The gaming continua

May 7, 2008

At the risk of turning this site into the Brainy Gamer Revue, I’m going to play around a bit with Michael Abbott’s “gaming tripod” theory discussed in this post and this podcast.

Michael outlines three broad categories of games that are currently “supporting” the industry, like the legs of a tripod: games that favor narrative elements, like Grand Theft Auto IV; games that favor ludic elements, like Mario Kart Wii; and ultra-accessible “lifestyle” games such as the upcoming Wii Fit (which doesn’t have a snappy term yet, as far as I know).

It’s an instructive metaphor, and I think that it can be taken even further. First, though, I want to talk about a fourth category of games that’s been getting attention recently, which I’ll call self-reflexive games.

Self-reflexive games are aware of their status as video games. They obliquely reference other titles, ironize the conventions of their genres, and riff on the culture that surrounds the industry. Like a jazz solo that quotes an old standard or a novel that satirizes a particular author’s style, self-reflexive games require a smart audience to get the references and fully appreciate their design. In short, they’re games made for gamers, and their existence is a reflection of the medium’s maturation.

The idea of self-reflexive games goes back to 1995 (at least) with EarthBound, still one of the best video game sendups I’ve seen.1 While it’s absolutely hilarious, it’s also impossible to explain to people who don’t play games. More recently there’s No More Heroes, which irreverently juxtaposes two decades of gaming aesthetics (according to my reading of it, at least). There’s also the recent crop of indie games, such as Kian Bashiri’s You Have to Burn the Rope, that have played upon gaming conventions in a humorously referential way.2

So what does this self-reflexive category have to do with anything? If we graft it onto the categories that Michael came up with, we can create two continua which are useful for describing how video games work.

The first continuum has ludic elements on one and and narrative elements on the other, and measures a game’s dependence on storytelling. This is a familiar dichotomy to those who have studied games. Way at the ludic end might be a game like Tetris — no story, no characters, just pure unadulterated play. Way at the narrative end would be something like Shenmue, a game that can have its interactivity removed and lose almost nothing in the process. Other games, like Michael’s Mario Kart Wii and Grand Theft Auto IV suggestions, fall somewhere between those extremes.

The other continuum measures how “video-gamey” the game is. I think of the two ends of this one as “accessibility” and “self-reflexivity,” which are perhaps not ideal terms, but they’ll do for now. Way at the accessibility extreme are titles like Wii Fit and Brain Age, which use the language of video games but otherwise barely qualify as such. Next to them are games like Wii Play and Mario Party, which are more traditionally “video-gamey” but don’t require a deep familiarity with the medium to enjoy. Moving down the line we encounter genres that are increasingly built upon gaming expertise: real-time strategy games, tactical RPGs, 4X games, MMORPGs.3 Finally, on the self-reflexivity end is your No More Heroes and You Have to Burn the Rope. For these titles, the mechanics aren’t the issue — their very appeal is limited to those steeped in the culture.

One of the neat things about thinking of games this way is that it places them in a greater context. One can almost imagine the definition of “game” distorting at the edges of the graph. Go too far past Shenmue in the “narrative” direction, and you end up with a plain old movie; go too far towards “accessibility,” and you end up passing Wii Fit and finding…well, real life. It’s no wonder we’ve had trouble defining video games.

As you can probably tell, I’m still working this theory out. I’d love to hear your feedback.


  1. If you’d like to give it a try, EarthBound is likely coming to the Wii Virtual Console soon.
  2. For further reading on these games, I recommend Tim Rogers on EarthBound (known as Mother 2 in Japan), Schlaghund on No More Heroes, and IndieGames’s interview with the creator of You Have to Burn the Rope.
  3. It seems that generally speaking, the more bizarre or unwieldy the acronym, the less accessible the genre. Funny how that works out.

11 comments

Something strikes me as not quite… hm. I’m going to have to think about this one for a bit and come back to you.

by Corvus on May 7, 2008 at 1:13 pm #

On the other hand, an actual Brainy Gamer Revue would be kind of cool :P

It’s a bit of a stretch, but I’d be interested in tying in your two suggested spectra with an idea Seth Godin brought up recently. Under his paradigm, Halo 3 and GTA4 appeal to the “passion” hardcore gamers, while Wii Sports and Wii Fit appeal to the “pop” casual gamers, and games that fall in the middle (Katamari Damacy? Viva Pinata?) and at the extremes (No More Heroes and Earthbound, but I suppose this doesn’t really apply to the casual extreme) tend to find a more niche following.

Grasping at straws? Yes, but grasping FIRMLY.

by Matthew Gallant on May 7, 2008 at 6:49 pm #

Corvus: You should have seen the first draft. I had my two continua as axes on a Cartesian plane. :)

Matthew: That’s a neat theory Godin has, and I think your examples illustrate that it might have some merit here. I think some of the more inane minigame collections that plague the Wii might fit your “casual” extreme.

It’s that gulf in the middle that interests me. If it really does exist, then creating “bridge games” is probably the wrong approach. Maybe the casual/hardcore dichotomy that some critics have lamented is useful after all.

by Dan Bruno on May 7, 2008 at 7:35 pm #

I’ve been thinking along similar lines for some time, that games have finally found a topic worth thematising – themselves. Have you read any Ackbar Abbas? He’s a theorist of Hong Kong cinema and he makes an argument which I think would be very applicable here, for games.

Secondly, I actually consider Majora’s Mask to be one of the most postmodern, self-reflexive games around. Think about it – each day draws your attention to the game mechanics, and that the inhabitants of Termina have no purpose other than to be in the right, preprogrammed place at the right time. I’d say more but I have to rush.

by Daniel on May 7, 2008 at 11:27 pm #

I can’t say that I’ve read him, Daniel. Film in general is a gaping hole in my knowledge, so I’ll have to rely on you guys there!

Majora’s Mask, and the Zelda series in general, is a tough nut to crack. On one hand there is definitely a sort of winking self-awareness (I’m thinking of the way the NPC dialogue often makes direct reference to controller buttons). At the same time, though, I feel like Zelda games are somewhat traditional in that they want to be approached on their own terms and not from a broader critical perspective. In other words, the time in Majora’s Mask feels to me like a game mechanic for its own sake, and not a reflexive commentary on gaming itself. Similarly, I think your second point — that the NPCs “have no purpose other than to be in the right, preprogrammed place at the right time” — can be made about just about every video game, and isn’t intended to have significance outside of Majora’s Mask.

Those are just my personal impressions, though, and I can certainly see where you’re coming from. I suppose it comes down to how much intentionality, and what kind, we want to ascribe to a given game’s creators.

by Dan Bruno on May 7, 2008 at 11:50 pm #

Yeah, you do have a good point, especially given that I believe on more than a few occasions the various makers of Zelda have come out and said they don’t really believe in art in games.

On the other hand, to a certain extent, it doesn’t really matter what the ‘author’ intended. We can still interpret meaning within the game even if the producer comes out and says it isn’t there. This is partly because games are such a collaborative medium and no one person can really step back and say what the meaning definitively is; but also because if we are looking at this in a reflexive, post-modern sense, we can start talking about the authorship, or lack of an author in the game.

by Daniel on May 8, 2008 at 1:33 am #

@Matthew Would the Brainy Gamer Review have a grand finale kick-line of dancing Zeldas? Abso-posi-lutely! ;-)

The self-reflexivity issue is an interesting one, Dan. The obstacle for me in seeing it as a distinct “leg” or “branch” (I’m swimming in my own bad metaphors) of gaming is that self-reflexivity seems to be about specific moments in games or books or movies. It’s like a voice one adopts, rather than a fundamental structure or mode that defines an entire work. The kings of cinematic self-reflexiveness were the New Wave directors of the 50s and 60s (although Buster Keaton beat them to it by thirty years). I think of these films as stylistically very free and boundary-breaking, but the self-reflexive aspects were only a part of this new film language. Looking at the camera and winking is part of a larger overall revision that includes other distinctive elements.

I think I see video games like No More Heroes in the same way, although I admittedly haven’t thought about self-reflexivity in games as much as I have with film.

by Michael Abbott on May 8, 2008 at 10:59 pm #

Forgot to thank you for mentioning that EARTHBOUND IS COMING TO THE VC!!

It simply can’t be emphasized enough: EARTHBOUND IS COMING TO THE VC!!

Woo hoo!

:-)

by Michael Abbott on May 8, 2008 at 11:08 pm #

Daniel: Ooh, now we’re getting dangerously close to English major territory. ;) I haven’t yet formulated an opinion on authorial intent in video games, but I’ll think it over and maybe work up a post about it.

Michael: I think you may be right that self-reflexiveness doesn’t really belong in this theory. The idea of a “video-gaminess” continuum still appeals to me, though; maybe I’d revise it to have Wii Fit on one end and [insert super-mega-hardcore game here] on the other. (What game goes there, anyway? Ikaruga? Europa Universalis? Nethack?)

Also, I’m eight kinds of excited about EarthBound. I especially love how much attention it’s been getting from the major gaming sites. Hopefully someone at Nintendo will faint at the sales numbers, get revived, and then release that rumored Mother 1-3 compilation cart for the DS. :)

by Dan Bruno on May 8, 2008 at 11:33 pm #

Haha, funny you should say English major – I’m currently completing my thesis in English (Cultural Studies) with a major component on authorial intent/voice in games. I’ll get back to you in a semester’s time with a copy, if you’re interested. :p

by Daniel on May 9, 2008 at 1:17 am #

English majors unite! I’d certainly be interested in hearing what you have to say on authorial intent in games — let me know how it goes.

Man, I should have done a thesis.

by Dan Bruno on May 9, 2008 at 5:58 pm #

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