as well.
Aside: Braid also, for me, shines light on some of the more interesting challenges that digital games face when they present themselves as art. I carved out these bits and may turn them into another post later.
Aside 2: This is the second XBLA game I've played this summer that prominently features an in-game reference to the iconic phrase but our princess is in another castle, which originates from 1985's medium-defining game Super Mario Bros. Always interesting to witness the construction of a 25-year-wide artistic feedback loop, and be able to say you were there at the start.
I played through Portal yesterday.
jmac: So did you enjoy portal?
zarf: yes
zarf: I should make a Gameshelf post, but it would be a one-liner.
jmac: That's fine.
jmac: It would be like saying "Hey I just saw this 'Star Wars' movie OK" at this point
zarf: yep
jmac: I trust in your judgement / ability to say something original despite everything
zarf: I'm gonna quote this exchange... :)
I finished the game off at 2:30 AM, so you should be wary of my ability to get nouns and verbs in the same sentence, much less be original. But I appreciate the vote of confidence.
(I briefly considered making a long post about playing Portal, the 1986 hypertext science fiction novel/game by Rob Swigart. But I've got little new to say about that Portal either. Except that, drat, the Web-based version is no longer working.)
It is worth noting that I signed up for Steam almost 24 hours ago and nobody has come to collect my soul. I haven't even gotten any bothersome promotional email. That puts them ahead of a lot of web sites I've signed up for. (Big Fish, I am pointing this plasma rifle at you. I never did manage to unsubscribe to your newsletter. By "plasma rifle" I mean "welcome to my spam filter".)
That damn song is stuck in my head, but that's been happening on and off since it first hit YouTube.
I don't blame you. I don't hate you. Shutting down.

