Love Does Not Exist

January 15, 2010 · Print This Article

I’m adrift on my new couch, several weeks after dragging it into my apartment from a stranger’s dusty house across town.  I’m encircled by remotes, controllers, instruction manuals.  Strewn across the sofa like debris, they float like the wreckage of some entertainment catastrophe.  My Street Fighter IV joystick, red and bone-white, clutches a pillow like a raft; a 360 controller blinks plaintively, until drowning.  Fifteen feet away, my television beams light onto my skin, the high white moon over my living room sea.

I touch my lips, my temples.  I have a headache.  I feel empty.  I’ve been playing games for the last six hours.  For the last twenty five years.  It’s the end of a year, of a decade.  It’s the end of absolutely nothing.

We mark our lives by what has passed us by, yet we’re creatures of anticipation.  Our contradiction is that we count how many birthdays we’ve had, yet we fixate on how many we may have left.  Terrified of the magnitude of death, sickened by the stagnancy of life, we distract ourselves, perpetually smothering our consciousness with ready diversion.  We claw out of the primordial soup of the everyday, toward the horizon of what’s next.

We’re hunters.  As hunters, we know only desire.  We seek, we obsess, we find infatuation, and then we move on.  This is a world of novelties.

In a world of novelties, Love Does Not Exist.

In the 1950’s, James Olds and Peter Milner started digging deep into the heads of rats.  They filled the animals’ heads with wires, and studied how the creatures learned. The scientists shocked different areas of the rodents’ brains, noting the results.  As they continued their work at the McGill University in Canada, they stumbled across a spectacular finding: certain areas, when electro-shocked, would provide pleasure to the animals.  The rats would abandon food, sex, and personal hygiene to receive these delicious stimuli.  Years later, similar experiments would be performed on people.  Humans, given the ability to press a button and receive pleasure, would wear the skin off their fingers.

Recent reevaluations of these experiments indicate it wasn’t the orgasm that these animals were addicted to, but rather the anticipation of happiness.  A study on Rhesus monkeys gave the primates a choice between gambling for their meals or an assured reward.  Time and time again, the animals preferred risk over regulation.  The monkeys would rather gamble; the unreliable result provided constant novelty.

We are all obsessed with novelty.  It’s written into our brains.  What we describe as being in love is the preoccupation we feel for something new.  The relationships we develop are built on a foundation of familiarity; we nest so that we have a place to return to someday.  But our obsession with novelty never goes away.  Indeed, our love of gaming is a life-long relationship with novelty itself, encouraged by gaming’s reward systems.  We’re pressing the buttons on our controllers to press the buttons in our brains.

Be honest.  How many of you are still playing games from 2002?  How many of you still really love your girlfriend?  How many of you ready to admit that you’re liars?

Welcome to Heather Anne Campbell’s Year in Games.

Love Does Not Exist

In February, Street Fighter IV finally arrived in my apartment.  I’d reviewed the game in January, but this was different.  This was my copy.  The things I unlocked wouldn’t go away, the achievements I earned would be recorded for all to see.  For six months or so, it was the only game I touched, the only game I felt.  Street Fighter IV was an opiate.  Every chance I got, I snuck into my apartment and had an affair, took a hit.  It was an addiction, a compulsion; I lied to everyone about how much I was playing.  Readers of mine shouldn’t be surprised, but the degree to which I hid my dependence from my real-world friends was astounding.

“What did you do last night,” asked a friend.

“Oh, I read a book for a while and then went to bed.”

What is it about gaming — the compulsive, strung-out bender sessions — that makes it so humiliating?  Could it be that I was pressing buttons to make scantily clad women and heaving, hormonal man-beasts pummel each other over and over again?  Was it the number of hours that I spent playing that was so shameful?  Starting at 8:00pm and then fighting till 4:00am?  Is it the compulsion?

Or the content?

Street Fighter IV is one of my favorite games of last year, but like all games, it’s becoming embarrassing.  I’m an adult with a lifetime of real, painful experiences behind me, and the best the industry can manage is a set of action figures with intricate move-sets.  I’m not knocking the pleasures of the game; I absolutely enjoy the psychic chess match of a good round of SFIV.  But what am I looking at?  What am I engaging?  These bikini girls and green monsters, sumo wrestlers and broad cultural stereotypes.  Is the announcer’s screams of, “THE STRONG WIN AND THE WEAK LOSE! WHICH FIGHTER WILL PROVE THE OLD AXIOM TODAY!?” supplementing my intelligence?  Is Street Fighter enriching my brain?  Is it a protein, or is it perhaps, mercury?   Is Street Fighter merely a a compulsion?

Perhaps I’m compelled to play because Street Fighter is a string of endless novelties.  Each moment of a good fight is a branching tree of choices, determined by your opponent, style, timing, and your available strength.  Being able to see your enemy’s health and super meters is why I prefer fighting games to first-person shooters; you know what your enemy has left in him, and he knows exactly what you’ve got in your hand.  This transparency encourages this additional levels of cat-and-mouse play, of risk and reward.  I’d argue that two-dimensional fighters, like SFIV, narrow our focus into a single channel.  The line of intention between you and your opponent is direct, unavoidable.  You literally can not look away from each other.  You’re in blinders, your neck is harnessed, and the only thing in front of you is going to force you to gamble.  Perfect.  We’re Rhesus monkeys, locked into a cycle of button-pushing, rewarding ourselves with perfect, fleeting glimpses of novelty.

Is the only path to novelty found in these fighting game moments?  No.  Structure can be novel.  Difficulty can be novel.  Punishment can be novelty.

Take, for example, Demon’s Souls — a game tied on my list for “Game of the Year, 2009.”  What makes Demon’s Souls so unforgettable is jeopardy, loss, and patience.  Every time we take a chance in Demon’s Souls, we’re being asked to risk it all.  Every fight in Demon’s Souls is an all-in bet.  This is what makes the game powerful, and what makes it addictive.  Even the weakest foes have the ability to take everything from us: our work, our time, our souls.

Of course, there’s plenty of other extraordinary, deliberate choices in Demon’s Souls that make the game more than an exercise in masochism.

As I wrote in my Play Magazine review,  ”Amidst this stoicism and difficulty is a grand set of interesting features and novel ideas. Firstly, the game takes place online, always. Demon’s Souls is not an MMO, but the shadows of fellow adventurers can be glimpsed running along the same corridors, battling enemies and getting slain. You can leave messages for them on the ground, and they have done so for you; a blind cliff might carry a glowing warning about the fall, a well-hidden merchant might be hinted at with a message about a Good Guy lurking nearby. When you’re about to encounter a trap, you’ll know.  The question, of course, is where the trap is, exactly.

If you haven’t given Demon’s Souls a chance, I beg you to.  It’s a fantastic game, worthy of the praise (and controversy) it has generated.  Jordan Morris, a journalist friend of mine who works at Fuel TV, recently asked me what my favorite game was this year.

Before I could answer, he popped his cheeks, and said, “Oh, right.  It’s Street Fighter IV.”

I replied, “Actually, it might be Demon’s Souls.”

He hadn’t played it.  So, I gushed about the game for a few minutes.  Finally, he recommended his current addiction, Borderlands.  I picked up a copy.

Jordan, I have to tell you: they’re not comparable.  Borderlands is fun for a while, but the novelty wears thin.  There are certainly a lot of guns to chose from, but each fight goes pretty much the same way.  The look of the game isn’t enough to keep me interested, and the characters all feel like people I met in Fallout 3.  The exact opposite of novelty.

When I Was A Child

When I was a child, there was a tree across the street with the face of a crocodile.  Or at least, that’s what I saw when I looked out my window.  Perhaps most people would look at that tree and see nothing.  We see what we want to.  As human beings, we read patterns into everything: we see causality where there is only coincidence; we see art where there is accident.  I read novelty into gaming, call it the motivation for our addiction, because I seek novelty myself.  Because my heart has been broken.

In the wake of a broken heart, we look for something new, something novel, in ourselves and in our environment.  Girls get new haircuts.  Boys reconnect with their bros.  But our pain is a cloak we can’t cast off.  Grief, after all, is a process.

You can’t ignore how you feel.  Whether you’re high or despondent, whether you’re in love or don’t believe in it, your whole being is affected.  Playing a video game when you’re in a crowded room is very different than playing one alone.  Playing a game with a broken heart is different than playing one after you’ve just won a basketball game.

So, unless we’re honest with you, honest as journalists, our words are meaningless.  They have no context.  If we don’t tell you about ourselves, we’re publishing coded half-truths.  That’s why people keep a journal — it’s a place to be honest.  Journals are our place for journalism, a zone of absolute truth.  And that’s what journalism should be: unmitigated honesty.

For example, what good is a review of the Legend of Zelda if you don’t know the person who’s writing it?  No matter how much we attempt to be objective, subjectivity is the human condition.  When you play The Legend of Zelda, what do you see?  A straightforward, bare-bones reading of the game would outline the story of an adventurer who collects weapons and saves a princess.

But what does Zelda mean to the melancholic?  To the heartbroken, it might be the story of a desperate rebound.

Perhaps the story of the Legend of Zelda is the story of a man who has just been through a terrible breakup.  His heart was so broken that it’s been shattered all over the world.  Link collects heart containers because he’s literally repairing his broken heart, while looking for a replacement girlfriend in the Princess Zelda.  After all, the Princess is a blank slate.  Link doesn’t know her.  He’s projecting.  He’s looking for a new bond.

It’s a current hypothesis that the hormone oxytocin is responsible for our feelings of empathy.  Oxytocin is released during pregnancy to encourage bonding between a mother and child, and also strengthens trust between pairs.  Mothers with higher levels of the neurotransmitter demonstrate a greater attachment to their children.  Like the hormone vassopressin, which is roughly the male equivalent, these hormones may be the cellular foundation of what we describe as love.

Oxytocin and vasopressin are released during our most intimate moments with a partner.  That’s the warm glow you feel when you’re done.  It’s not a chemical that encourages novelty; it’s a hormone that supports monogamy.

My two favorite games from 2009 are Street Fighter IV and Demon’s Souls.  If you believe in love, you might not need, or respect. or be addicted to these games.  You might want something like Modern Warfare 2, or inFamous.

Now, very recently a study by The University of Hafia also linked oxytocin to the human feeling of envy.  Oxytocin isn’t just a chemical of love; it’s at the base of our feelings of jealousy and pride.  ”We assume that the hormone is an overall trigger for social sentiments: when the person’s association is positive, oxytocin bolsters pro-social behaviors; when the association is negative, the hormone increases negative sentiments,” declared Simone Shamay-Tsoory, a doctor in the department of Psychology at Hafia.

When you kick someone’s ass in a game of Modern Warfare 2, do you find yourself gloating?  Do you still believe in love?  If so, I don’t envy you.

As it is, the crocodile tree was cut down a few years ago.  Who knows if it ever existed?

Walking

I’d like to introduce you to Cannabalt.  Cannabalt is the iPhone game on my list, and it’s a stellar little trinket.  I didn’t review Cannabalt formally, so here’s the gist of the game:

You’re a suit-wearing, unnamed protagonist.  He begins the game by beginning to run.  He runs automatically.  We find out very soon why he’s running: in the deep background of the world, there are giant beings destroying the earth.  The player taps the screen to jump.  And we must jump, because we must run.  What is he running from?  What is he running to?  It doesn’t matter.  We know from the color palate, the backdrop, the perfect thump-thump-thumping of the soundtrack that getting there is really important.

But it’s never the same journey twice.  The obstacles in front of our tiny hero are randomized.  The man (or woman, I suppose) runs from building to building, leaping over boxes, crashing through windows.  Things fall from the sky; he jumps over them.  Some buildings collapse beneath his feet; he runs to the edge before leaping to the next.

The longer he lives, the faster he goes — unless the player modulates his speed by allowing him to careen into debris.  Each time you play, the game is different.  The only thing that’s certain about Cannabalt is that our hero eventually dies.

We make a mistake.  We have to.  Like Tetris, it will eventually be our fault.  The little suit falls off a building, leaps too low to make the next ledge, smashes into a robot/satellite/whatever and bursts into dust.  And we start again; a new, novel game.

The best evidence I have for Cannabalt’s quality is its addictiveness.  I introduced the game to a room full of non-gaming friends, most of whom had iPhones.  (I had been playing the game online on its flash website, since I don’t have an iPhone.)  One friend downloaded it, and began to play.  Soon, another bought a copy and started running.

Eventually, everyone in the room was staring down at their screen, trying to beat one another’s longest run.  A total of ten people.  Those who didn’t have the Apple handset opened their laptops and started Cannabalting toward the end of the world.

Cannabalt isn’t revolutionary, but it is perfect.  It’s complete.  There’s no facet of the game that stands out as unnecessary, there’s no element that doesn’t compliment the whole.  The game is great, even though it’s as simple as tapping your finger.  Games don’t have to be lunacy machines.  They can be as easy as running, as joyful as jumping, as challenging as as besting the number at the top of the screen.

Cannabalt is an adult’s game.  It embarrasses no one.

Uncharted 2: Among Thieves feels a bit like the opposite of Cannabalt.  There’s a lot in Uncharted 2 that’s downright ridiculous.  Why can Nathan Drake take three hundred bullets to the chest and not fall down dead?  If human beings are capable of such stamina, why does he have to escort and protect a journalist who has only been shot once?  Why can ammo be found in areas that have not seen human beings in thousands of years?  Who is lighting the candles along the walls of these abandoned tombs?  Why don’t any of these grunts have radios?  The answer “because it’s a video-game” is not a suitable response.  We have to stop answering our doubts with tautologies.

Since the game is stitched into an unravelling fabric of video-game logic, it demands not just suspension of disbelief, but also a familiarity with gaming as it has been before.  The perquisite for Uncharted 2 is not Uncharted: Drake’s Fortune, but rather video-gaming on the whole.

To put it another way, Cannabalt could be your first video-game.  You understand the game in its entirety if you’ve never seen a video-game in your life.  This doesn’t mean it’s casual; instead, like Tetris, it’s just a fully-formed language.  In order to enjoy Uncharted (or Demon’s Souls, or SFIV, if I’m being fair), you must already speak game.

The reason this stands out so much in Uncharted 2 is due to the level of polish the rest of the game exhibits.  The motion-captured cut-scenes are actually well-acted, the dialogue is not hokey, nor is the story really that terrible.  I enjoyed Uncharted 2.  But I wish it had made us proud of our hobby, had shucked off the silly and disposable “rules” of video-games, and had matured into something really new.  Something novel.  It’s not so much innovative as it is a great showcase for all of the novelties of its lineage.  As a package, Uncharted succeeds.  As a precursor, it says very little.

Do people who watch movies need to watch other movies to understand the movies they’re watching?  Maybe.  But as a general rule, the vocabulary of film — which is to say, the edit — is invisible.  It’s immediately understandable to an audience.  The transparency of a great edit means that it can appear in movies made for toddlers.

But the language of video-games has to be introduced to people.  Crates filled with health, inventory menus, save points — all of these things can appear in a single game at the same time, with no thought spared for the player.  What is the motivation for these holdovers?  Resident Evil 5 is the best-selling Resident Evil game in the series, but it’s not because it hides more ammo in more barrels.  It’s because of the controversy surrounding the title, as well as the combined install base of the PS3 and 360.  Sadly, the next Resident Evil game probably won’t take a step away from the series’ pre-established game vocabulary, to pursue something less inhibited.  Resident Evil 6 will make as little sense as the fifth installment in the franchise.  It will rely on the lunatic language of games, and the specific slang of Resident Evils past, as opposed to the serenity of common sense.

Flower, on the other hand, makes all the sense it needs to.  It’s one of my favorite games of 2009, not because I’m looking to start arguments, but because it’s unique, it’s cathartic, and it’s an independent title with the polish of a full-blown release.  It’s on my list because games don’t all have to all be colored in browns, greys, dark browns, and slightly darker greys; I appreciate a little lavender here and there.  It’s an exceptional game because it evokes an emotion, plays without pandering, and is fully and completely realized.

We have this immense opportunity sitting under our television sets.  The PS3, the 360, and the Wii do not have to keep churning out play-alikes.  These machines don’t have to render fighting, or driving, or flying simulators.  Indeed, there is no console/content agreement that binds these systems to the existing human experience.  Flower is a game that does not represent something we already do, and neither is it a puzzle system.  We’re playing a breeze.  The protagonist of Flower not bipedal; it doesn’t jump, it has no gauges nor power-ups, nor features.  And that’s what makes Flower a game worth celebrating.  It’s something new.  And games should be like these fever dreams.  They should be controlled hallucinations.  We have our Holodecks; why do we keep loading the same program into them over and over again?

holodeck

Now, I can promise you that I’ll be playing Street Fighter IV (or Super Street Fighter IV) in a year.  Probably even two years.  But will I still be playing in five years?  In ten?  Sure, I pick up a game of Street Fighter III once in a while, when I’m at an arcade or a bowling alley and there’s someone on the machine.  Want to see what I’ve still got in me, how much the pace and energy of IV has affected my game.  Street Fighter III was released more than a decade ago, and it’s had a lasting effect on me as a player.

But what about these other games?  Will I really be playing Cannabalt in a year?  No.  I won’t be.  And the same with Demon’s Souls.  I think they’re fantastic games, but they have no longevity because, let’s face it, they won’t be novel anymore.  Very few of us will be playing the games we have on our shelves now when the clock strikes 2020.

It’s been a great ten years for games.  In the last decade, games have gone from the flat facades of the PS1 to the real, lived-in environments of the PS3 and 360, saturated with all these touching details.  We’ve given up the one dimensional sets of early film, and moved into actual locations.  Games used to be the lies that our consoles told us — the lies we allowed ourselves to believe.  We gave in to their miserable deceptions.  Now, sometimes, we have no choice to but to accept what our consoles are telling us.  We can get involved in these worlds, unaware of where one pixel attaches to another, or where the seams link two polygons.

But despite the authority of these environments, gaming still doesn’t provoke the attachment of film or literature.  I can tell you what some of my favorite games from the last ten years are, but I’d be lying to you if I said that I was still playing Shadow of the Collossus, Portal, Katamari Damacy, God Hand, Silent Hill 2, Mirror’s Edge, Cave Story, or Perfect Dark for the Nintendo 64.  These are monumental games to me, but all of them sit unplayed on a shelf behind my desk.  By contrast, I still watch Blade Runner every few months.  I still re-read my favorite articles and books, to reap new rewards from their pages.

Right now, film and literature remain the kings of content.  Entrenched and enthroned, these old forms of entertainment remain seated at the head of a great hall, admired by our most enlightened selves.  But the people we wish to be aren’t the people we’ve become.  Society isn’t moving towards longer and more deliberate diversions.  Opera has given way to the pop song.  Conversation is now limited to Twitter’s 140 characters.

Gaming gets this.  Gets us.  Gaming, games press, PR, the entire industry is only concerned with the lightning pace of novelty.  Games satisfy our primal selves.  We don’t have wires sunk into our novelty centers, but we do have the buttons beneath our fingers.  When we press those buttons, we press our buttons.  Games are masturbation.  And in that way, gaming is more honest with us.  By conspiring with our basest needs to gamble, to seek novelty, gaming is getting deep into our instincts, and satisfying our most selfish needs.  But we can’t love a game, because the truth is we can’t love anything.  Because love does not exist.  We can choose favorites, but in the end, we’ll find something else, something new.

How many of you are still playing Portal?  How many of you still love your girlfriends?  And now how many of you are ready to admit to yourselves, in a whisper, that you’re liars?

-Heather Anne Campbell

Comments

30 Responses to “Love Does Not Exist”

  1. kylee on January 16th, 2010 1:24 pm

    this was quite nice

    “The perquisite for Uncharted 2 is not Uncharted: Drake’s Fortune, but rather video-gaming on the whole.”

    indeed

  2. Angus on January 19th, 2010 7:20 am

    Wow, there’s nearly too much in here to process properly. I can fully identify with the ambivalence towards street fighter. People come by and sometimes sit and watch me play and I can’t help but feel unconscious while at the same time trying to narrate the cut and thrust and work through my mistakes. I’m stuck on the mechanical brilliance of a perpetual learning machine while embarrassed to death by its aesthetic.

    We won’t even talk about Bayonetta, a game I crave but would never play in company.

    Demon’s Souls felt novel, it distilled all of the risk vs. reward behaviour of roguelikes into something relatively pleasant to look at, it only really breaks down when you start to depend on flaws in the game to win (I do constantly, my friend discussed the phenomenon here

    The prospect that to be human is nothing more than to seek novelty is soul-crushingly terrifying to me, so today I’m going to lie.

  3. Angus on January 19th, 2010 7:22 am

    self conscious, not unconscious.

  4. Heather on January 19th, 2010 2:30 pm

    By the way, I’m aware that I spelled Canabalt incorrectly. There’s a strange feature on my site where if I edit an article, I lose comments … so I’m just going to keep it as is.

  5. Squirrel on January 20th, 2010 1:59 am

    I played Portal again two days ago.

    I finished some more of an Iji speedrun two weeks ago.

    I pulled out Katamari last month.

    I blew on my cartridge and popped in Legend of Zelda (followed shortly thereafter by Zelda II) back in November.

    I got married 4 months ago.

    I played some 4-player Perfect Dark last summer, as well as some God Hand.

    I watched a friend play through Cave Story for his first time in early 2009.

    And I want to delve back into Silent Hill 2 sometime soon.

  6. Heather on January 20th, 2010 2:50 am

    Sounds like you’ve got a good flow of vasopressin.

    Re-read this in fourteen months.

    Eighteen months is the length of the average honeymoon phase. Which is how long that hormone will be delivered to your brain.

  7. Miles on January 21st, 2010 1:41 am

    Unmitigated honesty is as awkward as lying is clumsy, and equally self serving. Truth is not absolute, rather, it offers us the relief of change as we pursue what is knowable.

  8. Heather on January 21st, 2010 1:44 am

    Thanks, Miles. Why don’t you write an article, ya’ big jerk? Or better yet, why don’t we do a show?

  9. Rachel on January 21st, 2010 6:06 am

    I think you will enjoy this. Also, he should be played by Will Maier.

    http://www.youtube.com/watch?v=hg7qdowoemo

  10. Miles on January 21st, 2010 9:37 am

    Respectively, because I’m too lazy and your too busy.

  11. Paul on January 23rd, 2010 1:17 pm

    Wow. This is the darkest approach to a discussion that touches on video games that I have ever read. Too deep for a quick read before bouncing off to work. Yes I do know about what set this off. I still enjoy your work but this was a curve ball. I realize I was not the target audience, no one was, but the one. Thanks for writing it and posting it. It reminds me of …no. It reminds me that other people are not so different. Even gifted writers!

  12. Heather on January 23rd, 2010 1:47 pm

    I’m not sure I know what you mean. This article wasn’t intended for any specific person. It was an exploration of an idea, and a theme, and a look back at the year in games. Nothing set it off .

  13. Seryogin on January 24th, 2010 4:49 am

    I stayed with a girl for over three years. Leaving her was a big mistake. My honeymoon phases don’t last that long. I started going out with a girl about two months ago and can’t really say that I’m all that much in love with her anymore.

    I do believe that love exists. I love my family, because they’re the only people that have consistently been there for me. I loved that girl like I loved my family, because she accepted me for who I was and stuck with me through many a dark period. I’m such a person, always running like a sullen coward from those that mean me well.

  14. Game Retail Store » This Week In Video Game Criticism: The Apocalyptic Inferno on February 3rd, 2010 1:42 am

    [...] Matthew Gallant, who sent this last week, ‘Love does not exist’, a long treatise on… all sorts of things over ten years of [...]

  15. Ken on February 3rd, 2010 11:41 pm

    Some works of art are “timeless”. Popular submissions might be The Bible or Hamlet. To paraphrase Harold Bloom, this timeless quality is really the ability to the work to reflect some essential aspect of humanity–indeed the ability to reflect some essential aspect of each specific reader. So yes, these works remain timelessly novel, which seems to be a contradiction–but is the work of genius. Their novelty is profound, not simple or mechanical–novel because of what the viewer brings to the table, not because of what has come before. “90% of everything is crap” and “an endless search for novelty” are two names for the same thing. I hope you will readdress your views on the subject because I believe gaming currently lacks its Hamlet (if I may be bold), not the potential.

  16. madato on February 4th, 2010 7:02 am

    You argue that games do not invoke emotion at the level of films. Your logic is that you do not play these games that you loved at the time, yet you re-read your favourite books and re-watch favourite films.

    I think your argument has a fundamental flaw in it. First, that replaying or rewatching or rereading something is not a measure of how good it is, be it a game, movie, or book. Second, that you can even compare these things side by side as if “ARTS” is a genre and one of BOOKS, GAMES, and FILMS has to be comparatively better than the other, as if to imply one day one of the three will win and will be the only thing people partake in anymore.

    I do not reread my favourite books. Many people do not. That does not make the books any less favourite. I may rewatch a film after several years. That doesn’t prove anything either. Games however have a general replayability about them. Some are more replayable than others. But this is still not a measure of how good a game is. Especially by your definition, that a good game evokes emotion (flower).

    The games that you listed as not having replayable value were all games that were very emotional with rich story-telling elements. They were written as an experience. And as such, are especially powerful the first time through. These games were not made to be replayable, but they were amazing games nonetheless. I find your choice of games bespeaks a certain pattern of mainstream games of a certain kind. I find your article and your arguments are also based on such biases.

    I have replayed counterstrike and tekken more than I have read or watched or played anything else ever. But I do not like those games more than I like Shadow of the Colossus or Katamary or Monkey Island. That logic just doesn’t follow through. I wouldn’t even compare any games to any movies like that, they are just different media. So much for the comparative argument.

    Now, to respond to your main argument, that games do not have the attachment of film. All I have to say to that is. You’re a pseudo gamer. A console-only gamer. A casual gamer. A novelty-gamer. A mainstream gamer. You haven’t played competitive games. You haven’t mastered your skills in any game. You’re a couch gamer. You probably haven’t ever pwned someone in counterstrike. And even if you did, you wouldn’t enjoy it. Because you are not a gamer. You will play and then go back to rewatching films. You liked the novelty of games, and it wore off for you. And you are projecting the disappointment to the rest of us gamers.

  17. Haley on February 4th, 2010 12:21 pm

    It is unfortunate that we live in a world with so few examples of true love before us. My parents are still in love today after twenty-eight years of marriage. It is not the ‘honey-moon’ love that you may be thinking of, romantic love, infatuation. It is a far deeper love, true love. I have also felt this kind of love in a platonic sense and even though I no longer see my friend because his actions were hurting people I still love him after five years. From afar, yet it is love, and its still beautiful even mixed with a kind of pain. The thing about love is when you experience it you know its true, when you don’t you may doubt it.

    I agree with Madato that replay isn’t the best measure of worth. I purposefully do not re-read my favorite books in order to preserve their original impact. Once in a while, when I might really need it I’ll delicately unwrap a single scene, but that’s as far I will go. The same is true for many games. I loved my initial KOTOR playthrough so much, it was so personal and powerful for me that I refuse to play it again. I’ve watched the Lord of the Rings series so many times now that it’s almost lost its magic and I’m now on a hiatus until the Hobbit movies come out. I’ve also nearly spoiled Ocarina of Time with its constant replays, but now and then I still ride Epona up to Gerudo Valley. Ocarina of Times was the game that made me love games and it saddens me to have diluted that.

    I agree with you on the novelty aspect of games, although I believe they can, and have been more. But I think that film also fits into the same category. Horror movies especially feel like little more than subjecting oneself to a series of strong sensations. The same can be said of action and romance movies. The difference is instead of pushing a button you buy a ticket. But films have also mastered the drama, the serious artistic piece that speaks to us as human beings. Video games are only on the verge of this, they touch upon it in moments and then fall back. The potential however is there.

  18. Heather on February 4th, 2010 2:13 pm

    Madoto,

    In response to this: “You’re a pseudo gamer. A console-only gamer. A casual gamer. A novelty-gamer. A mainstream gamer. You haven’t played competitive games. You haven’t mastered your skills in any game. You’re a couch gamer. You probably haven’t ever pwned someone in counterstrike. And even if you did, you wouldn’t enjoy it. Because you are not a gamer. You will play and then go back to rewatching films. You liked the novelty of games, and it wore off for you. And you are projecting the disappointment to the rest of us gamers.”

    I play more games than I see movies. Fifteen years ago, I completely stopped watching television (and cancelled any cable packages) because I spent every night playing video-games. An entire year of my life was spent in FFXI — and that’s a real year. As in cumulative hours. Hardly casual behavior. I’ve competed in Street Fighter tournaments, and am employed as a video-game journalist. Attacking my dedication to video-games isn’t going to get you as far as attacking the logic of my article.

  19. CoolBoy on February 4th, 2010 7:48 pm

    Girls don’t like shooting games, they don’t GET diablo, Borderlands is diablo 2 with guns. Borderlands is about the phat loot, there was a lot of cool graphics and artistry in borderlands but they only had enough time to focus on the loot mechanics. If you don’t get the loot mechanics right the game isn’t half as addictive.

    Borderlands isn’t perfect and it doesn’t feel as cool and “new” as other games but it is the foundation for a better sequel, if the game design heads at gearbox can give you that “oomph novelty” you may like it.

    Street fighter 4 for me got a bit old hat fast, I like it but… it’s nostalgic, it’s the same old street fighter with 3D rendered over-muscled quasi anime drawn characters.

    I hate what the did to ryu he looks like a dweeb now, ken looks alright but he looks more like he man now. They should have based the characters off the drawings from Street fighter the movie -

    http://www.amazon.com/Street-Fighter-II-Animated-Movie/dp/1573306886/

    The opening of SF2 the movie, with Ryu and sagat was just so full of awesome! It was ironic that the english version was better then the original japanese one for a change.

  20. Heather on February 5th, 2010 12:09 pm

    Ah, yes. “Girls don’t like shooting games, they don’t GET diablo…” yep. You understand women. While we’re at it, what don’t black people like? Or asians? Please, tell me what some other types of people do and don’t get.

  21. Haley on February 7th, 2010 12:28 pm

    Seconded Heather,

    I’m a girl and I loved Diablo.

  22. mad on February 7th, 2010 2:18 pm

    Football, poker, chess. Love can be a game, can’t it? How about war, politics, economics?

    Carl Jung said, “One of the most difficult tasks people can perform, however much others may despise it, is the invention of good games”

    Canabalt won’t last, but not because it is a game; it doesn’t even aspire to be a game. It won’t last because it is an experience, and by their very nature experiences are transient. Their impermanence is what makes them both precious and disposable.

    But most of what we call games today are not real games, not in the sense that Jung meant. Street Fighter makes an attempt, but falls short; it is more experience then game.

    The difference, to put it bluntly, is that people eat experiences, but are eaten up by games. In a true game, the players are the content that we devour; the game is the machinery that grinds them.

  23. Brilliam on February 26th, 2010 9:39 am

    I am a boy but I did not give a shit about Diablo. Ergo, I am a girl. Boy, this conversation fell apart somewhere, didn’t it?

    I loved this article and maybe I just read it at the wrong time in my life but it had a pretty profound effect on my mood for a few days, so thanks for that.

    I think Hamlet dude above has a point, though; I won’t be playing Canabalt in a year for the same reason that I won’t be watching 2012 in a year: they’re junk. I do, however, play Tetris at least a few times a month, and solitaire (ha ha laugh it up even worse I play it on my iPod Classic), and Mario Bros 3 a few times a year. I don’t know what that says about those games but, in the way that even a stale relationship can feel good in a different way than a new one (I guess this is the vasopressin thing?), going through those muscle-memory moments is, in its own way, a comfort and a joy. I still get every warp whistle and I still use none of them. I still save my P-Wings until I realize I don’t need them anymore. I still try and jump to catch the wands at the highest possible point on the screen. I still swear at the sun and throw fireballs even when I don’t need to just because I can. Even if Mario 3 isn’t perfect, I haven’t been able to see it as anything other than perfect since I first played it, and that must say something.

  24. Steve on April 19th, 2010 4:36 am

    LOL, the “logic” of your article. What a load of shit. You’d be watching Twilight or reading some shit Harry Potter book if you weren’t playing SFIV. Why? Because you’re a retard. Anything you do in your leisure time is going to be embarrassing to admit to someone without a +1 modifier to their chromosomes.

  25. Heather on April 19th, 2010 10:28 am

    I would assume that anyone who uses, “+1 modifier” to attack someone who’s embarrassed about their hobby would be a little more forgiving. Then again, you also used LOL, so perhaps you haven’t hit the place where your personal maturity comes into conflict with your RPG habit.

  26. Newbs on April 20th, 2010 7:38 am

    Heather, I gotta tell you I picked up Demon’s Souls based solely on your recommendation here. Loved it! I haven’t even been halfway through the game, but I am so glad I traded Modern Warfare 2 for it. Ridiculously difficult, but very rewarding (and actually a bit easier once I switched from pure melee to caster).

    When are you gonna update your blog? I’ve missed your reviews since Play vanished… are you writing anywhere else at the moment?

  27. Heather on April 20th, 2010 10:16 am

    Hey Newbs,

    Thanks for the compliments. I’m taking a break from writing for a bit to follow a different path, but I’m sure I’ll be back in some magazine/iPad app/blog sooner or later. Truth is, I haven’t played many games this year; just Bayonetta and FFXIII. Been watching a lot of rock documentaries and pro wrestling, though.

  28. Toups on May 8th, 2010 12:06 am

    stop terrifying me!

  29. River Oldman on May 8th, 2010 1:17 am

    I am the best there is, the best there was, and the best there ever will be.

  30. David on August 10th, 2010 6:34 am

    - I’ll do this in bullet points because I begin an four hundred mile drive in an hour, so this response is written in the context of knowing that.

    - First, excellent post. But I especially adore the few responses that think it’s entirely about video games. I hear the same voice in my head for all anonymous internet bravado, and it’s at full volume here. Madato’s understanding of the post is reactionary, flippant, and “bespeaks” a certain mmorpg related insecurity that no one attacked. Mmorpg’s are as mainstream as anything else. Your indignation is unwarranted. I wrote a paragraph of comparisons between mmorpg’s and console games here, but then deleted it. The basic point is that WOW changes the numbers and colors around every few months, but the play has remained largely the same (except for the addition of PVP) since its creation. It’s just as shallow or deep as the best console game.

    - (Heather) Reading is not playing. Watching is not playing. Playing is a unique thing to do to a work of fiction. This isn’t a new point, but I think it needs stressing. In the same way, we don’t simply watch a loved one; we play them, we manipulate them, we affect their lives, and they affect ours. We work to get to the next level, avoiding pitfalls and obstacles along the way. We try to do the right thing at the right time. That’s gaming.

    - While you compare masturbation to video games, I compare it to film and literature. Most video games become tedious and old, while masturbation never does. Masturbation is reliable, unvarying, unchanging, and just as re-watchable as Blade Runner. It isn’t “honest” at all. Masturbation involves doing things we’ve never done with people we’ve never met in places we’ve never been. That’s film.

    - On the other hand, I may have never been to Favela Brazil in real life, but I have been there in Modern Warfare II. I’ve killed a lot of people there. The game took me there, it risked something. In this fan’s humble opinion, the masturbation accusation (a good band name) is old, quick, and doesn’t belong at the end of this excellent post. And, as Woody Allen said, “Don’t knock masturbation. It’s sex with someone I love.”

    - I have to regrettably agree with Madato on one point: putting something on the shelf, or realizing it’s impermanent, doesn’t mean it wasn’t worth playing in the first place. In the same way, breaking up any kind of relationship doesn’t mean it wasn’t worth getting into in the first place. Insert cliche here.

    - Games aren’t as complex as people, but our relationships with them can be. I never liked Street Fighter, but I do love (prepare to cringe) FIFA soccer. I’d suggest that I love it for the same reason you love 2d fighters, because of my history with the game, how well I know it, and how crazy it can make me. I don’t know if love exists or not, but I do know that whatever other games I play, and whatever other hobbies I pick up, I’ll always have a place in my long term memory for FIFA.

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