This is a continuation of my letter series with John Sharp! Read the first post here if you missed it!

 

Mattie:

It’s super possible that a lot of the friction that we’re discussing might come from the fact that there’s so many disciplines at work here but we don’t treat games or its discourse inter-/multi-disciplinarily enough. This is probably because people in games feel such a strong wanting for a codified theory that governs games and there is a struggle for what that is going to look like. Personally, I do feel a bit of desperation to make sure that certain things don’t become completely standardized or at least not without a lot of resistance so that it’s noted it’s contested. Maybe there’s an assumption that because we’re all talking about games, we’re supposed to conform to a main praxis and some people might have decided what that praxis is already. I do think most people ideologically agree that there should multiple perspectives present but there’s such a pressure to crystalize a games canon that creates power struggles between both disciplines and generations.

Really, I don’t think we even know what we we’re from. I’m only beginning to find the traditions that match my sensibilities and forward my thoughts, or basically finding the words for the thoughts I want to communicate. As well, all of us younger critics and designers aren’t completely united nor cohesive, and don’t have a lot of intra-discourse anymore. Something is definitely going on, and maybe on-going conflict is going to force this reaction to solidify further, but I’m not really sure, it’s definitely going to turn more into a trend than a movement I think.

All of this is to say that sometimes we, I, can be insolent brats lashing out at whatever comes near, but I don’t think it’s because we’re a bad group of people rather just a product of our timing and place. It sucks to feel trapped and no real clear path of advancement that other young thinkers tend to have.

Which is why these alternate forms of dialogue can be useful, because there needs to be a place for at least me to express ideas in a way that isn’t capped at a 1000-word unique thought-pill and I can develop them over time. If I get into academia then maybe I’ll be able to join that kind of writing but for the most part I can’t have ‘official’ conversations with my peers who are academic outside of that. The old ways of bloggers who frequently replied to each other’s posts seems to be mostly gone, and I know I could use more rigorous conversations around games.

I think your, and other’s, experience and company is definitely in need, we’ve just created a thorny dynamic where typical attempts at sharing knowledge or experience reads as invasive or rebelism. We have more foundational work to do before we can get to that now, like just literally demonstrating that we understand each other so all other attempts at communication read as earnest. Which will take time and effort! I feel like an easy way to disarm a younger thinker and to simply know their work and display that understanding/curiosity/appreciation without needing it to be in an argument. Which doesn’t mean there can’t be debates, just that there needs to be casual conversations to contrast arguments so threat levels go down. I personally really want to belong to communities, just on my terms, as a person and not a representative. I also want to feel like I’m contributing and influencing as much as I’m tasked to learn.

I’m actually so mad at Desert Golfing. Or at least, at all my friends who like that game. Everyone kept going on and on about it so I thought there was some zany Frog Fractions twist and when none came I was pretty angry. It just feels like this gulf I have with general games academia/criticism, that I can’t connect to these ‘pastime’ games. It might be where a lot of my resentment comes in regards to ‘mechanisms’ and ‘instrumentalization,’ that there’s this over-focus on things that are ‘just games’ and trying to lift them up. But is connecting to expressive games really a preference? Maybe I’m just being elitist.

That hotel tour sounds so up my alley, I love it particularly because it separates handing down an experience to consume from giving people the opportunity to just experience, and take from their context whatever is relevant. I feel you on getting a bitter taste about superficial practices of ‘object-oriented storytelling’ (how tech sounding) because that game design practice doesn’t reference life and tie the person experiencing to it through any sort of contextualization. Games tend to be obsessed with themselves, they reference themselves, even within the same game, where they expect you to contextualize other game experiences between themselves. A part of me wrings my hands over how nostalgia is used as a substitute for having internal references to life experiences. How do you create with these sorts of games outside of a tool-master relationship? You didn’t ‘master’ that hotel, the context in which that experience existed produce integration and connection.

 

John:

I agree completely about disciplines. There are as many approaches to games as their are criteria and methodologies with which games are evaluated. I suppose there might be some people that want a unified theory of game (#gg, Jane McGonigal, Valve), but I’m not sure that is the driving force in academia. If you follow the perennial conversation within and around DiGRA, for example, there is an acknowledgement that there are a good dozen disciplines that feed into “game studies,” each with their own traditions around framing subjects, methodologies and expected outcomes. DiGRA always makes me see the splinters, not the whole—which is largely a good thing.

Within industry (not my favorite term, but that’s a topic for another email), I suppose there is a more unified approach—selling units and making money. But the thing about the commercial industry is it is almost completely unconcerned about its legacy, its place in culture as a whole. And so it won’t really get a say in how this all plays out.

As academics and critics, we are tasked with trying to make sense of things, even if that sense-making is simply to point out the impossibility of a unified field theory of games. Two MIT Press series come to mind around this: Platform Studies and Playful Thinking (admission: I have a book in the later series, and have a proposal that I’ve sent to the former). Bogost and Montfort have a particular vantage on the materiality of videogames and their platforms that is certainly one formalist/materialist/technological approach to games. On the other hand, there is Juul, Long and Uricchio’s Playful Thinking Series, which has a “games plus X” approach. This leads to a more heterogeneous take on games: games and play, games and art, games and chance, games and failure (so far). As a result, Platform Studies feels like the more dominant perspective, if only because there is a unified underpinning to the books in the series. All of which is to say that the “unified theory” approaches to games end up feeling more present if only because they are simpler to communicate, and have the force of repetition behind them.  

The term indie is a great object lesson in the messiness that lies just under the surface of any attempts to codify. Isn’t indie nothing more than a marketing category like “college rock” and “independent film”? It surely isn’t a representative term for much else anymore (sorry, indieCade). In the early days of my involvement with indieCade, I naively thought we were in fact bringing most of the indie world together for a weekend. But it quickly became clear that if we looked closer, there were more people that fit the indie definition not there than were there. And now, the conference portion of indieCade is a kind of glorious, splintered mess with a group of people that draw on a good dozen scenes, with that many more left out. But as things get codified in the press, in social media, more gets read into who is there, and their status as representatives of the many branches of games on the edges of “industry.” And suddenly things aren’t what they were—a mess–but instead an infrastructure, a power base, haves and have-nots.

So yeah, there is a tension between the tidiness of history and scholarship and the messiness of reality. Maybe this is what you hope to hold onto—the acknowledgement that everything is kind of a mess, and that this is ok?

I couldn’t agree more with your wish to be part of communities, so long as you are welcomed for who you are. And likewise, feeling like there is a balance between learning and contributing. That will require we all put our guard down in various ways, which is hard, of course, and not always the safest thing to do. For my part, I pretty much have given up on using Twitter as a space for real dialog. I feel like a lot of folks open up Twitter and immediately assume a combat stance. It just makes for unnecessarily contrarian conversation (if you can call it conversation).

I have to admit I laughed when reading you were mad at Desert Golfing. Don’t hate Desert Golfing, Mattie, hate the desert golfers. I wonder if Desert Golfing and Drop7 and other similar games are part of the cult of flow? (I noticed Lana Polansky went after flow recently in an essay.) I see flow as one of those ideas trying to legitimize games as a pastime, even if that wasn’t forefront in Csikszentmihalyi’s thinking. I’m certainly guilty of this (see my ode to Drop7 in Well Played awhile back and aspects of Works of Game, too).

I’m not sure you are being elitist, I just think you bring a different set of values and aesthetics to games, and the “games are 6,000 years old, and part of the fabric of humanity” schtick just doesn’t resonate with you. Which is good, I think. There are enough people defending the honor of games already.

Your thoughts on the hotel tour made me think back to my experience with Punchdrunk’s Sleep No More. I remember distinctly walking into the space, and having my videogame brain in gear. I walked up to the books and objects and closely examined them, looking for details about the story. Fairly quickly, I realized it was all “window dressing” and that its only real meaning was its appearance, and the way it all added up to an atmosphere like a stylized film set. Once I got that, I had a much better experience by following the actors around the space.

Sleep No More is much closer to a slick 3D game than my experience on the tour of the Pennsylvania Hotel. Yet Sleep No More and, say, Gone Home, are more egalitarian experiences than the tour, if for no other reason than their reproducibility and extensibility. It also raises questions of packaged experiences and participatory experiences.

I’m curious, what’s a game you’ve played recently that you enjoyed? I have to say it has been quite some time since I played anything that really caught my eye.

 

Mattie:

I admit to not having a good idea of games academia as a whole. I’ve kind of been thrust in a weird between-worlds positions, where because I did learn some critical theory in my undergrad, and I’ve learned to apply it to both art and the design process, I’m labeled as academic. I think most people consider me an academic! But I’m not? At least not yet, so I shouldn’t be so forthright about naming the general atmosphere of games academia. I guess I’m anticipating my move to New York and since I’m the most familiar with school-based designers there, they make up the majority of what I think of when we’re talking about designer-academics. Also some others, like designers that have prominent, Theory of Everything type books. I’m even somewhat distant from academics my age because they are writing about my work, so there’s a sort of distance and awareness that I’m operating on more the artist level than academic kind. Plus I have so much reading to do so I can at least pretend I fully grasp the accepted game canon. But yes, I imagine I might get into debates once I move, which I welcome.

I’ve been thinking a lot about re-centering our field from a games medium to a play medium, which I’m sure it’s not really a novel idea, but heavily resisted. I’m concerned about object-centrality and using games as experience dispensers instead of thinking about our relationship to fluid, more slippery notions of experience that are more wholly affective. That’s how the art-world seems to be approaching games, like games are in the wings of museums where they put furniture. Which is shitty for the furniture too! I don’t get the design/art divide, I never have. Why are these things kept so separated? Why MUST games be designed objects? Just feels creepy.

‘Indie’ definitely felt like a commercial/industrial reaction rather than an aesthetic one. Notgames is a more arts-engaged label even though it also contains a reaction to industry, it had a strong, purposeful sensibility, while if indie has one, it seems incidental and easily mobilized by consumerism. That’s probably unfair to indies, though I also have an issue with ‘altgames.’ It seems to me much like how indie formed together, just in a different time and place. It feels more like a reaction to industry than having its own aesthetic argument, though I don’t really mind basically a weird twitter indie I guess. I find it not different enough, a lot of people who were indie are now altgames, because altgames doesn’t really have a strong enough stance of values outside of a reaction to indies’ reaction to industry.

A lot of my writing in the past year has been about mess. It might be because my life is an utter mess, that life just doesn’t really make sense and my trajectory is incredibly unclear. I want to feel comforted that I’m not just a fuck up but everything really is just a goddamned mess. But I want to bring that to our perspective on play as well, maybe that’s why formalism gives me the creeps. It’s like a worldview that wants to kill everything and cut it all up and reassemble the mess into something legible to them but they can’t understand why it’s dead. The Cult of Flow really does sound like a legit creepy cult. And yeah, this paring down to lifelessness just trying to find that space… but for what? What does it feel like? Does it really feel good? It feels numbing to me, I guess. There are different sorts of flows, like adrenaline and such, but most games like that make me feel dead. But no, fuck Desert Golfing, I golfed so much waiting for something but all I got was more goddamned golfing. Who the fuck just wants to sit there finger golfing all day??? What is wrong with the world? So mad. What is so important to the genealogical understanding and propagation that games must be “for their own sake,” serious about nothing serious. There’s shit outside of the useless vs useful binary. How does that feel? DEATH TO FLOW. DEATH TO PLAYERS. DEATH TO MECHANICS. DEATH TO WORK AND LEISURE. ONLY MESS AND TENSION AND FEELINGS. Do you think a lot of these gamey games and defense of games for just fucking around’s sake is part of this reaction to encroaching forces to make them do something useful? Is everyone just aiming for the most elegant, beautiful time waster of them all?? Why is everyone so resistant to life? To being messy?

I rarely feel satisfied with video games, that it’s hard to think about what I’ve enjoyed in the recent past. I guess the closest would be Etrian Odyssey, it’s a gamey game, dungeon crawler, RPG battles. I guess what’s hit me in a good place is that you have to draw your own maps in order to navigate the levels, and I found the map-drawing process incredibly soothing, very surprised. I wouldn’t necessarily recommend it unless you were already into those types of things. I’m not super into dungeon crawlers so it was hard to get used to, and I take a lot of breaks from it. There was also Sunset, which I also really enjoyed. There’s few games that prompt me to talk about the effects of power in my intimate or even friendly relationships and that meant something to me. I guess I feel more excited about games I want to make, I’m trying to accumulate resources and inspirations and work practices so once I move, I can start really producing things I want to see out in the world.

That’s it for now, but more will be up soon! Check out John’s stuff, he’s a cool guy!

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