It seems to me that the distinction here between the “big” and the “small” is one of focus. And I think that’s what made me think of B-games.
Silent Hill 2, Ico, and Shenmue are all very small games in the sense that they each consist of really one key theme, or concept — with maybe a related secondary theme, that helps to flesh out and color the primary one.
Further, each game is mechanically, substantially, practically designed so as to illustrate the theme at hand as well as possible. The games don’t always succeed; there are often silly elements present for no good reason. Some of the mechanics aren’t thought-through or implemented as well as they might be. The intent is there, though.
Ico is about Yorda, and the intent to create affection, a protective impulse for her. The game is designed in order to do that, without any distraction. There is no life meter because it’s not about life and death. You can die if you do something retarded, like jump from ten stories up, but that’s just there to keep the player from doing something retarded and to make the world feel more believable. What genius there is in the game is in what it chooses to omit, in order to make its point.
Silent Hill 2 is about James’s emotional state; the entire game is a dive into his subconscious, into his guilt and sorrow and his inability to let go. Everything — well, nearly everything — exists as an ingredient for exploring this: the monsters, the level construction, the imagery. Even the way the game determines the ending is tied into what the player focuses on; how he or she has, intentionally or not, chosen to narrate the game and thereby illustrate the details of James’s condition, through his or her behaviour. There are a bunch of issues with the practical implementation (particularly in the actual moment-to-moment details of gameplay), that threaten to get in the way. Ultimately they don’t occlude the underlying design, though.
Shenmue exists to illustrate the mundane beauty of Being. That life is in the moments, not in the goals. Some people complain that the game is boring; those same people probably wouldn’t think of staying up all night just to watch a sunrise. It’s almost Hitchcockian in the way that, right from the start, implicit in the gameplay, the game lets the player in on something that the main character can’t even see, to try to make its point. In a way, Ryo himself is kind of a caricature of the average singleminded teenager who would likely play Shenmue, and thereby a perfect tool for the game’s purposes. Everything in the game exists either in attempt to illustrate the simple beauties of life, or to support the plot and characters which wind through this mission — in time, perhaps, to get to the point of seeing what the game has been trying to show the player from the outset, and thereby clearly state its case.
The games feel small in the same sense that a good movie will always be too short, and a bad movie will always be too long.
Same deal with B-games. Often as not, they exist to illustrate one concept. That concept might be philosophical or emotional; mostly it has to do with a unique idea for a play mechanic, or some other gimmick. Anyway, these games don’t mess around; for well or ill, the entire game exists to try to get that central idea across. See Gyromite or Pikmin — which I do consider a B-game. Heck, see Katamari Damacy. It is effective because in the end, its entire being is focused on getting one thing across.
In contrast, games which try to please everyone (like, say, Final Fantasy) try to include something to please everyone. So they come off as unfocused. Expansive. Big. Games which exist solely to reflect some outside idea (like, say, the games based on the Lord of the Rings movies) by nature don’t really have a focal point of their own. So regardless of their craft, they tend to feel empty.
This is only tangentally related, but I was “pondering on the throne” today and I had an idea for an online Silent Hill game.
I think I will explain it later, when my parents aren’t breathing down my neck.
But, I am a bit excited about it, if only as an intellectual excercise.
I think that that’s exactly why people talk about the “good old days of gaming.” Most games back then were built around such a simple principle: “Illustrate one concept or feeling really well.”
This is why I love Contra: Hard Corps. The whole game seems wired around one feeling: gleeful insanity. The explosions, the constant movement, the endless parade of ridiculous bosses. The game wants me to keep running, firing, blowing things up. The game didn’t try to be “mature” like Shattered Soldier. It kept things in focus and because of that it stands as one of the best action games ever made.
Chrono Trigger works because of that same principle. All it wants is for you to have the simple (slightly melancholy) joy of traveling with a few archetypal RPG characters across time. A sort of sentimental journey for our time. It focuses its energy on this and (surprise) it succeeds.
The main reason we aren’t seeing more games like this is because game magazines keep clamoring about how games have to get “mature.” Shattered Soldier is a good example here, it’s basically Hard Corps without the focus or the joy. Filled with calculated ploys to make you go “Indeed, now this is a MATURE game.” I mean the long cutscenes, the grainy graphics, the soundtrack. It shows exactly what’s wrong with modern games: outdated game design principles mixed with a superficial understanding of maturity. Though Nakazato looks to be correcting this with Neo-Contra.
I don’t want to go on a tangent though ( it appears I have). Great post.
Neo Contra has the joy, by God. Just wait for it.
It tries really hard to live up to the gleeful weirdness standard of Hard Corps. Though. It was pretty easy, on the show floor.
Where the weirdness in Hard Corps was there, as often as not, to trip you up by daring you not to chuckle or just let go of the joystick and yell “OH, COME ON!“, here it’s… well, I don’t know yet what it’s doing. It’s nice to see, though.
There’s some interesting stuff in that.
Though. In a general sense, about classic games: you’re right.
I am more inclined to put, say, Rez alongside Asteroids or Super Mario Bros. than most games of the current generation.
This focus thing, it’s been a plague since the early ’90s. I like to think we’re starting to come out the other side of the cloud, though. Things like Katamari Damacy and Gradius V encourage me. So does Silent Hill 4. (And here I’m just talking about games released this month.)
Strange how far you have to go to realize that you had the right idea fifteen, twenty years ago.
Maybe we had to go through all that meandering to really appreciate what videogames have to say, and why they say it.
I really have to agree with your point about Shenmue – there really is a focus on the beauty of the everyman/day. The way the game was designed.. it’s a simulation of a life in the most personal of ways. In this way, the experience one gets out of it really reflects the player’s personality.
For example, my friend and I both played but ended up with two completely different feelings afterwards:
My friend spent his days training long hours alone in the park, kicking up dust and admiring the glory of smoother movement from dawn to dusk. He would spar with Fuku san everyday, enjoying the techniques that he could use to make himself stronger and more graceful. Every waking moment in his game would be devoted to self-mastery as well as accomplishing Ryo’s goal of finding his father’s killer as efficiently as possible. He ultimately beat the game within the in-game’s first few weeks.
On the other hand, I went on for days and days, admiring and observing everything. I didn’t even leave the house for the first few days because I was too busy looking through every cabinet, poking every object, admiring every small detail. I spent some days stalking the townspeople, wondering what they would do and where they would go through the course of the day (usually to gossip or shop if they were females..). I knocked on every door in the various apartments that speckled the town, wondering what reactions or what kind of people I would meet (invisible little kids who can’t open doors at night and busy women during the day). I even called every phone number in Ryo’s phone book, going so far as to call his best friends everyday (no one is home EVER… except immediately after events. And let me tell you.. these people he calls “friends”.. HA! That “friends” photo is good for Ryo’s sentimental value ONLY!). Er.. in short, I engaged every aspect of Ryo’s “life,” curious about the makeup of the entire world and drew further and further curiosity from everything Ryo engaged in.
I never made it to disc 2 after 6 months (real time).
I think Lan Di is going to kill me soon.
So, in the end…
I really love Shenmue. It was one of the three 3d games that actually brought back that “magical and open brand new world” feeling I experienced when I first played with 3d in a little computer game demo. The other game that brought up a tinge of this feeling was Rockman Dash/Megaman Legends.
Play Megaman Legends, Aderack. It’s got some magic behind its clunky and annoying exterior. (Don’t play it for Toups though. That’ll just encourage him.)
I intend to.
…
I really should have picked it up when I saw a used-but-mint-condition copy in EB for 9.99, shouldn’t I.
I intend to.
…
I really should have picked it up when I saw a used-but-mint-condition copy in EB for 9.99, shouldn’t I.
I keep seeing it everywhere for pretty cheap, almost buying it before I realize I already own it. So, it shouldn’t be too hard to find a copy, new even.