Game of the Week: Dear Esther
Are arts game?
If there's a semantic argument even more aimless than "are games art?", it's "…but is it a game in the first place?" The question has swirled around a couple of our reviews this week, and will no doubt rear its head again next week on the release of CyberConnect2's gloriously unhinged Asura's Wrath - a madcap interactive anime whose superficial resemblance to a technical action game has wrong-footed a lot of people.
It's a matter of definitions, but going to the dictionary doesn't really help. At the highest level, the New Oxford dictionary defines a game as "a form of play or sport", with the relevant sub-definition of "the equipment for a game, esp. a board game or a computer game". But whilst the idea of play is one you can never get away from, even these loose definitions don't begin to encompass the unique for,ms of narrative and visual art that (among other things) have sprung from the video game medium.
To a kid, though, all this is boringly self-evident, and a game can just as easily be an exercise of storytelling, role-playing and imagination - "let's play doctors and patients" - as it can be a matter of chucking a ball around or abiding by a set of rules. That's what Dan was forcibly reminded by his young daughter when playing Double Fine's wonderful pre-school play-pen for Kinect, Happy Action Theater.
Happy Action Theater: does actually make you happy.
"'Is it a game?' The question, in the end, proves laughably redundant," he wrote in our review. "Ask my daughter if she's playing a game and she'll look at you like you're an idiot (I get this look a lot) because of course she's playing a game. What else would you call it? The difference is, it's a game on her terms and, crucially, it's a game that takes place in her head, for the most part.
"Games theory is full of talk about the ways in which the story unspooling on-screen in cut-scenes and voice-overs isn't necessarily the real story, which is what happens in your mind as you play. Most games - the games we adult players recognise and consider 'real games' - are skewed towards the former, with its structure and rules and goals. Just like a child, Happy Action Theater tips the balance the other way and acknowledges that, at its purest level, play lives in the imagination."
This struck a chord with me, because a couple of years ago I'd been left thinking the same things by Keita Takahashi's surreal slapstick folly, Noby Noby Boy. "You can't consume Noby Noby Boy. You can't complete it. It offers you no validation or sense of accomplishment. This was the game that dared to wonder why I wanted to be told what to do in order to have fun; the game that dared to ask me what I felt like doing myself; the game that dared to ask me what I thought a game was, rather than telling me what it thought I wanted to hear."
Our game of the week, though, is the polar opposite of these two formless playthings. Or is it?
Dear Esther
Beginning life as an academic exercise, Dear Esther is an experiment in (not so) interactive storytelling created using Valve's Source engine. It's short, it's mostly linear, it's impossible to influence with your actions and it's largely composed of a narrated script and some mostly inert, if hauntingly beautiful, locations.
On the other hand, if it's not a game, what is it? You download it from Steam and control it with WASD and a mouse. It's made with gaming technology and, more importantly, in the idiom of games, using their design and storytelling techniques. Dear Esther wouldn't exist without games, and owes far less to other media than, say, Heavy Rain does to film and TV. It draws most of its meaning and power from the exploration of virtual space - a quintessential gaming device.
Furthermore, while it offers little for you to do, it offers a lot for you to think about. In this sense, it's a more sophisticated interactive experience than the scripted beats of an Uncharted 3. This is where Dear Esther joins up with its supposed opposite, Happy Action Theater - it's a game that lives in the mind as much as in its code. It's the story that happens in your mind as you play.
"Ultimately, Dear Esther is an interactive fiction - one which you can never derail or change by your input, only interpret," wrote Marsh Davies in our Dear Esther review. "But if the act of interaction seems slight, then the act of interpretation is far more complex, confounding and enriching than in most other games you might care to name...
"Is it a game? I can't say I know the answer, but I do know that unless you're an IGF judge or a prissy dogmatist who sets out to pedantically define the boundaries of an extremely fluid medium, then you shouldn't really care. All that matters is that Dear Esther is worth your time - and that its two-hour long chill will remain in your bones for a long while after."
Dear Esther might be stretching the definition of "a form of play or sport". But it's an interesting, moving and captivating experience (and a commercially successful one) that belongs to no other medium more than it does games. It's up for grabs, waiting for us to take ownership of, to call it our own. Why would we turn it away?
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Comments (32) Latest comment 3 months ago
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I want to go back, and just become a part of that place....
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You would probably get a ok experience by watching a playthrough, but I dont think it would come even close to beeing in controll yourself.
Its realy cheap to buy on Steam so I would go for it.
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Anyhow it was a nice experience although some of the narrative did give rise to a few "eh?" moments. It really did feel like a real place...the attention to detail is amazing. A lovely change of pace and tension from some of the stuff I have been playing recently.
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By this definition, Dear Esther is definitely a game. The rules of interaction are limited but definitely present and there is a clear destination. A movie is not a game because there is no interaction that alters the experience (pausing is introducing new rules to the movie that are not intrinsic to the movie experience). A soft toy is not a game, but you can play games with it if you impose rules.
Are games art? Who cares?
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I think this desolate island concept could me used for another awesome idea.
It absolutely shouldn't be an action game but rather a psychological first person thriller that gains momentum and builds up tension. The basic concept is already there. A beautiful island and an awesome atmosphere. They shouldn't leave it unused.
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Art: The making of objects, images, music, etc. that are beautiful or
that express feelings.
Definitly the creators of many modern games create objects, and not
only objects, but enormouse virtual worlds.
We defintily have music scores that accompany you us you play,
And definitly by palying and interacting with the virtual
environments, feellings do arouse.
For me it's important that all these elements (music, pictures, story,
acting) do have a positive impact on you. In other words the highest
goal that art can achieve is to make you a better person.
But even if this is not achieved, when feeling part of a virtual world
which steers and inspires your imagination, makes me believe that such
a video game can be considered as an interactive form of art.
For example palying Dear Esther,Skyrim, Mass Effect, Syberia and other
games create inside me feellings and virtual experiences that touch my
soul.
So in my humble opinion Dear Esther as well as many other video
games may be considered us a new form of art: Interactive
Fiction Art (IFA).
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We talk about the beauty of Dear Esther's "story", but its story is irrelevant to the fundamental interactions the player undertakes, which is mostly just holding down the W key for the duration. The story isn't about that. It's entirely separate, and thus whatever people are praising about this thing has absolutely nothing to do with its gameplay.
I find it odd that people think of Dear Esther as being a step forward from something like Call of Duty or Uncharted - it's exactly the same thing, but with different window dressing. All three of those games emphasize content over gameplay, and reduce (or restrict) player agency to tell their turgid stories. They're just as bad as each other.
The beauty of "storytelling" in games has nothing to do with designer-set narratives and everything to do with generative stories and ludonarrative. I wish people would realise this, because Dear Esther is so far from the goal of interactive storytelling it's kind of infuriating that people take it so seriously.
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Missed the point much?
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On top of chapter select is the ability to select the difficult level, which further emphasizes that the player can artficially choose to alter the context of these replayed battles, and thus increase the narrative dissonance. And then the player can add their own made up challenges into the mix. Win by hand to hand only for example.
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It's not a cop-out. You obviously have got mixed up somewhere along the way and thought is useful to inform anyone who may be enjoying this for it's own right that they are wrong.
You however are wrong. Now move along and stop being a dick-head.
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Not everyone will like it, but this is a bonafide classic. It's immaculately presented and feels almost like a new genre. It will certainly have a heavy influence on things to come. 10/10.
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Just like 'movies' (quite a siilly abreviation for 'moving images') are known more respectably as 'films', perhaps one day 'games' will be known as something else...
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On the first playthrough, much of what is presented to you is confounding and cryptic, when considered in isolation. I confess that, once or twice, I scoffed naively at dialogue that seemed to be going out of its way to baffle me. Even those narrated passages and features of the island that initially seem clear, uncomplicated and beg to be taken at face value become open to interpretation and demand reassessment in the context of the later details that are revealed to you and the overall experience.
I imagine that I'm not alone in saying that I felt a pang of disappointment initially as realisation struck that the concluding scenes weren't going to present the burst of utter clarity that I had assumed everything was building towards. However, since the clever final moment - the black screen, running audio and lack of a credits roll leaving you uncertain as to whether it was over, enforcing a period of contemplation - I have been constantly going over everything that I saw in my mind and putting them together in different ways, finding new perspectives and formulating new theories and opinions. A simpler and more literal presentation of the story probably wouldn't have stayed with me or had the same impact.
In effect, I've been playing this game constantly for nearly 24 hours since I bought it last night. It so happens that my computer was only on for the first two of them.
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I guess the point is there's room for both, games with a built-in narrative and games with emergent storytelling. I don't think Dear Esther is a step forward for the medium, it's far too limited for that, but I'm still glad that it exists.
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