Gravitation

By: Derek Yu

On: March 1st, 2008

Gravitation

Jason Rohrer, the creator of the moving and bittersweet Passage, has released a new game, called Gravitation. The basic theme behind Gravitation is “mania, melancholia, and the creative process.” To say any more, of course, could potentially ruin the experience, but I can recommend it highly.

(Thanks, Phil Fish!)

  • Skofo

    Crackheaded experience.

  • Squidi

    If this kind of crap is the best we can come up with for the “games is art” argument, Ebert was right. This is like pointing to a blank canvas and saying that it is a cow eating grass (you know how the joke goes). You can sell a blank canvas as anything you want, but it’s still a blank canvas (regardless of what people think they see in the white). If you see melancholia in this game, you need to start taking your Celexa again. This and Passage are the two greatest hoaxes gaming has ever seen.

    If watchmaking is art, games are art. There. Won the argument. Now let’s stop looking for meaning on blank canvases.

  • Zeno

    To hell with games as art, I want games as games.

  • http://www.ericmcquiggan.com TeamQuiggan

    Why so much hate Squidi? Can you not handle people are trying to evoke feeling and understanding through game play? Like the blank canvas in your argument, your post lacks any sort of substance, you never once said why these games cannot qualify as art. Are you perhaps, trying to make yourself feel cool by hating on what is popular in the community?

  • David

    I really enjoyed this. I wouldn’t play it again, but I am glad I did. If you have a heart and some imagination, then Rohrer’s games will touch you.

  • http://biphenyl.org/blog biphenyl

    At the risk of feeding a troll I feel the need to respond. Whether or not you want to call them art (which I don’t think is really a productive argument to have), this and Passage are games that evoke genuine emotional responses in people. I’ve shown Passage to a number of folks, gamers and non-gamers alike, and in almost every case they’ve both managed to pick up on the game’s primary metaphor, and voiced an emotional response to the game.

    While it wasn’t melancholy, this game evoked an emotional response in me as well. I think that’s amazing, and I’m glad I played both. They’re games that are beautiful in their simplicity, but they’re certainly nothing akin to a blank canvas.

  • konjak

    While I won’t be so aggressive as Squidi, I must say I don’t see these kinds of games as anything to further games as a more attractive and accepted medium. But it’s mostly because I can’t enjoy them. :)

  • Chris

    Even if you don’t like the games, I think you at least have to respect that this guy is out there trying something new and trying to express some new things through gaming. Give the guy a bit of a break.

  • Derek

    Even if you don’t enjoy the games, at least they’re a step in a different direction! That’s my opinion, at least.

    Squidi, I think you realize your arguments are a bit weak (even if the basic point is valid). If we’re talking about watchmaking, Jason’s games are more like specialized watches where every movement of the hands is meant to evoke some meaning beyond telling time. Of course, you may just see a watch (possibly a really pretentious watch, at that). That would be totally understandable. But a lot of people can see meaning in them, whether it’s what Jason intended or not. And that can’t really be ignored.

    Also, just out of curiosity, what would you say are works in movies, literature, painting, music, etc. which you feel succeeded where this game fails? Just to get a sense of where your opinions of art are coming from.

  • valzi

    What I’m about to say will seem like I am negatively criticizing _Gravitation_, but wait for the end to see my real point.

    I’m impressed with the ideas at work here, because it is clear that emotional response is the author’s intent. That is not the primary definition of art, though the word does have a lot of claimed and defended possible meanings.

    Visually, some games are more _clearly_ art than this or than _Passage_. Visual (or for that matter, audible) art is not what makes a game art though, because visual art and music exist separate from gaming and that which is in a game may be separated from it. The interaction, experiences, and mechanic then are, as best as I can see, the primary points of interest in games as art. That being the case, I have had stronger emotional responses, been more involved, had more memorable experiences, and viewed more elaborate/elegant mechanics in a few commercial games. That does not make the game any less art, though it starts to push in the direction of it not being the _best_ art in the realm of gaming, of it not being exemplary.

    _Gravitation_ is exemplary of games as art though, but for new reasons. It is not deeply interested in the player as one to be entertained and gratified, but it is interested in the player as an audience. That’s uncommon and usually results in “games” that are only interesting as ideas to rabid (usually indie) gamers or to creators – artists. _Gravitation_ and _Passage_ still have a certain unapproachability for outsiders (mostly because of the current aversion to the oddity of limited pixels), but they can be appropriately experienced by outsiders when given the chance.

    These two games are also notable as art in that they are attempting to break new ground, to do new things. Experimentation and creation are necessary to the development of art, and seem to be scarce in the realm of videogames.

  • valzi

    Oh, for an example of the mechanism as art, I would advocate Dwarf Fortress.

  • gustav

    Ok, i’m just gonna throw my thought out there for the hell of it.
    Passage was to me not a game. The point with games are that they’re supposed to have some point of interactivity, right? That’s why they’re called games and the reason we’re playing them.
    When i played Passage i was contemplating putting down my waterglass on the right key and let it do the “playing” for me.
    It actually did evoke a few thoughts from me though, which was nice, but i never saw myself as playing the game. I know, it had a few choices in there: pick up the chick, go solo.

    To me games are very much an artform, i’ll go down in a beautiful mess of blood and gore before i claim otherwise. I don’t have to play them for enjoyment as long as they evoke some other kind of emotion(s). But i really do want to play, not just watch a few bouncing balls collide with each other *cough* the marriage *cough*.

    With that said, I enjoyed Gravitation a lot more than Passage. Both as a game and as art. At one point I thought about Gravitation “Hey, I’m way too focused on my own goals here (going up), maybe he failed to make this an artgame by making it interactive and hinting on goals.” But then i thought, maybe that’s the point. We all know how the creative process can be like, sometimes you just want to reach a goal.
    Blah, blah. Enough brainfarting.

    What the hell is a game? Just because it looks like one, does it make it one? *looking at the marriage again*

  • mots

    Obviously Squidi missed the whole point, of course he knows what art is… and when did monetary compensation come into the picture? sell that blank canvas. if you got nothing out of Gravitation I feel sorry for your family.

    what’s art anyway.. anything can be art, not everything has an artistic value but that doesn’t mean it’s not art.

    corporate logos are art, dog turd sprinkled with chocolate chips is art.

    the best analysis of Gravitation I read is from a kotaku commentator named T6spades

    “How your view of the world seems to widen and the winter cold melts to spring. But only when you show your child friendship and compassion. It’s that “warmth” that lights your world and warms your heart, the feeling that you can jump and touch the very sky itself.

    But when you become to absorbed in your own personal goals you lose that warmth. You feel that you can jump so high that there is no point in coming back down. In the end you forget what you left behind. So self-absorbed in hoarding, you only come back down to revitalize that feeling, only to leave immediately after, off to pursue your selfish goals. The child is no longer a child, he is but a tool for your use.

    That selfishness reveals how cold you are. You create a wall of ice that slowly alienates your child from you. If you continue to ignore your child the wall eventually becomes impenetrable. The child can no longer be seen and you can no longer feel warmth, nor ever replicate the feeling again. You won’t be able to jump as high as you used to, or to see as far as you could. All your left with is the cold ice and the winter darkness as the fire slowly ebbs and fades.”

  • OrR

    I was too greedy and blocked myself in with lots of ice cubes. :(

  • Alec

    Limited interaction is still interaction. Where the limits are set is something that is up to the author, who is crafting the experience.

  • Mischief Maker

    When my dude’s hair caught on fire, it reminded me of Michael Jackson filming that Pepsi commercial. Suddenly that game of ball with the little girl took on a whole different meaning and the game elicited an emotional response; though probably not the one the author intended.

  • Lackey

    “Passage was to me not a game. The point with games are that they’re supposed to have some point of interactivity, right? That’s why they’re called games and the reason we’re playing them.”

    We only have one noun in wide use, unfortunately, but actually the word we call something doesn’t determine what it has to be. This is a semantic issue.

  • gustav

    Alec,
    What if Passage was a screensaver and chosing to go with or without the girl could be checked in an option box. Is this enough to be interaction and make it a game?
    I’m not asking to prove a point, just want to know what people are thinking about what makes a game.

  • konjak

    Gustav, I miss your warmth.

  • Zaphos

    gustav … did you notice the treasure-collection side-objective of Passage? The interaction is deeper than just a check box.

    Regardless I would even call Progress Quest a game in a sense; I don’t see any point in insisting on a strictness of definition there.
    Is the label important to you? Why?

  • mots

    what if your girlfriend plays mind games with you.

  • Derek

    Two words: “Sewer Shark” ^____^

  • Codas

    The main problem I have with Passage/Gravitation is that the game aspect always feels tacked on and that… just bugs me :/

    Yeah, I’ve seen paintings made entirely of mud splotches with vague names underneath them, but it feels like a waste to use a canvas and tools just for that. That’s what these games are, underdeveloped, pretentious games which may or may not have a soul underneath it all. Unique does not mean great.

    What I’m failing to say here is, crippling and deforming the game aspect from a game isn’t a benefit. IMO the strength of video games is that you can make an engaging game that ends up fueling the player’s emotions. The author has one part down, I just wish he’d try to utilize the medium to the fullest.

  • gustav

    Zaphos,
    It isn’t really. I just expect certain things from something called “a game”. Part of that being interaction.
    I played through the passage twice and didn’t notice any treasures.
    Don’t get me wrong, though. I’m very excited about seeing the medium branching out and growing, in any direction.

    Like i said, i want to know what people think makes a game: down to its simplest form.
    What Lackey said gave me an answer I’m very content with ;p

    konjak, i’ll be around when things are less threatening. Send me noitu2 and love, ok?

    mots, she does all the time but i never get it. Go figure :D

  • Squidi

    Obviously, this is art, because all gaming is art. This is just not GOOD art. What people are reading into it isn’t actually there. If you played this game without knowing it was by the Passage guy or have a little sentence “To say any more, of course, could potentially ruin the experience” – you wouldn’t know to look for anything unless someone told you to. And when you look for something, you’ll find it, whether it actually exists or not. All this hoity toity talk about the deeper meaning of Gravitation is just a bunch of people trying to GUESS what the author intended. It’s not there. You just know that something is supposed to be and that’s enough.

    The reason I hate things like this and Passage is because it gets the lion’s share of the discussion without actually exemplifying the very things which do make games art. These are TERRIBLE games, barely interactive, few interlocking pieces. They are glorified Tiger Electronics LCD games.

    The beauty of gaming comes from the creativity that a new form of media gives us. Before the creation of computers, we had no way to even remotely approach the kinds of simulations and interactions that games give us. It is totally new, and through it, we are literally inventing new ways to think and interpret the world.

    Dwarf Fortress is art. Super Mario Bros is art. DOOM is art. Flight Simulator is art. Tetris is art. Our brains have long been trapped inside our human shells and now we learn that our brains can see in third person, in few and many dimensions, as god, as creatures and mechanical vehicles completely inhuman, and general takes our brain away from our body long enough for it to explore the very nature of identity and self. Games are one of the few things in existence where you can successfully become smarter or dumber. The beauty in games is how it affects you intellectually, not emotionally.

    Emotion is emotive. It’s passive. You can watch someone else get hit by a stick and feel their pain. Intellect is interactive. You can’t watch someone else solve a math problem and feel anything – unless you make it your own problem by trying to solve it in your head too. Something can only affect you intellectually through interaction. Games are interactive. Games have a unique manner by which they can affect you. Why praise games on the similarities to other media when they do something so unique and wonderful?

    Passage and Gravitation are small fry. They have lame (optional) subtext and they don’t really work very well as games. How can you have the primary example of “games is art” being a crappy game that nobody would bother playing more than once? If anything, a game is something where the experience is tailored to the player. How many people have had DIFFERENT experiences playing Passage or Gravitation than their neighbor. It’s silly. These games fail on many levels, but their greatest sin is that they are simply bad games.

    I’m sorry, but this is something I’m passionate about. I believe games deserve respect for the things they alone can do, and anytime somebody brings up something like Passage – hardly a game by any definition – it’s like people suddenly forget that the best games that are the best art are simply going to be the best games, period.

  • Gold Cray

    “What people are reading into it isn’t actually there. If you played this game without knowing it was by the Passage guy or have a little sentence “To say any more, of course, could potentially ruin the experience” – you wouldn’t know to look for anything unless someone told you to. And when you look for something, you’ll find it, whether it actually exists or not. All this hoity toity talk about the deeper meaning of Gravitation is just a bunch of people trying to GUESS what the author intended. It’s not there. You just know that something is supposed to be and that’s enough.”

    Have you ever taken an english class? This is exactly what you do with books. You read the book, then you look for meaning in it, whether there is meaning or not.

    Art is given meaning only when people look for meaning. The art itself serves only as a guide in finding a theme.

  • drew

    This game teaches life balance by forcing the player character to alternate between work and family life. The thing is, the game mechanics are created by a game designer, and may or may not reflect the actual state of the real world. When I play this game, I don’t feel that I’m learning about life as much as I feel that I’m learning the rules of an imaginary game world.

    Teaching with mechanics is a weak way to convince someone of something, because a game designer could easily create a dishonest design that doesn’t accurately reflect the real world. When all the author uses are mechanics to argue a point, the player has no means to disagree.

    I think if this method is to be successful, it needs to rely on well-developed characters and realistic situations instead of metaphors.

    I think it’s fantastic that someone is doing this, though. We need to be having these types of discussions.

  • failrate

    Flight Simulator is not art. It is artifice. It’s right there in the name: Flight *Simulator*. It is not Flight *Interpretation* or Flight *Abstract Rendering”.

    Of course, you can have an emotional response to a simulation, but a simulator is not going to attempt to make you feel sorrow or loss or regret.

    At the very moment that the child in Gravitation and the Wife in Passage left, I felt a true shock of loss. It was a far more effective emotional response than any sympathetic character in a movie *because* of the interactive nature of the game. I had become far more emotionally invested in the game character than some dumb drone up on a movie screen.

    So, just as a film or book or song can have any number of possible goals, why should a game be denegrated for having a goal beyond a pure visceral high?

  • valzi

    I would love to see an expansion on the ideas in both _Passage_ and and _Gravitation_ by way of increasing the number of choices in a similar game. Then it would become more clearly a “game,” maybe a little bit like an adventure game (of the Lucas Arts, Sierra, or text adventure sort), but without words. With a large number of choices and with good story and emotional direction, such a game would be very attractive.

  • http://www.ericmcquiggan.com TeamQuiggan

    I think you try too hard to fit these games into what you believe a game should be based on all the others you have played. Sure the game play itself is simple, point collection just movement and jumping, but that is part of the design, you don’t get hung up on the mechanics if its only jumping and points.

    Every experience in life triggers emotion. The problem being the majority of video games work on 1 or two emotions, excitement, usually, and joy, if you are lucky. Passage and Gravitation tend to evoke emotions that haven’t been dealt with before. I felt sorrow when the little child was gone, I knew that my actions contributed to its demise and I felt bad. Arguing that games should be emotionally void is a poor argument and bad for games.

    No one expects these to revolutionize gameplay only how people look at games.

  • deadeye

    I thought Passage was much more successful in getting it’s point across than Gravitation. I didn’t feel as connected to Gravitation as I did Passage.

    Gravitation’s interactivity just seems arbitrary. Pushing ice cubes into a fireplace was just too out of place, and it took me out of the game.

    As did the head-on-fire image. It made no logical (or emotional) sense until after I played the game and read the statement. The symbolism is just too personal and specific to the author to have any real impact on the general public.

    Passage worked well because it was a very simple message that actually fit with the very simple interactivity. Gravitation just seemed a disjointed effort by comparison.

  • Derek

    Yeah, but part of the fun of these games comes from knowing that the author has a certain intent, and then figuring out (or not figuring out) what he’s trying to convey to you. The expectations the developer sets up with each game is a big part of the enjoyment.

    I dunno, have you ever seen the Cremaster movies? I tried watching one and couldn’t get through even half an hour of it. I felt it was a pretentious jumble of random and uncomfortable imagery that was barely tied together.

    You probably feel similarly about Jason’s games, but for me they succeed in a way that Cremaster doesn’t. Mostly because I actually get to diddle around with the symbols in the game, rather than just sit and let them play out in front of me. I think games are much more suited for these types of things.

    And yeah, look at the discussion it’s drummed up! Mostly because of people who hate the game, rather than people who like it…

  • drew

    Yeah, it is fun to figure out what the author wants you to take from it. My roommate, who wasn’t looking for any meaning in the game, watched me play though it, and his only comment was “this looks like a shitty game.” I was expecting a message, so I thought it was pretty interesting.

    I hope that Jason keeps making these.

  • Squidi

    I’ve seen Cremaster 3 (whatever one has the guy trying to get to the top of the Guggenheim to meet the goat legged topless girl). Totally retarded, to put it mildly.

    Subtext is an underline. It’s something which supports, emboldens, and enriches an experience through a deeper understanding of the connections between the different elements. In this case, the subtext is being used as a replacement for gameplay. Yeah, it deepens the experience, but only so far as to take bone dry and make it slightly damp.

    Sorrow is easy. The reason why melodrama exists is because sorry is easy. It’s a very predictable mechanical response. The fact that such a simplistic experience can elicit such a response from people says less about the artistic value of games than it does for the simplicity of the human emotive experience. You felt sorrow because a little four pixel girl disappeared for no reason? Ask people about a little robot named Floyd sometime. Why aren’t we talking about Planetfall? There’s some god damned art! Or Planescape: Torment. There was some subtext applied within the context of actual character, plot, and interactivity. Know that quest where you have to solve a murder, only you never really have any conclusive evidence and the game never really tells you whether you picked correctly or not? There’s your subtext with the emotional response, but it’s a complicated emotional response that operates on many conflicting levels.

    I just… why can’t we have these conversations about GOOD games? You want to talk about sorrow. Let’s talk about a game that so affected its audience that many of them spent YEARS looking for cheat codes to bring the pink dressed girl back from the dead! Want to talk emotional responses? Let’s talk about a game so sick and twisted that it makes some people physically ill to hop into the shoes of a brutal murderer! Want subtext? Let’s talk about a game where the main character may have been wandering around town killing innocent townspeople thinking they were demons that represented repressed sexuality and rape!

    There are better games out there to be having this discussion about – but nobody is having it because these games had the balls to be games first. They aren’t short. They aren’t simple. And they don’t say “ooh ooh, I’m deep” when you first load them up. You’ve got to work to see these things, and it’s that work which makes them all the more valuable. But most importantly, they are good effin’ games – something these mini-games seemed to have forgot.

    As for Flight Simulator, oh I assure you that it’s art. Simulations are perhaps the greatest art computers are capable of. The watchmaker’s art.

  • Paul Eres

    Squidi:

    Your bit about intellect and activity was pretty interesting to me. I’m not sure if it’s true — in particular because I don’t think you can really separate the emotions and the intellect and call one passive and the other active, even if there’s a grain of truth in it, they aren’t that distinct and thinking deeply requires feeling deeply, and vice versa, or in other words they can work together as a whole. But it’s a pretty interesting idea.

    It is true that games tend to be much more intellectually stimulating than emotionally stimulating, even if games can do both. On the other hand classical art like novels and movies and music tend to be more emotionally stimulating than intellectually stimulating, even though those can do both as well (there are some pretty intellectually stimulating novels out there too). But I think that it’s interesting to see that some people value one over the other — not explicitly, but implicitly, for instance in the way they describe what types of art they enjoy and how they enjoy them (“made me think” vs “made me feel”).

    But as I said, I think both are important. Too much stimulation of emotion without stimulation intellect and you have melodrama, too much stimulation of intellect without stimulation of emotion and you have, I don’t know, Umberto Eco maybe.

  • mots

    If this is indeed the real squidi, I am not surprised by his answer, maybe Gravitation needs a Negative space… hey at least the guy had a good idea and made a game with it..

    Passage and gravitation are closer to real life than any other game I’ve played, scores mean nothing, you can’t win, you just play and stop when it’s over.. it’s a lo-fi portrayal of life. look back at your experience with passage, be honest with the reactions you had while playing it.. I remember seeing a chest while walking with my partner and cursing because i couldn’t reach it as she was blocking my way.

    I didn’t think much of it at the time but after reading the creator’s statement it got me thinking.. I can’t say any other game I’ve played lately got me thinking about my person.

    Gravitation probably had a bigger impact because i knew what to expect from it.. flying up and catching stars only to come back down to recharge.. using the child, his reaction of love when playing with him didn’t move me, I was after the stars.. coming back down to the lone ball after my run got me thinking.

    while squidi has a few valid points about interaction he completely misses the point of emotions.. feeling a certain way should make you think about it, seeing emotions as something overbearing and dismissing them will lead to a deficit. Emotional intelligence is as important as IQ, not to insult squidi but my impression of him is of a narcissistic individual.

  • GirlFlash

    well as far as I’m concerned, it was simple, although I got felt an emotional response to the visual and aural art, I also felt something because of the interaction itself.

    therefore, imo the interaction was art.

  • http://burningcurtain.blogspot.com Billy King

    I’ve played Passage countless times through, just to get that sad emotion that no other game has really given me before. I think the arguments on this page are a little pointless. I played it, I loved it, I think it accomplished something that no commercial game to my knowledge had managed before it.

    If someone else played it and didn’t get it, then fair enough. I hate Halo like the plague, but I won’t call it a bad game. If any game can attract such a strong and passionate fan base, then it must be doing something right. If Passage makes a load of people feel a sadness and closeness that they haven’t felt before in games, then the game should be commended for doing so, despite whether you personally got it or not.

    As for the art debate, I don’t think games are art, or at least not yet. I don’t want to go into details on why, but I just don’t see games as an art form. Nor do I care about ‘interactivity’ or whether it’s ‘intellectual’. If I enjoy something, then well done to whoever made it. If people aren’t fans of Passage, then step around it and move on. It’s ridiculous and completely unfair to claim that those who do enjoy it are wrong. If the game didn’t work on any level, then why would it be attracting so many passionate fans and sparking so much conversation?

  • BigBossSNK

    Passage isn’t going in a new direction. Not only that, it also fails in the direction it chose.
    Both ICO and Passage incorporate the companion idea. Ico creates an emotional connection between the player character and his companion through it’s game mechanics.
    Passage creates NO such connection. If you feel something while playing the Passage, it’s because you’re transferring your own emotions for situations you are aware of in your own life, rather than in the game world. The game fails to illicit emotion based on it’s game mechanics, and thus fails as game-art.
    As for Gravitation, I found no game mechanics pertaining to “mania”, “melancholia”, and the “creative process”. The game only makes sense as such AFTER you are told about this, but then you are just making the arbitrary connections the designer directs you to make, rather than thinking for yourself.

  • Blueberry_pie

    It kind of seems to me that the only reason Gravitation and Passage are considered art is because they’re filled with metaphors and symbolism and that stuff. Take that away and you’re left with two pretty bland games. Is making the player think enough to call a game art (and good)?

    I don’t know. I don’t think I ‘get’ these games.

  • deadeye

    **BigBossSNK said:**

    *Ico creates an emotional connection between the player character and his companion through it’s game mechanics. Passage creates NO such connection. If you feel something while playing the Passage, it’s because you’re transferring your own emotions for situations you are aware of in your own life, rather than in the game world.*

    I think you’re being a little prejudicial here. The emotional attachment you feel for the characters in ICO is the same sort of attachment you could potentially feel for the characters in Passage. A person could play through ICO with the same sort of clinical detachment you played through Passage and make the reverse argument just as easily. In fact, when playing ICO I was glad of the times when I got to explore alone because the girl was often times in the way or acting stupid. Don’t get me wrong, it’s a beautiful game and one of my favorites, but saying that an emotional attachment is formed just because you have to drag the chick around is as silly as expecting someone to be moved by Passage. Either you are, or you aren’t. You make your own connection with either game.

  • OrR

    What the hell is wrong with you people? I think you are just jealous. :-/

  • BigBossSNK

    “You make your own connection with either game.”
    Not really. Passage relies on emotional transference (the gamer superimposing his own reality onto the game’s premise). The thing is, every game can do this. This is more to do with the gamer and his mentality while playing the game than the game itself.
    Ico on the other hand doesn’t rely on emotional transference. The gamer doeasn’t need to feel any connection to the characters themselves. Instead, Ico creates the belieavable illusion that it’s game characters are emotionally connected. The player character’s life is intertwined with his companion’s, he needs her to proceed and vice verca.

    Ico relies on game mechanics to employ the “caregiver” emotional circuitry.

    But ultimately, games aren’t art just because they make you feel something, or because they create a world believable in it’s emotional interactions. It’s the message behind the medium that’s the deciding factor.

    The Passage follows two themes. Life as an action – reward cycle with diminishing capabilities, and the possible existence of a companion, which does no more than block your way.

    It succeeds in the first, even if it only examines it superficially, but the latter statement is just naive.

  • Paul Eres

    ” Instead, Ico creates the belieavable illusion that it’s game characters are emotionally connected. The player character’s life is intertwined with his companion’s, he needs her to proceed and vice verca.”

    In defense of gravitation, it also does this to some extent: in order to jump higher you need the little boy (yes, it’s a boy with long blond hair, I thought it was a girl at first too), so there is a game mechanic tie between the two companions. This tie was less important in Passage (although not totally absent because the girl did double your score, but she also made walking and navigating the maze more difficult, which may lead some to resent her for that handicap rather than feel a connection with her).

    What I don’t like about his games isn’t what any of you guys are talking about though. What I don’t like about his games is that it’s a pessimistic idea that romantic partners or family domestic life *handicap* one’s ambition and that there’s a choice involved between the two. I mean, sure, the both take time, but why can’t you do both? Why can’t you excel both at collecting treasure and being a husband, or both at collecting stars and playing with your son? You can do both, and it’s weird to have two games basically saying you can’t, although I give them props for saying that no matter what you choose it won’t really matter at the end, which is true.

  • deadeye

    “Not really.”

    Yes… really. Otherwise you and I would have the same reaction to both games. If an emotional reaction is desired, then the player needs to supply it. The game mechanic of “protect the girl” in ICO is just as artificial and arbitrary as “walk with the girl/watch her die” in Passage. ICO is just a lot more detailed in the level of interactivity. The creator’s intent in both is for you to have an emotional response, but there is no guarantee. Like I said before, either you’re moved by it, or you aren’t.

    If Passage didn’t effect you personally, that doesn’t mean it’s a failure as a game. Look at all the responses where people claim it did have an effect on them. Do you think they’re lying for some reason?

    Do you think that everyone feels the same way when they look at Monet’s Water Lilies? No. The emotional response is up to the viewer to supply. You make your own connection with the art.

  • http://www.cougarcoot.org Lester

    That sounds fun! It is like going back to the old school version!

  • deadeye

    “Lester said about 17 hours later:

    That sounds fun! It is like going back to the old school version!”

    Oh goody, another zombie post.

  • BigBossSNK

    “His games have a pessimistic idea that romantic partners or family handicap one’s ambition and that there’s a choice involved between the two”
    True. In real life, more people in your social circle means expanded opportunities common among you. A game about life should at least partially reflect this.

    “You make your own connection with the art.”
    No. You CAN make your own connection with the art. But that doesn’t mean all art is arbitrary in regards to it’s emotional response. There are specific emotional circuitry in the brain, and so long as an art piece employs those, it creates an emotional response.

    “Do you think people who were affected by Passage are lying?”
    No. They ‘re true about their emotions. But the game didn’t provoke these emotions through gameplay (art-game). They are transferring their emotional experience onto the game world.

  • menotknow

    i agree, ICO is a game, ICO is also art,
    passage is not a game, wether passage is art?, probably.
    but in the end, i want to play a game, otherwise, i would look for art in other genre’s like, books, movies, paintings, screensavers (passage) etc.

  • mots

    25 years ago these games would be like every other game out there.. simplicity is not a flaw