[Game: Journey, thatgamecompany, 2012]
Not Lone nor Level Sands:

A Thorough Ecocritical Analysis of thatgamecompany’s Journey

Introduction:

The first and most dominant visual motif of Journey is . . . sand. As the game begins, an unfathomably vast desert of fine-grain sand stretches in every direction. Clouds of it move through the wind, and block out the sky. The area is a beige-tan wasteland of desolate, arid sediment, which unimpeded winds have gathered into rhythmic and monotonous dunes. And directly before the player-character lies one such large ridge of sand. Trudging up this dune reveals a landmark: a distinctive bifurcated mountain thrusts through the sand up into the air, undaunted by its dusty environs, emitting a glow at the point of union between its dual peaks. The destination is set, and with a slide down the obverse of the dune, the eponymous journey begins. It won’t be until that journey is roughly 80 percent over that, on emerging from a tall cave-bound temple, one actually finally exits the dust, dirt, and sand.

Yet, for all this emphasis, I have found that extant analyses of Journey have disappointingly little to say about sand. That is, the landscapes of the game—so foregrounded by Journey’s lack of HUD, lack of dialogue, distant camera position, and relative mechanical simplicity—are treated as irrelevant set dressing by those who have provided interpretations of the game’s content.

Now, why does that matter? Well, because: it means that, though people pontificate endlessly about the vague resonances between Journey’s campaign and a human lifespan, and about the several arguable overlaps between some of its story beats and the religious beliefs of different human cultures, they have ignored some key details of its literal narrative, which are intimately connected to its setting. And in particular, they’ve thereby ignored a theme which this quiet game is trumpeting fairly loud: its allegorical discussion of a relationship between intelligent beings and their world.

Continue reading

[Game: Journey, thatgamecompany, 2012]
Not Lone nor Level Sands:

A Thorough Ecocritical Analysis of thatgamecompany’s Journey

was last modified: December 23rd, 2023 by Daniel Podgorski

[Game: Factorio, Wube Software, 2020]
Bug Hunt at Outpost Mine:

An Ecocritical Analysis of Wube Software’s Wildly Addictive Optimization Simulator Factorio

 

Introduction:

Any analysis of the relationship between the player-character and their environment in Factorio must begin with an acknowledgement that Factorio is a game that does considerably more to accurately depict the environmental impact of human industrial development than the vast majority of its peers in the simulation, management, strategy, and puzzle genres.

In Stardew Valley, for instance, not only do forests rapidly regrow and lakes never deplete of fish, but quarries, mines, and caves also replenish with stone and ore from day to day. Similarly, while Infinifactory does periodically foreground topics like mining, exploitation, and waste in its story and puzzle design—it nevertheless provides an infinite supply of inputs that can be accelerated or decelerated at will, even when those inputs are living creatures. Even games like Terraria and Minecraft, which go so far as to represent resource acquisition as a zero sum game, nevertheless depict all processing, combining, and consuming of those resources as a pollution-free, byproduct-free non-zero sum game.

By contrast, in Factorio, resources are finite; resources don’t always combine cleanly into singular products; pollution results from production; and pollution has consequences for both the world and the player. Nevertheless, despite its demonstrable steps in the right direction, Factorio preserves a great many of the negative practical and psychological trends embodied by such optimization- and development-focused titles. In fact, it is precisely because Factorio does so much to emphasize the topics of resource scarcity and pollution that its weaknesses in the realm of environmentalism shine so brightly.

Continue reading

[Game: Factorio, Wube Software, 2020]
Bug Hunt at Outpost Mine:

An Ecocritical Analysis of Wube Software’s Wildly Addictive Optimization Simulator Factorio

was last modified: April 16th, 2021 by Daniel Podgorski

[Game: The Witness, Thekla, 2016]
DeMystified:

A Deconstructive Reading of Jonathan Blow and Thekla’s The Witness

 

Introduction:

Game designers who take seriously the idea that they are creating works of potential artistic significance operate at a great risk to their peace of mind. Regardless of the quality of their efforts, if their works are successful, they can expect to be bombarded with accusations that they are over-serious, over-dramatic, pretentious, overly political, egotistical, fatuous, and snooty. While players may be mostly united in the proclamation that games can be art, they often behave as though they are allergic to what it would mean for the world to accept that postulate: the production (and later the analysis) of works that are at least as challenging in subject matter as they are in mechanics.

One frequent target for that manner of criticism is Jonathan Blow, the lead designer and partial programmer of The Witness, which was made with a small team under the developer name ‘Thekla.’ The Witness is a game in which the player wanders an uninhabited, brightly colored island, slowly uncovering its landscape and details by tracing lines on the faces of circuitry panels installed throughout.

On first glance, The Witness is a quasi-conventional title in which the player solves visual logic puzzles in order to ascend and explore a conspicuously placed mountain. Beyond that first impression, however, it slowly becomes clear that The Witness is a work overflowing with visual trickery, peppered with recordings of fiction and philosophy, offering a coherent-yet-concealed story concept, and harboring some of the most astonishing secrets hidden in plain sight in any piece of popular media ever made. These latter elements, much like the narrative details of Blow’s prior game Braid, have garnered a fair amount of the heavy-handed dismissal described in the paragraph above.

Continue reading

[Game: The Witness, Thekla, 2016]
DeMystified:

A Deconstructive Reading of Jonathan Blow and Thekla’s The Witness

was last modified: August 31st, 2022 by Daniel Podgorski

[Game: Infinifactory, Zachtronics, 2015]
Infinite and Individual:

On Zachtronics’ Infinifactory, and What it Means to Approach Games as Art

 

Introduction:

Most players agree that games can be art, yet act in ways that betray the fact that they do not personally approach games as art. For such players, it is as though the word ‘art’ is merely a badge that gets to be worn by things people particularly like. They see that some people seem to like novels quite a bit, and that those therefore get to be art. Well, they want to make it clear that others now like games a great deal, so of course they want games to be allowed to wear the badge too. I am certainly of the opinion that games can be art, but from my perspective the word ‘art’ does not refer to a vague and insubstantial category of preferred works.

In this article, I would like to zero in on this topic of games as art. My test case for this purpose will be the design-based puzzle game Infinifactory. This example is a very conscious choice on my part, as Infinifactory is one of the many games that I consider to be poised between conceptions of games as art and conceptions of games as not art. If that sounds strange or you’re already making assumptions about where I’m going with this, don’t worry: I’ll explain myself with considerable specificity in the sections that follow.

This article will have four primary parts. First, I will present a working definition of art that I consider to be both flexible and rigid enough to be tenable. Second, I will apply that definition to games in general. Third, I will justify my claim that players often approach games as though they are not art. Then fourth and finally, I will describe how one may conceive of Infinifactory as a work of art. In doing all of this in a systematic fashion, I aim to foster a more specific and concrete discussion of this topic than most of the extant debates and articles produced about it over the past few decades have engendered, as a small contribution to spreading the formalist revolution in the study of games to a wider audience.

Infinifactory screenshot with corpse - Zachtronics - games as art, definition of art

Continue reading

[Game: Infinifactory, Zachtronics, 2015]
Infinite and Individual:

On Zachtronics’ Infinifactory, and What it Means to Approach Games as Art

was last modified: February 7th, 2024 by Daniel Podgorski

[Topics: Genetics, Literary Theory, Philosophy of Language]
The Discourse of the Scientific Humans:

Exploring an Analogy Between Genetics and Language via Jacques Derrida’s Deconstruction

 

Jacques Derrida - genetics - deconstruction - critical theory - literary theory

Introduction:

Perhaps only with the recent theoretical developments in such fields as ecocriticism, the digital humanities, posthumanism, and elsewhere has literary theory attained the content or the form of scientific autonomy as desired by the Russian Formalists. This is not a particularly surprising development, however, as the European theoretical schools which followed the period of Russian Formalism, as well as Russian Formalism itself, drew heavily from the highly technical social sciences of linguistics and, later, anthropology.

Yet even the New Criticism, with its avowed (partially cultural) distaste for the distinctly denotative and ‘un-poetic’ nature of scientific discourse, clearly borrowed in its scrutiny—and in its testing of theoretical modes—from post-Enlightenment scientific methodologies. In fact, one may contend that scientific endeavors and theoretical philosophies share far more than either discipline readily admits, not only in methodologies but in the implications and applications of theoretical knowledge (where ‘theoretical’ here refers to the sense of the term in both the sciences and the humanities).

Taking up just one salient, demonstrative analogy, there is a curious parallel between the implications of much of the scientific understanding of genetics and those of the theoretical underpinnings of deconstruction as formulated by Jacques Derrida. Indeed, one may find that, using either Derridian deconstructive theory or genetics[1] as a starting point, one is led down the familiar roads toward poststructural theory and cultural criticism (broadly construed).

Continue reading

[Topics: Genetics, Literary Theory, Philosophy of Language]
The Discourse of the Scientific Humans:

Exploring an Analogy Between Genetics and Language via Jacques Derrida’s Deconstruction

was last modified: February 24th, 2021 by Daniel Podgorski