Games about LOVE and TRUST?: harnessing the power of metaphors for experience design (2008)

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I think we'll start each review with some context for the authors behind the work. This paper was handled by both Doris C. Rusch and Matthew J. Weise. Rusch is a game designer and researcher. She appearently published a book titled "Making Deep Games: Designing Games with Meaning and Purpose" about 8 years after this research paper was written. I may have to check that out at a later date. Weise is listed on the paper as a developer and presently he seems to be the Game Design Director of the GAMBIT Game Lab at MIT. Very experienced viewpoints, I'd say, though this was early in both their careers.

Ok, not three sentences into the Abstract and I already have something to say.

"Sharing Eric Zimmerman’s and Katie Salen’s frustration with the reality of the game store, the “endless racks of adolescent power fantasies, witless cartoon characters, and literal minded sports simulations.” [2004], we set out to explore potential for future development of games that are about something, that tackle complex concepts and ideas in a medium-specific manner, thus providing players with thought-provoking, and insightful experiences." -Page 2, Para 1, Line 4

I understand that, if you are looking to improve the perception of games as a medium, the 'junk food' of the gaming aisle will be considered as a problem that must be solved. But there is value in each of these games, even when they don't push the medium forward. Shlock has its place in every medium.

"There are a growing number of game designers, as well as players, who want games to be about something – games that matter and make us see the world from a different perspective." - Page 2, Para 4, Line 1

Hmmm... This is rubbing me the wrong way a bit now. I won't argue that many games of the era did not heavily consider putting players in a grounded scenario from a unique perspective, at least not in the popular gaming culture (though I could point to a number of cult classics like Shenmue). But games of all genres can challenge people and genuinely teach lessons in resource management, strategy, problem solving, and more.

Some games have specific mechanics and narratives that will only affect individual players in specific ways, often due to surrounding context and association, but still, the game plays a role. Everyone will take away something different and the game doesn't need to set out with that intent for it to happen. But you can't just say those games don't matter. You can't even say they aren't 'about' anything. Every game is 'about' something, but that something is subjective, and if you are convinced it isn't there to find, you won't find it.

"For a game to successfully convey its message it needs to be implemented within the rule system. It has to become tangible to the player in the moment-to-moment game-play. It must make use of the medium-specific possibilities to get the experience across, and strategies that worked well in traditional media may not work the same way in games." -Page 2, Para 4, Line 13

I can somewhat agree with this. But I don't believe a game requires this to succeed within its medium. A game that doesn't take advantage of its game mechanics for the narrative is missing out a lot on its potential. But so have many other forms of media. Why isn't every comic and graphic novel conveying all of their physical momentum, raw emotions, and tension with their panelling? As cool as it might seem to have every entry in a medium try for that level of consideration and quality, it's not required to successfully tell a story or engage a reader.

Medium specific possibilities are important, but with the way this paper is written... it feels like it's continously implying that a game that doesn't take advantage of the medium isn't enough, or that it has inherently failed as art.

"Our study is qualitative and we do not claim our findings to be quantitatively representative." -Page 2, Para 5, Line 11

I figured, but I will keep that in mind as I read.

"...we found that game-play experiences are rarely based on abstract concepts and ideas (e.g. HOPE, LOVE, SACRIFICE, TRUST, JUSTICE etc.) but tended to emphasize a limited number of straightforward physical concepts that afforded an apparent immediacy of interaction with the game-world (e.g. running, grabbing, fighting). This suggested two paths for future development:
  • 1. Exploring abstract concepts as the basis for game ideas and
  • 2. Opening up the range of physical concepts employed in games by downplaying the primacy of apparent immediacy of interaction with the game-world."
-Pages 2-3, Para 6, Line 4

It makes sense to me immediatley why e-koʊ is included in the roster of games here. But again, dismissing the majority of games based on this metric is very shallow in my eyes. Because yes, Sonic Adventure may seem like a game with a silly mascot who only has the superficial action of 'run fast for instant gratification'. But people who played that game know it spoke to the abstract concepts you're looking for.

It didn't always tell its story through the gameplay (though I would argue Tails' story was successful in conveying his growth into independence through his races with Sonic and Eggman), but it nevertheless sent a message to its players. It shouldn't be discounted and neither should the majority of games in this era, because I believe games that tackled these themes were all over the place. They may not have utilized their full potential, but that doesn't make their purpose null.

"We agree that games based on physical concepts can be great fun. They can also make us think differently (or more consciously) about physical processes and activities, thus providing a pleasurable meeting of minds with the designers who identified the essential elements of these processes and activites. However, for games to mature as media, they must not be afraid of abstracting abstract concepts, too." -Page 4, Para 7, Line 4

Ok, so you do believe those games have value. I'm glad we are on a similar page after all. The introduction was just a little too strong, and it made me feel like these authors would not acknowledge over half of the games produced in this era. In hindsight, this paper was probably expecting the reader to be of a certain mindset, a mindset that would be agreeable to the concepts I'm clashing with. This research paper isn't just of its time, it was written to adults of its time. People who were constantly being told by news channels how mindless, and action-packed, and violent video games were becoming.

"Before we go on to suggest two approaches to how the experiential scope of digital representational games could be expanded by drawing on the metaphorical potential intrinsic to the mediation and abstraction process, we would like to present our interpretation of what we observed in that regard in the explorative qualitative game analyses we did in 2007." -Page 5, Para 3, Line 1

This is not a critique of the paper's content so much as a comment on its structure, but, just... Does the fact that this is all one sentence not disgust you? This is why people are scared to read academic papers. If you must write a sentence as congested as this, at least bring the word comprehension difficulty down a smidge. No one wants to read 'metaphorical potential intrinsic' as a combined part of a run-on sentence.

"When the experience of waitressing gained from a game can create so much pleasure because of its resonance with the “real thing”, imagine to play a game that manages to convey the mechanisms of LOVE, JUSTICE, EMANCIPATION or SELF-SABOTAGE in a way that resonates with the player. These abstract gestalts are powerful and pervasive in our lives but hard to grasp. When a gifted filmmaker, author or game designer manages to do that for us, it has the potential to change our lives, because something suddenly falls into place, makes sense and we learn something about ourselves." -Page 5, Para 5, Line 4

This is the kind of writing I like to see in a paper. I can feel the passion and excitement of the writer on the other end, and that helps the research feel personable. I also agree with the point, and I think that the games that manage to pull this off always deserve credit.


Now at this point in the paper there is an entire section focused on Passage (2007), a game I hadn't heard of before reading this paper. Because I lack experience with the game, I don't feel confident in commenting on this section, though I did read the analysis. I once again encourage anyone reading this to try giving the paper a read for yourself, as just reading this review is like reading the cliff notes on an interesting book.


"e-koʊ is a game that has been widely recognized in the videogame community for its exploration of the multidimensional gestalt COMPANIONSHIP." -Page 6, Para 5, Line 1

Here we are, the explanation of the premise.

"From that moment on, yoruda follows you around and you soon realize that she does not only look fragile, but actually is physically weaker than you are and quite absent-minded." -Page 6, Para 5, Line 20

I think she's quite attentive actually, but sure, go on.

"Not only does yoruda need e-koʊs help and protection, e-koʊ also needs yorudas supernatural powers to open the magic doors that regularly block their path. She further makes him stronger in combat and helpfully points out possible next steps, when e-koʊ seems to be stuck." -Page 6, Para 5, Line 31

Ok, so they definitely played the PAL version, that's good to know. I do have to question what they meant exactly by saying yoruda makes the player stronger in combat. That might be referring to how the Idol Doors instantly end fights with Shadow Creatures or be referring to the tactic of using yoruda as bait to trap Shadows in an unfavorable combat position. Probably the former, but I like clarification with these kinds of things.

"...and of course the extremely powerful game-play mechanic of holding yorudas hand by pressing the R1 button on the Playstation controller that serves multiple relationship building purposes: e.g. holding her hand allows you to keep her close in case shadow demons attack; you hold her hand when helping her over a particularly difficult chasm and you grab her hand when pulling her out of smoke portals." -Page 6, Para 6, Line 2

While this was ingenious, especially for the time, I think this aspect of e-koʊs comapnionship gestalt is the simplest to replicate. And a few designers have done just that. What I haven't seen much of since e-koʊs release is the way that the R1 button functions when you can't hold hands. Even when the function cannot be carried out, R1 will always have a use as the "Call" button. And no other button truly does that aside from maybe the Zoom and Camera controls, but these are not actions e-koʊ performs.

Let's use this as an example: If e-koʊ is not hanging from a ledge, the X button will do nothing. The function of X is therefore circumstantial, it depends on surrounding context. Namely "Is e-koʊ hanging from a ledge or on a ladder/chain?" if not, there's no function to carry out.

But if e-koʊ were locked in a box so tight he could not even move, attack, interact or jump, he has one function that will always carry out. He can always call for yoruda. He can do it even before he meets her. It is a universal sign of "Is there anybody out there?" The seeking of companionship is built in as an essential function, that cannot be stopped by any circumstance.

"But what is most interesting for our purposes is to investigate how the designers managed to make the more abstract parts of the COMPANIONSHIP experience tangible to the player, namely the feeling of caring and responsibility for yoruda. Caring for somebody can be understood as being concerned about the other person’s well-being. Feeling responsible for somebody implies some sort of hierarchical difference in abilities between the person who feels responsible and the recipient of this feeling.The journey through the castle offers many opportunities to construct concrete situations where due to the imbalance in abilities between e-koʊ and yoruda, caring and feeling responsible comes naturally. Due to yorudas lesser physical abilities, you frequently have to create a safe passage for her. This forces you to leave her behind, while destroying blockages or letting down draw-bridges. Unfortunately, this means you are not there when shadow demons attack, which can happen at any time. Being aware of this makes it impossible to just focus on the task at hand when away from yoruda. You are constantly concerned about her well-being and hurry back to her so you will be there, when she needs you." -Page 6-7, Para 6, Line 9

The game excels in this area partially because of the mechanical effort (yoruda is the key to progression / yorudas capture equals 'Game Over'), but also because they put a lot of effort into making yoruda feel like a real person. Her animations, idle behavior, and hint system help to convey that sense, often subconsciously. Players who haven't even grown attached to her often feel the weight of her getting captured, before they've even experienced a game over firsthand. It inherently induces anxiety to see a person being ripped out of your grasp and abducted, especially when you know you are the only one with the power to change that outcome.

"On the other hand, dealing with the gap creatively enables experiences players could never have in real life, not just because of possible dangers, but because they stay always themselves. How interface metaphors cannot only simulate stepping into the shoes of the heroe, but into the body of a completely different species will be illustrated by a close reading of Mr. Mosquito." -Page 7, Para 3, Line 1

Wait, they really cover Mr. Mosquito in this paper??? That's a game I genuinely didn't expect to see in the 2008 academic setting. Game design focused or otherwise. ...And reading that section, they definitely take the analysis head on, huh?

"It uses the concept of MOSQUITOHOOD to loosely arrive at an interface metaphor that is modeled primarily on human sexual concepts. In this lies its appeal and, depending on your perception, its charm. The makers of Mr. Mosquito clearly understand the metaphorical affordances of videogames. They’ve constructed a game in which insectoid haematophagy is not only made palatable in terms of a controller interface, it adds an additional metaphorical layer of human meaning to this behavior. Mr. Mosquito is a game in which being a mosquito can be understood as a metaphor for being a sexual pervert." -Page 8, Para 7, Line 21

I would not call this game concept appealing, nor charming, but I do find this entire section hilarious for the blunt conclusion statement and the amount of times they used all-caps on 'Mosquitohood' unironically.

"To make games that successfully tackle abstract ideas, it is crucial to make these sense-making processes conscious again, to abstract from the abstract and to make it concrete by finding suitable metaphors that can be enacted by the player. We illustrated this approach with close readings of the games Passage and e-koʊ, hoping to provide a more systematic understanding of how abstract concepts can be made tangible, first for designers, then for players." Page 8-9, Para 8, Line 19

I like this approach as its laid out here. They said it far better than I could.

"Whatever experience designers choose to make tangible, it will always start with their personal interpretation of this experience. Be it in regard to abstract or physical concepts, coming up with suitable metaphors is key. Metaphors are never neutral. They are not totally idiosyncratic either, but shaped by socio-cultural factors. They provide a perspective about how things are and feel like, and thus contain strong ideological potential. Being conscious about this potential and using it will foster games that are about something." - Page 9, Para 2, Line 14

I still don't fully understand the insistance that 'games based on physical concepts' are not truly about something. I feel like their choice of terminology is really poor in that instance. I also think picking four games as examples after the introduction used a quote with the mental image of: "[the] endless racks of adolescent power fantasies, witless cartoon characters, and literal minded sports simulations” indirectly paints the four examples as exceptions to the norm. And one of those examples was Mr. Mosquito of all things. Like, if that game deserved structural analysis in this academic paper then I can name at least 20 popular games of the early 2000's era that were equally about something.

Ultimately, while this paper and I don't really see eye-to-eye on the nature of video game concepts, it does have a firm grasp of e-koʊs strengths and articulated its points pretty well. I kind of wish it had more to say about the game I'm reviewing it for, but it made the point it needed to and I can't fault it for that. Looking past its confusing stance on games that 'aren't about something', it provides a good blueprint for how to make games that take advantage of their medium and that is very useful.


I give "Games about LOVE and TRUST?" a Mace.

A picture of the mace weapon from e-koʊ