Monotony

I have a new crusade. Can’t we make more boring games? Or rather, since we have plenty boring-gameplay games already, and plenty boring-story games already, can’t we make more games that are boring to look at? This week I’ve been alternating between Eternal Sonata, which is opulent in colour, detail, variety and the number of irrelevant little translucent things floating around at any one time, and The Fool’s Errand, which is, well - see for yourselves:

EternalSonata

Fool's Errand

Which one has made the strongest visual impression on me? Fool’s Errand, no doubt. For those of you who aren’t, as I wasn’t, up on your late ’80s Mac puzzle games, The Fool’s Errand is a tarot-inspired precursor to games like the Professor Layton series. An over-arching story leads you from self-contained puzzle to self-contained puzzle, testing your memory, visual acuity, anagram instincts, logic skills and wretched, dogged persistence (unless you happen to like word searches). You can download it, and the executor needed to run it here, and I heartily recommend that you do. Not least because the graphical choices made out of necessity at the time mean it now looks both modern and timeless, which I swear isn’t a contradiction.

vibribbonIt’s got me thinking, though, about why there aren’t more monochrome games. Why were we so quick to leave black and white behind as we moved on from Pong and Spacewar!, and so quick to assume that these 15, 52, 512 or 16.7 million new colours were necessities not possibilities? Why, other than the small consideration of it being certain commercial suicide, did so few designers chose to keep things monotonous? Why can’t I think of a single voluntarily black-and-white game, from the last ten years, since my best candidate, Vib Ribbon, turns out to have a little hint of pastel indulgence in its scoring display.

However, to my delight, there’s a resurgence, led by those reliably awesome indiekids (even if they’re indiekids who’ve since been hired by the biggest game company in the world) behind Echochrome and Switch:

echochrome

Shift

Beautiful both. So that’s my new crusade: more black and white games. From now on, I spurn the false god that is colour and pledge my heart and my thumbs to my new messiah, monotony. Until, that is, someone goes and spoils it all by sending me a poster of Okami. Swoon.

Okamiposter

The Nobel Prize for Leetspeak

tenori-onI’ve just finished reading Herman Hesse’s The Glass Bead Game, a very good book I can’t in clear conscience recommend to you, because it is, without doubt, the least dramatic novel I’ve ever read. In the course of its 500+ pages fundamentally nothing happens. Our hero goes to school, which he likes; he goes to university, which he likes; he goes to a monastery, which he likes; he goes to another monastery, which is also likes; he gets a job, which he likes; and he makes a decision, which he has no cause to regret. In between, he has interminably genteel, articulate conversations with other genteel, articulate people, whom he likes and who like him. Somehow, along the way, it manages to be an extraordinary and unflinching exploration of the nature of love, authority, regret, responsibility, religion, knowledge, aging, nature, civilisation, war, individuality, fatherhood, history, friendship, childhood, society, music, philosophy and integrity, which is probably why it won Hesse the Nobel Prize for Literature. Oh, what the hell, I’m going to recommend it to you anyway.

And that’s partly because, as the title reveals, it’s all about a game. Who knew there was a Nobel-winning cornerstone of heavyweight Germanic literature all about games? Nor is it just about a game, it’s about a time in the near future when gaming has become the highest expression of scholarship, creativity and intellectual refinement. From our perspective, as games take their first fledgling steps towards being seen as a credible creative outlet, it’s an extraordinarily remote concept. All the more extraordinary then for Hesse, writing in 1943 about the 25th century, to see a time when playing could be viewed as the finest of our arts. Not least since, in the nine years it took him to complete the book, the upheavals underway in Germany and the world must have been continually reshaping his perceptions of how bleak our future might be.

Quite what the Glass Bead Game is is never fully explained in the book. It’s described by the narrator as being based on ‘a kind of highly developed secret language drawing upon several sciences and arts…and capable of expressing and establishing interrelationships between the content and conclusions of nearly all scholarly disciplines. The Glass Bead Game is thus a mode of playing with the total contents and values of our culture.’ Lofty stuff, but its genesis sounds spookily close to something we already have, something that was invented by a game-maker. The Game’s roots were in a music student pastime of calling out shorthands for motifs of classic compositions, which other students would have to answer with continuations or improvisations. Eventually, to facilitate this, someone constructed ‘a frame, modelled on a child’s abacus, a frame with several dozen wires on which could be strung glass beads of various sizes, shapes and colours. The wires corresponded to the lines of the musical staff, the beads to the time-values of the notes.’ Sound familiar? It should if you’ve encountered the Tenori-On, the totally abstract electronic instrument based around a grid of light-beads, invented by the designer of Electroplankton, Toshio Iwai.

We are, of course, a long way off a time when devising or playing games could (or indeed should) be seen as intellectually challenging, creatively stimulating and spritually satisfying as the Glass Bead Game is portrayed as being. And, indeed, the heart of Hesse’s book is a debate about whether or not something so esoteric and abstracted can ever make a meaningful contribution to human life. But it’s interesting to imagine where we might end up if we’ve already taken the first steps towards Hesse’s future, not least thanks to the Tenori-On. A few brave souls have even tried to create working prototypes of the Glass Bead Game - the most playable of which is here - albeit in a form which is a long way from the calligraphy-and-meditation based displays which are described as forming the height of the game’s evolution. And if you’re still not convinced that Hesse might have been ahead of his time on foreseeing the future of gaming culture, consider this: what are the players of his Glass Bead Game known as? ‘Lusers’. For real, just like that, thanks to a corruption of the Latin. How’s that for futurecasting?

The opposite of fun

Zoo KeeperThanks to having The Best Job In The World, I get to spend a fair bit of time brainstorming game pitches. These, I’ve noticed, fall into three categories. By far the most popular is the hybrid. ‘It’s Halo meets Cooking Mama!’ someone will declare, or reveal a sheaf of sketches demonstrating how Sid Meier’s Pirates! can be modded to work with the Wii Fit balance board. My experience of these is that the dumber the hybrids initially sound, the more fruitful the the design direction tends to be in the long run. Last week I sat in a room while someone explained a new project as ‘Mario Kart meets the single game in the entire world you’d think most unlikely to ever meet Mario Kart ever‘. I can’t tell you what that game was, because it’ll blow the team’s idea (feel free to barrage the comments with guesses, though), but I did have to grind the entire meeting to a point to vent my baffled scepticism. Three minutes later I was all smiles and nods. Obviously!

Then there is the blank sheet of paper. The actually new idea. These don’t come around nearly so often, and when they do they are brilliant and scary and hard. That initial blank sheet of paper soon becomes hundreds of pages of dense design doc, denied the pithy shorthands that more derivative ideas can take advantage of. Real, proper thinking has to be done. Imaginations are audibly stretched. Getting to be involved in projects like these is always a privilege but it’s a tiring, challenging and not infrequently demoralising one: actually new ideas have a scarily high failure rate.

But then there’s the anti-game. The deceptively simple process of taking an existing game and flipping its ideas - its rulesets, its assumptions, its goals, its resources and restrictions - and finding something new. I have one of those on my desk at the moment, which takes a gaming classic and adds one bit of red pen to the core design idea. And that little bit of red pen changes everything - it’s like in Saramago’s The History of the Siege Of Lisbon, where a proof-reader impulsively inserts a ‘not’ into a sentence in a history book and inadvertently remakes the entire world. I love working on anti-games; it turns game design into a game in itself, as the thought-experiment unravels and you have to jump ahead anticipating and extrapolating the consequences of that initial reversal.

Still not convinced? Then let me bring you today’s favourite anti-game. Yesterday I sent you off to Burn The Rope. Today, I invite you to solve a Fruit Mystery (sound required for both). It does exactly the opposite thing to YHTBTR, in exactly the opposite way, and yet made me exactly the same kind of happy, exactly as much. Good times, good times.

Magistri Ludi

You Have To Burn The RopeI’m a juror for Indiecade, a roving festival which celebrates, promotes and rewards independent games and their designers, which means I’ve been horribly remiss in not publicising the call for submissions for their 2008 tour. If you’re a game-maker who isn’t funded by a major, ESA-member publisher you have until April 11th to check out Indiecade’s exceptionally hospitable eligibility criteria and get your game submitted. And if you’re not a game-maker, but you’ve spotted something of late which you think deserves to be paraded round the world and showered in glitter, then lose no time in firing off an email to its creators encouraging them to get involved. I’ll be doing just that to Kian, who made the epically satisfying You Have To Burn The Rope, which if you haven’t played, you should at once. Me? I’m off to watch a video.