Tag Archives: experience

A Musical Experience

Music and sound effects are what make or break videogames for me.  If I don’t feel like I’m a part of the videogame’s diegetic world, then I just don’t get that “experience” that I look for in videogames.  I’m amazed that there was a term for rhythmic worlds—mickey mousing—where the environment or characters act to the music.  This reminded me so much of an indie game called Rez HD that I played on the Xbox 360.  I absolutely loved this game almost 3 years ago and even ‘til today, I can still hear all of the electronic pieces played in each level.  Games like Katamari Damacy, Braid, Chime, Lumines, Groove Coaster, and Bit Trip Beat infuse songs and sounds that I can’t get out of my head.  They remind me of the experience I had when I first played the game and honestly, I think these sounds will be with me forever.

My ‘musical nostalgia’ doesn’t go alone either; our classmates were almost unanimously able to remember all of their favorite games through sounds.  Music just has this power to evoke emotions and memories.  It has this power to make everyone feel happy, no matter where they were from or how they were raised (nature perspective).  In my opinion, this art combines with other arts in videogames, including the graphics and the mechanics, and creates this experience that all humans just know how to relate to.  I believe that videogames are just a type of interactive art that combines with many other art forms in order to give humans a memorable experience—I mean, ultimately, it’s the experience we’re all looking in the end… isn’t it? (A little off topic, but…) Could videogames just be a modern perspective of what we call art?

Back to Narratives: From the Beginning

Contrary to the perspectives of Aarseth and Eskelinen, Kline shows (whether purposefully or no) that video games have always carried narratives in some form. The Spacewar game/simulation was drawn from ideas surrounding the space race and the then new fear of nuclear war with Soviet Russia. The later game Space Invaders was drawn from a similar idea of fighting in space–though this time focused on an extra-terrestrial invasion of our civilization. Game designer Chris Crawford commented on the need to develop the theory of computer games with ideas like “rewards”, “proving oneself”, and “sculpting the ‘play value'” into games. But these ideas do not fundamentally alter why you make and play video games, they simply help you make video games better. The real reason we play games has to do with something far deeper and far more subtle — namely the narrative associated with them.

Video games, through their narratives, are an expression of our lives and experiences and we experience aspects of life through them. They express our fears and vision for the future as in Spacewar, but also our fantasies as in the many games that grant super-human abilities to the player. In a similar manner to cockfights being symbolic for larger issues in the culture, video games are a picture of our lives in the world. As Crawford saw, the need to design games with player interactions reflective of reality are “the central art of the game designer”. It is interesting to note that given the user-oriented feedback loops in game development  and increases in computer technology, the overall direction of successful video games has been towards a story-telling style, and not a simply high-tech tetris or pac-man (though, of course, those games are not necessarily devoid of narrative). This trend illustrates the reason we as a society are really interested in video games: their ability to express our lives in ways we couldn’t before.