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Tag: Dear Esther

Press W to Pay Respects

There is a meme out there about unnecessary interactivity. Press F to pay respects. Having heard people talking about Everybody’s Gone to the Rapture, I assumed that I would find it interesting as a story and uninteresting as a game, just like developer Chinese Room’s previous work, Dear Esther. I would say yes, both, moreso that I expected. I loved the story and the sense of place developed in the valley. I liked having the narrative broken apart and then discovered nonsequentially. However, I think that as a game, this could have been named Unnecessary Interactivity. It’s a lovely setting, but moving through it is very, very slow and the parts where you have to “tune” a memory are not adequately explained at first. Did I mention that movement is slow? The title of this post was inspired by my experience of the game side of it: I was asked to press a button but it didn’t make the experience any more meaningfully interactive.

This is the image I had hoped would capture my experience with the game.

By far the most frustrating part of playing this game was trying to get the image above. I was playing the game via Steam, in which I had remapped the “take screenshot” key to something other than the default. But that was before my hard drive failed and I had to reinstall everything, so I figured I could just alt-tab, reset the key binding, then go take the picture. Did you know that changing Steam settings while a game is running will force-restart a game? I found out in that moment, and then started to scream and pound on my desk. I was psychologically committed to finishing this game and writing a post about it. But I would have to do it all again, from step one, not even able to skip the long artsy intro. It turned out well enough, on the second try I had a much better time with figuring out how to “tune” some of the major plot point anomalies, but the fact that having to redo any part of it caused me such grief says at least as much about my experience as the picture that I intended to take.

As a plot, it was wonderful and interesting. As I described it to my wife, she had mentioned that it has been compared to the film Annihilation. So we watched that film the next day. These are very different stories, though I can see how they can be compared and contrasted, but because I had just finished Rapture and was watching the film because I wanted to know how similar or different it was, the strongest conclusion I could draw was this: Everybody’s Gone to the Rapture should have been a film. It would of course require a few subtle changes, but the best thing about Annihilation was that it was able to keep a good pace. It felt neither rushed nor frustratingly slow as Rapture. And no need to mash any keys on my keyboard in the vain hope of picking up a little bit of velocity.

Gone Home

“Take recommendations from the comments section” isn’t generally good advice, but when you know it’s a good friend of yours commenting on something you wrote then seems like less of a bad idea. Today I will follow through on that recommendation, and play Gone Home. What I already knew about it before playing is that it is a “story exploration game” like Dear Esther, so it was going to be a “walk through the plot deal” rather than a “defeat the adversaries/environment” thing more typical of adventure games. So, I fired it up with the intention of seeing whether or not I fundamentally disagreed with the premise of the button on the start-up screen: “new game.” Will I be able to consider this thing a game?

Ransack the entire house searching for clues in each object, while listening to Sam’s audio diary: that’s the closest thing to gameplay you will experience in Gone Home.

Is it a game? Yeah, sort of, in the sense that old school point-and-click room escape rooms are games. There are details to notice and codes to find in order to move forward. Trying to walk through without interacting with any objects won’t get the player through the story. Like I do in those escape the room games, I spent a lot of time ransacking the place and clicking on everything to ensure I don’t miss that one little clue upon which the entire rest of the game hinges. I am rewarded for this behaviour on two occasions, one of which was necessary to advance the main plot, and the other part of revealing an optional side plot. Towards the end I found that I had missed one other optional clue and had to get on the Google to find out where to pick up that one scrap of paper I didn’t even notice on my own (which lead to the clues that I would not have completely understood without this spoilerific guidance). Most of the things I can pick up and examine are completely inconsequential, while others seem interesting but fixed in place. This is the sort of thing I find tedious and would have turned me off playing this game if it didn’t come highly recommended.

The centre of this board is what I feel like most point-and-click adventures are telling me as a player when I miss that one clue.

Sifting through some of the internet commentary on this I noticed that the sort of people who hate Feminist Frequency also hate this game. But they haven’t made any videos or blog posts talking about how this game is overflowing with awesome. Aside from this Tumblr post and a short blurb on the video games section of their recommended media page it doesn’t seem to get very many mentions. In the Tumblr post they call Gone Home “genuinely moving, meaningful and emotional” which I can completely agree with because it doesn’t say anything about excellent gameplay, or pushing any boundaries other than through the content of the narrative. I agree that it is moving, meaningful, and emotional; but it carries that experience forward with the gameplay as an afterthought. It’s not a great game, but it is an efficient narrative: I feel like I know the characters and the plot even though I am only given small snippets and expected to put the plot together myself. It works better than getting all the details laid out right before my eyes. I don’t care deeply about the characters, but cared enough to be interested in the whole family right up to the end. This is good fiction. It’s not good gameplay; if I was looking to play a game rather than experience a story I should look elsewhere.

I enjoyed Gone Home as a narrative experience. I really enjoyed discovering the characters and the twists and turns of the plot revealed through my own assumptions and expectations as much as through text and audio log. In some ways it is a well-written love letter to the riot grrl subculture of the 90’s that I was 5-10 years too young to interact with at a meaningful level. It makes sense to me as an homage to something that I couldn’t quite grasp at the time despite the fact it was happening during my lifetime. Perhaps a spiritual successor writing about the struggles of teenagers in the War on Terror era complete with a soundtrack featuring the Dixie Chicks and buckets of references to American Idiot and pre-TEA party, pre-Trump red state/blue state cultural anxiety could speak to me more directly than this or another version set in a 2010’s era of teenage Snapchat and Twitter (rather than my teenage MSN Messenger and Myspace). I am glad that Gone Home and interactive stories like it exist and that the themes presented in these narratives are pushing their way into the mainstream. I am starting to come to the opinion that narrative experiences on computers and consoles ought to be regarded as a distinct types of software rather than video games of a certain type, just as video games are not simply “software applications” indistinct from desktop publishing software. Perhaps that would mitigate the risk of something like Gone Home being misrepresented as a “fake game” because a bunch of gamerbros who volunteer to be “explorers” just aren’t the right audience for interactive novels about other people and other life experiences.

So, to circle back to my original question: no, it’s not a game. It’s a work of fiction. It’s a narrative experience that I think is well worth the time and money. Your mileage may vary.

Not A Game

Dear Esther; this is not a game. Spoilers ahoy! On the recent occasion of celebrating the anniversary of my birth, my wonderful fiancée bought me a gift. She is not a video gamer, but set up a Steam account so that she could conveniently browse my wishlist as well as those of our friends. Yuletide gift shopping can be rather simple and convenient for people who like PC games. However, the item on my list she picked is something that people struggle to define. Is Dear Esther a game? Interactive fiction? A walking simulator? What is it? The best short answer I can come up with is “it is hauntingly beautiful.” It is a psychologically dense fictional story. But it’s not a game.

If the words “graphic novel” didn’t already refer to a specific kind of printed book, I might have considered using those words. It is not a finite game because there are no objectives to be met, titles to be won; with its boundaries it is finite but the essence of the game is missing. It is therefore as far from an infinite game as I can imagine, being decisively neither of those things. It is not interactive fiction, because although the viewer/listener controls the pace and direction of the camera, there is almost nothing to interact with. It’s not a simulator because it didn’t try to replicate a real world process or operation. It’s not a book or a movie. It comes in the form of a video game, but does not function as a video game. It’s just… a story. One I can more easily recommend than describe.

Night time on the abandoned Hebridean island where the story takes place. I loved the aesthetic throughout the experience.

When I said “almost” nothing to interact with, I was referring to one critical moment in my experience where I actually felt like I made a choice that affected how my experience was to play out. Ian Danskin, in his video Story Beats: Dear Esther, identifies the scene at the bottom of the pool as the critical part of the story where the viewer/listener experiences doubt over what is real and what is not. I don’t disagree with this, though I don’t think I found it as jarring as he did. In assuming the persona of the narrator, I immediately worried about my sanity and ability to perceive reality in about the first minute of play. It was when I saw the structural formula for ethanol scrawled in luminescent paint on the inside of a ruined shed. That’s just not normal. The picture above? That’s mostly normal for an abandoned island, save for the seemingly eternal candles that I certainly didn’t light. I was wondering what was real and what was not right from the start.

The scene at the bottom of the pool was, for me, the critical point because that is where I made the choice that mattered. Throughout the rest of the story I could choose which way to walk and what to look at, and indeed I ended up doing some unnecessary and unintentional backtracking when I missed where the path ahead is. I could loiter as long as I liked, but there was only one path for me to go forward on. Except at the bottom of the pool. I didn’t linger at the bottom, even for a minute. In-character as the narrator, I was still trying to piece together my own story. Yes, there was a lot of doubt over my grasp on reality, but even in the craziest parts I still felt somehow tethered to reality as I understood it. Finding the accident scene at the bottom of a pool in a cave was just too much for me. Too unreal. As soon as I saw what it was, my in-character reaction was along these lines. The first thing I did when I saw the scene of a street was swim right back up to the surface, which dropped me back into the relative reality of the island. I didn’t even bother to look at the car or anything else at the bottom of that pool. That is when Dear Esther felt most interactive, if not a game. This is where I wondered what this kind of storytelling medium could accomplish with something more interactive.

In the end, I enjoyed the experience and would recommend it to anyone who likes thick psychological literature as well as people who are interested in storytelling itself. It is far from necessary to be a gamer to enjoy Dear Esther because it is not a game by any definition that I work with. As a lover of fiction, this is exactly the kind of thing I enjoy. I think my fiancée made a pretty good call on this one.