This month's issue of
Wired UK has a piece on Dr Dan Pinchbeck and his work on the academic applications of gaming mods, written by me and timed nicely to coincide with his success at
Indiecade 09 and the release of his latest work,
Korsakovia, which is available for download from
The Chinese Room. It's not up on the web yet, but it will be soonish; I'll put a specific link in then. The following is a sort of unspool from there - some thoughts on the game and its progress that didn't quite fit on the page.
While researching this, I went down to the coast to meet Pinchbeck and talk over the surprising success of Dear Esther. His previous mods were limited in impact, not just for reasons of quality but through simple logistics -
Antlion Soccer was a multiplayer mod without a dedicated server, and
Conscientious Objector was a mod for the id Tech 4 engine used in
Doom 3, which does not have the same kind of mod community as the Source engine. I really like
Conscientious Objector - it's a study in impotence, essentially, where you are sent into a zombie-riddled Mars base with only a non-lethal weapon to your name. You can knock the zombies down with rubber bullets, but it's like tasing a bull - they get up and come at you again.
1 The other change to the structure of
Doom 3 was that, instead of a superior officer giving you instructions you had a handler, Carl, who clearly thought you were a dick. While he wasn't exactly a fan of the zombies, he was largely indifferent to your comfort and safety beyond the completion of your duties, and quite eager to remind you of the futility of even the most artful headshot. Pinchbeck's doctoral thesis covers the experience of the perspective character in the first person shooter, and the way they are blended with the player's - characters are often amnesiac, so they know as little about the world as the player, or are suddenly dropped into an environment - an alien planet or an undersea city - which is alien to the character and needs to be explained by a helpful voice over the commlink. It's easy to get pretty attached to these radio guides, since they not only prescribe your next action but also provide you with validation and compliments. Of course, this emotional relationship means that second-act reveals where the voice turns out to have misled you are also very common.
2 The voice in Dear Esther doesn't tell you where to go - it only reads, at set moments, from a random selection of letters to Esther as you wander over a deserted and increasingly disrupted Scottish island. The letters are randomised, so no playthrough is the same, and a fragmented narrative of a car crash, a grieving man and a stolen library book is glimpsed but never resolved. When I asked Pinchbeck whether this strictly constitutes a game, he said that it was a game
engine, a nice distinction in both senses.
Speaking purely personally, I'd say that it is a game, or at least (to use the language of
Tale of Tales) an interactive realtime vignette. There may not be a traditional conflict narrative, but there is a story, however dimly viewed, and there is a narrative arc of escalating emotional intensity leading to a definite, if ambiguous, conclusion. You can tell it's the end because the game ends. I've been playing
Robert Yang's mods recently, and possibly they have jaundiced my view because the gameplay elements are only really present in those to serve the narrative, but the lack of challenge in Dear Esther is much less of an issue than some of the stretches between events spent trying to establish which bit of headland you should be walking towards. Follow the birds.
Rob Briscoe's planned
remake is exciting not just because of Briscoe's recent experience of professional level design with
Mirror's Edge, or because
Ben Andrews is turning in some great concept art, but because the visuals and the level design were the elements really susceptible to improvement.
Jessica Curry's score, in particular, is terrific - she is also responsible for the sound design in
Korsakovia, a game I haven't played that much yet because I found the
alpha too upsetting
3 . I've heard
Dear Esther described as a game that you wouldn't want to play twice (along with a number of other games I've played more than once), but I'll definitely be looking at this when it comes out in the New Year.
[1] Diversion the first - when I wrote a "Tech Torn Apart" piece on the TASER X26, a piece of technology with which I am in a very ambivalent state of love, the Taser representatives were eager to make it clear that Tasers were not shot or fired, but rather "deployed", or if necessary "launched". The physics of propelling a pair of electrified fish hooks towards another person with an explosion notwithstanding, I really enjoyed this lexicographical delicacy, and was seriously tempted to take it further, into the world of the Tasee
enjoying the Taser experience, in the same way that used cars became previously owned cars became previously enjoyed cars. But, zombies.
Back[ 2] Diversion the second - this, incidentally, is why the reveal in the first act of
The Nomad Soul, when the perspective character's wife turns out to be a demon, is almost totally underwhelming. Barring some cutscene loving, you've barely met her. So, although everything you knew about her is wrong, what you knew about her was
effectively nothing, with commensurate shock value.
BackPerhaps the greatest baddy-all-along reveal is - spoiler warning - in
Bioshock, where it turns out that the avuncular Atlas has been manipulating you emotionally
and psychically. This formulaic knife to the back is often followed by the revelation that the criminal you have been pursing at your guide's behest is actually a heroic freedom fighter, but in
Bioshock he remains a giant douche. In fact, your only real friend is a besuited Baba Yaga who spent World War 2 performing horrible experiments on people. And I'm not even sure she likes you that much. It turns out that the submerged city of Rapture is a lot like Freshers' Week.
Back[ 3]To round out the attributions, Korsakovia is being co-built by Adam Griffiths of
Dark Rock Games. While I've got you, the soundtrack to Dear Esther really is worth a listen - it's available for free download
here, and was supplying my phone ringtone until I finally admitted that creeping menace is not actually what you want from a ringtone (replaced by the Team Fortress 2 theme; I'm hoping this is adorkable).
Back