On Games, Bogost, Addiction, And The State Of Zen
Over at Gamasutra, we've just posted a new Ian Bogost column, the latest in his Persuasive Games series about social/serious games, called 'How I Stopped Worrying About Gamers And Started Loving People Who Play Games' - and it's intriguing stuff.
Firstly, the piece is a riposte to a recent Slate article which criticized serious games (in general) and some of Bogost's titles (specifically), and particularly referencing 'Stone Cold', a Cold Stone Creamery ice cream shop corporate training game which his firm completed in 2005. Bogost notes there continues to be emails regularly asking to play the game, despite the fact it's not available to the public, continuing:
"Why, then, would so many people be so interested in the game? Perhaps some are misconceived teenagers yet to have been disillusioned by a soul-crushing job. Perhaps others are as smart and skeptical as Peters suspects they might be, and they want to see how possible workplaces represent their expectations for labor. But my sense is that most of them just like ice cream, are intrigued by the Cold Stone work experience, and want to have a go at it for a few minutes."
I think this is a bit of an off-topic argument in some ways (the game looks like a Diner Dash-style casual title, so people probably think it plays like one, when I bet it's tuned to teach) - but Bogost hits the nail on the head by discussing: "Are casual game players having fun? Maybe. But more likely they are zoning out. PopCap even built “zen” mode into some of their games after players reported that time limits and other traditional challenges created an experience quite different from the one they were seeking in such games."
A key revelation in this article is that there are games out there which are meant to reward skill and reflexes (a traditional gamer's approach), those which simple reward you with constancy and repetition until the 'zen' state is approached (many casual games - though some mainstream titles such as Diablo, too), and even those which aren't meant to be played for hours or days, but make a point through their interactivity or gameplay (I'm particularly thinking of works like Bogost's Disaffected).
Is it fair to 'score' the latter two, and to say that they are 'boring' and 'not proper games'? Sure, if you're in the core gamer demographic. But they still have artistic value, intrinsic value to those playing them, and the first two cases still bring addiction. Where I think Bogost is struggling, though, is that the third sector, including those so-called 'newsgames', can carry across a message without wanting or needing addiction. As such, it's easy to dismiss them. But probably not fair - since they're art too, even if not aspiring to the addiction/replayability goal that we're used to.









Comments
That's really interesting. And not something I'd thought about before. I do think it's silly to diss certain games for not being 'hardcore' enough, or whatever though.
Posted by: Suzie | August 3, 2007 2:56 AM
Personally, I think the criticisms say more about those critics than the games. They want to see what they have always seen - Pac Man, Dig Dug, Doom, whatever - but instead see something different - a slower game experience; something that needs you to subtlety think about something. Basically, it reminds me of people who watch documentary shows on science or something and say "boring" then flip to some soap opera or pulp action movie - hey man, it isn't boring, YOU are what's boring.
Posted by: CaRteR | August 3, 2007 6:44 AM
Grf, could we please not throw around the word "addiction" like that? You do realize that most of the non-gamer world considers that to be a negative term, right?
Words like 'zen', 'flow', or 'immersion' are just fine without tagging on the misconception that video games are literally addictive in nature.
Posted by: josh g. | August 3, 2007 9:29 AM
Well, lemme see. I knew a guy who was so hardcore he literally lived in a local cybercafe and did nothing but play games. I'm serious - he lost his job and would hang out in a 24 hour cybercafe, sleeping on the chairs and bumming hours of gaming.
If that guy wasn't addicted then what was he?
And pointing to some technicality like requiring there to be solely a chemical element I think is a pretty myopic definition of addiction. (The 12-step groups, which traditionally offer the highest rate of recovery, define drugs as "mood altering substances". Pretty sure games would fall under that category.) So like a guy could destroy his life obsessively pursuing something, but hey, technically there is no chemical effect there so we don't give a shit.
Posted by: CaRteR | August 3, 2007 10:54 AM
JoshG: When I say a game is addictive, I mean that I enjoyed playing it, so I'll play it some more.
I do take your point that the word 'addiction' has a highly negative connotation outside the 'this game is fun to play!' insider meaning. But I can't think of another word that communicates the same thing, though.
Posted by: simonc | August 3, 2007 11:22 AM