Profundity in gaming.

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4173

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KotOR II, though part, perhaps the majority of the profundity, is limited to the Star Wars universe.

The Unworthy Gentleman said:
Smertnik said:
What games do you think qualify as "profound"? Or, if you don't think there is a single game that demonstrates profundity in its entirety then why do you think this is so hard to achieve in the medium of gaming while it exists in the mediums of film, theatre and literature?
Video games are still a very young medium, while movies have existed for over a hundred of years, theater and literature for thousands. They're just "not there" yet.
Nope, that just isn't acceptable. It doesn't matter at all how old the medium is, the people who create for it are cut from the same cloth as older mediums. How long the delivery method has been around is totally irrelevant, it's all about the people behind it.

OT: Bastion was fairly profound at the end, with the two choices it gave you. I spent a few minutes thinking before I actually made them.
It's incredibly relevant, but it isn't absolutely prohibitive. Writing a profound novel is a whole lot harder if language consists of only 200 words. A profound movie is harder with just 10 minutes of grainy, soundless film.
 

Woodsey

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Far Cry 2 is profound, borderline-genius, but mechanically so - the story equates to "go here, kill philosophical gun-dealer". That's the trouble with trying to discuss this aspect of games as you would films or literature, because it's often not the same. And for a similar reason, that's why anyone who claims HL2 has "no story" needs a slap upside the head.

I'd also consider DXHR profound; it literally asks you what you think and demands introspection. (Replaying it for the fifth time, it still amazes how nuanced some of the writing is.)


The Unworthy Gentleman said:
Smertnik said:
What games do you think qualify as "profound"? Or, if you don't think there is a single game that demonstrates profundity in its entirety then why do you think this is so hard to achieve in the medium of gaming while it exists in the mediums of film, theatre and literature?
Video games are still a very young medium, while movies have existed for over a hundred of years, theater and literature for thousands. They're just "not there" yet.
Nope, that just isn't acceptable. It doesn't matter at all how old the medium is, the people who create for it are cut from the same cloth as older mediums. How long the delivery method has been around is totally irrelevant, it's all about the people behind it.
Which is complete nonsense, because mediums aren't the same. Good filmmakers aren't good game makers by default, and the medium suffers from such an opinion ("what's good for films is good for gaming").

So yes, obviously the age of the medium matters - you need to build on previous successes and understandings, when people think what's good in one is good in the other is when we get stuff like Metal Gear Solid with its 45 minute cutscenes, and Call of Duty, with scripting up the arse.

Expecting insta-knowledge of how to best utilise the strengths of an incredibly complex medium is ridiculous.
 

II2

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I think profundity is in the minds eye of the beholder and what they take from it.

Games that serve up heady subject matter and thought provoking worlds enforced by snappy delivery and solid gameplay facilitate finding profound moments. (Silent-Portal-System-Bioshock-DeusEx-Life-of.the.Colossus-Hill-2)

Fallout (the whole series, except that which shall not be named), for all it's shout outs, comic pulp and ultraviolence, has always left me in with rich contemplation of the nature of authority as proximity to technology, technology as a metaphor for religion, or literal symbolism as religion, transhumanism and human interference in evolution, the reformation of societies after the umbrella collapses, etc etc...

Maybe those things just resonate with me personally and I'll admit I'm a sucker for post apocalypse settings and incidentally both retro futurism and art deco, but I think WE know there's a lot to games and about games that isn't "said", outright.
 
Mar 9, 2010
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4173 said:
It's incredibly relevant, but it isn't absolutely prohibitive. Writing a profound novel is a whole lot harder if language consists of only 200 words. A profound movie is harder with just 10 minutes of grainy, soundless film.
That argument would be worth making if we were still getting games like Pacman and Space Invaders. We have the technology to make games that are profound, we have more than the required technology for that.

Woodsey said:
Which is complete nonsense, because mediums aren't the same. Good filmmakers aren't good game makers by default, and the medium suffers from such an opinion ("what's good for films is good for gaming").

So yes, obviously the age of the medium matters - you need to build on previous successes and understandings, when people think what's good in one is good in the other is when we get stuff like Metal Gear Solid with its 45 minute cutscenes, and Call of Duty, with scripting up the arse.

Expecting insta-knowledge of how to best utilise the strengths of an incredibly complex medium is ridiculous.
Completely missed the point of 'cut from the same cloth' then. I meant that the creators of media like games, films and books are all creators, they just chose different methods of delivery. Clearly what's good for films isn't necessarily going to be good for games, that was never the point I was trying to make.

That you can point out a profound game means that it is possible, that multiple people can do it means that we're at least close. At this stage gaming isn't still a dumb kid, it's still young but developers know what they're doing, they know enough that we shouldn't be making shitty excuses for a lack of profound games.
 

Mouse One

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They sometimes get hate for being allegedly "pretentious" (politer term might be "trying too hard"), but I'm a fan of some of the art games out there like The Path and Dear Esther. They tend to be pretty low on interactivity and gameplay, but if you're okay with that they can really push your emotional buttons.

Amnesia proved you can use the same principles and make an actual game with it-- although honestly, I felt the puzzles, while not hard, detracted from the overall feeling of horror. Incidentally, for Amnesia fans, check out Slender (http://www.kotaku.com.au/2012/07/the-terrifying-slenderman-goes-from-meme-to-free-horror-game/) It felt like an odd cross between The Path and Amnesia. It's pretty short, but definitely unsettling.
 

skywolfblue

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Bioshock 2's "Bad" ending. Kill the little sisters and at the end deny Elanor from saving you.

Elenor says something to the effect of "You WERE a monster, but you gave me the best thing in the world, my freedom"

I found it to be quite an intriguing take on good things happening in the end, despite all the bad things that were done along the way.
 

GameMaNiAC

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Arcanum's (also, Arcanum is perhaps my favorite video-game of all time, for several reasons. And this one is one of them) end boss provoked some heavy emotion. I won't exactly spoil it for those who may happen to play the game or want to try it, but trust me, the dialogue with the boss is nothing like you have ever seen in a video-game.

It's very thought-provoking. I will mention that the subject you discuss is existence and life. And some of the things he says are just scary at how right he is. It made me think about life's purpose in general.

There's dialogue choices in Arcanum, so that makes the discussion with him even more thought-provoking.

He's also my favorite villain ever, perhaps for this very reason.
 

Luca72

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superdark said:
I think Amnesia: The Dark Decent qualifies. The best part of that game is the story and the way it is told. While it doesn't have a specific "message" behind it or anything like that, it still deals with a lot of thought provoking subject matter.
That's the first thing that came to mind for me. The story is really macabre, but the revelations you find out about yourself make you question your own motives and whether you're really the good guy in the story. The reason it works so well in Amnesia is because you're told details, but you're never told how you should interpret them or what the developers want you to think.

The most profound books and movies are like that. They don't explain the metaphor, they just set it up and let you fill in the blanks. The counter example would be the James Bond villain who has to explain the plot to you so you don't get confused.

Let me reiterate - 95% of video games take the James Bond villain approach.

That's why Final Fantasy, as much as I love the series, always manages to outstay its welcome. I think the story of FFVI, VII, IX, and X are all quite profound. Problem is, the game makes a profound point, and then keeps hammering it in over and over in case you didn't get it. So "profound" becomes "melodrama".

Half Life 2 has a profound story in my opinion. Aliens take over earth easily, and withhold technology and rights unless you're willing to serve as their occupational police. Over time, humans sell their souls for quite human reasons, and become something other than human. Since a handful of people control the flow of information, this new thing that isn't quite human is presented as being the "evolution" of humanity - purging primate emotions and moving into a starfaring race. And best of all, there's no conversation where the bad guy sits you down for a heart to heart to talk about his ideologies - the ideas are all in the background of the game, and it's up to you to pick up on them and draw your own conclusions.
 

Veldt Falsetto

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According to the OED definition

(of a state, quality, or emotion) very great or intense: yes I have indeed played games that are of great quality or contain intense emotion

(of a disease or disability) very severe: well...this bit doesn't really fit but yes I have played a severe disease of a game before

(of a person or statement) having or showing great knowledge or insight: a game is not a person or statement but there are developers or lines in games showing great knowledge or insight yeah

(of a subject or idea) demanding deep study or thought: hmm this is the tricky one, a profound subject or idea in a video game? Again I'm gonna have to say yes, a lot of our modern games are littered with cinema grammar and symbolism that demands some study and thought, not to mention that all of us on this site have probably somewhat studied or thought deeply about a game, it's story and it's impact on our lives

So, do I think we have profound games, yes I do but like in all art it is objective and so I could probably put forward a good argument for something like Final Fantasy XIII being incredibly profound and artistic and someone else could say something like CoD: Modern Warfare 3 is exactly the same, and then another could mention ICO or Shadow of the Colossus, I suppose all 3 of these have some artistic merit and therefore some profundity and reason to study
 
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Firstly:

Trilligan said:
Gaming is different, because its toolset is so vast and still very new. You tell a very different kind of story with a 2D side-scrolling platformer than you do with a open-world 3D behind-the-shoulder-view adventure game. We are, collectively, as audience and developers, still learning what each element of our medium means to our art, still finding out what we can say by putting these elements together, by tweaking them in this way or that. And every so often the console arms race or new PC hardware introduces something completely different to the mix, expanding our toolset, changing things around, forcing us to learn all over again.

Secondly: Shadow of The Colossus. The game becomes so much richer and detailed the more you look at it carefully, I find something new or see something in a different way every time I play it (most recent example: think about the significance of a horned figure falling from the sky at the end).
 

ElPatron

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Games usually have to be very "in your face". It's hard to be subtle.

Jim Sterling argued this in one of his earlier Podtoids. He was talking about how many of the face expressions in LA Noire were actually subtle. If you made LA Noire 6 years ago you'd have to put smilies on the screen representing the character's state of mind to make sure the player got it.

When you have to be "in your face"... there's not too much room for depth.

Example: the end of Metal Gear Solid 2. It's deep. It's thought provoking. But it's 45 minutes of video, not gameplay. You're not expected to have interaction.

Kathinka said:
you should try spec ops - the line. it's deep.
It's Heavy Rain all over again, except not as pretentious. The gameplay is bland and generic, the story isn't actually that great. It's just slightly better than CoD so that automatically means reviewers will praise it.

It's "ankle deep" at most. Not that deep.
 

octafish

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Thandran said:
What about Planescape: Torment?

I thought the story was THE thing of that game. I could be wrong, because I may have missunderstood the interpretation of 'profound'.

Did leave a lasting impression on me though. :)

Edit: spelling.
Well done, correct, but it shouldn't have taken eight posts to get here.
I'll add To The Moon to the discussion because it is emotionally profound.
 

Waffle_Man

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k-ossuburb said:
This is a subject that I've thought of quite a bit as a of late, not only with regards to games, but narrative in general. The problem with depth and profundity is that what people find profound lies in how it examines ideas that they've already been introduced to. Back when I was twelve, the concept that people view things differently was incredibly deep, but now it's sort of just a given. Thus, whether or not a video game is profound or not is subjective. However, it is not subjective in the way one might think.

Whenever I see games that are brought up in discussions of games that have depth or mean something, it seems like people always want to point to games that simply say something that the audience already agrees with. It's why I get annoyed at the constant stream of pseudo intellectual "discussion" about whether or not it's better to be a jerk or a nice guy. Even if it weren't a fairly fluffy intellectual discourse, it's still stiffled by the fact that games often set this up as a purely superficial choice has no real affect on the plot, nor does it have any ludic drive.

Your hero is still a badass who (mostly) everyone still loves regardless of what they do, and the really big decisions (like who you are fighting or what your goal is) are pretty much made for you. Ultimately the biggest source of shallowness in video game stories is simply a matter of being "you good, villains bad," with the only subversions being more or less along the lines of "villains are really good and you are actually bad, so do good." Some writers will try to escape this by simply trying to say "this is good and this is bad, and this is why," but even that doesn't make something incredibly deep in the same way that an political candidate being asked questions in their own advertisements isn't a genuine inquiry into what makes them tick. And there is where the difference between being deep and being shallow lies: intention. A great number of works ask questions because that's what people expect a deep work to do. A deep work is one that asks questions because they need to be asked. There is no objective way to tell which is which, but I think it's actually easier that one might think. After all, when is the last time that you've honestly asked "is it better to save a kitten than to burn it?"

Well, at least, it's how to tell the difference between a work that lends itself to being deep vs. one that doesn't. In the end, what really matters is the audience experience. I would say that the problem of video games being shallow isn't the result of whether or not a work really is shallow. I think a bigger problem is that audiences naturally want to use what ever a narrative says to back up what they already believe, rather than trying to ask questions about how this looks in the face of their set of beliefs.

Thus, I would say that your friend was actually on to something when they said that Bioshock was deep, but not in the way that they might have thought. Many people seem to like Bioshock because it says all sorts of broad things about "greed is bad" and "don't trust irish dudes," but I liked it because it seemed to say that no matter how many little choices a game give you, you're still doing what the developer thinks is best, and that regardless of ideology, people are dicks. Whether this comes from me or from the game is another issue, because ideas are ultimately the product of everything and nothing.
 

Adeptus Aspartem

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Hm, Visual novels are not really games, but Katawa Shojou made a good job with all the diffrent questions / if's etc. such handicaps bring along.

Also even if the direct plot behind DE isn't complicated by itself, the questions about where a human being ends and a robot begins can start hours of discussions.
I had a 2 hour discussion about this topic with my sister, which doesnt even know the game and isn't a gamer herself.

Also i found the character-interaction between Glados and Chell really nice to watch, even if the book didn't raise any difficult questions.
But i don't think that's always necessary.. often these "asked questions" feel kinda set up or pseudo-intellectual.

A cathartic experience like Aristotle said is the only thing the chosen medium has to accomplish.
 

Freaky Lou

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Thandran said:
What about Planescape: Torment?

I thought the story was THE thing of that game. I could be wrong, because I may have missunderstood the interpretation of 'profound'.

Did leave a lasting impression on me though. :)

Edit: spelling.
I came here to mention that, as well as the Russian game "Pathologic". Those two, along with Shadow Of The Colossus, are probably the best gaming has for profundity.
 

DrunkOnEstus

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Unfortunately, I see a lot of this going by the wayside as we move away from auteurs to "design by committee". Games will still have directors of course, albeit the person who had a vision, with the stockholders tapping his shoulder saying "nuh uh, do you think 10 million people will understand that? Scratch it."

This may mean that the somewhat recent indie game explosion is somewhat of a compromise. If we want attempts and evolution towards profound narratives, exposition, and story within and utilizing the strengths of our beloved medium, we may have to sacrifice having eleventy billion polygons per second and hyper realistic shadows that depend upon the exact coordinates of the sun.

But from my perspective, all of that has become an attempt to "finally make video games legitimate by making them become more like the ultimate narrative vehicle, film." which is bullshit. Really it is. The interactivity of video games offers a whole spectrum of possibilities to allow for exceeding what film can do if only the wallet-voting shows that we want to see that happen. When these committees are hell-bent on insulting our intelligence and choosing to fund high dollar products as long as they cater to the lowest denominator from an intelligence standpoint, there will be an untapped potential for indie designers to attempt.

I honestly can't blame these committees though. When it's their job to not hemorrhage money, and the green lighting of Okami, Psychonauts, Beyond Good and Evil do exactly that, they aren't going to make attempts in that direction for awhile after that.
 

Freaky Lou

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shameduser said:
While I think of any games the word profundity is the most awful word ever. It should be profoundness. Profundity sounds so awful.
UGH, no. There are way way way too many adjectives where people glue a big ugly "ness" on the end when there's a real noun for it. "Profundity" is a great word. Please do not mess with my language again.

OT: There are some more games with PROFUNDITY: I think System Shock 2 could qualify, and the first Fallout is stunning in its bleak moral landscape (and it would have been bleaker had it not been tampered with.)

I also think the original Deus Ex deserves a mention for the scale of what it was trying to do and what it wanted to be, even if it didn't quite accomplish all of it.
 

Freaky Lou

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Sneezeguard said:
I would say Knight of the old republic the sith lords. It questioned the nature of force, the jedi and sith code and way of thinking and show the jedi their arrogance and failings, and that they were human and flawed.

And Kreia constantly judged you on you actions and choices but also explained why they were flawed/wrong/right/smart based on her philosophies. Not many rpgs do that, sure you have characters in rpgs that where they liked or disliked what you did but none of them explain why or go much deep than that was wrong or that was right.
While KOTOR2 is indeed pretty deep, it has basically the same story as Planescape: Torment, so I think credit should go to that game instead.
 

Freaky Lou

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The Unworthy Gentleman said:
Smertnik said:
What games do you think qualify as "profound"? Or, if you don't think there is a single game that demonstrates profundity in its entirety then why do you think this is so hard to achieve in the medium of gaming while it exists in the mediums of film, theatre and literature?
Video games are still a very young medium, while movies have existed for over a hundred of years, theater and literature for thousands. They're just "not there" yet.
Nope, that just isn't acceptable. It doesn't matter at all how old the medium is, the people who create for it are cut from the same cloth as older mediums. How long the delivery method has been around is totally irrelevant, it's all about the people behind it.

OT: Bastion was fairly profound at the end, with the two choices it gave you. I spent a few minutes thinking before I actually made them.
I'd disagree. It takes a few decades for people to really get a solid grasp of how to use the medium to communicate their message. There's a reason that "The Great Train Robbery" and King Kong were considered masterpieces for their time, when they absolutely would not be now. Similarly, the earliest cave drawings are hardly on par with Rennaissance art. It can take a while for an art form to be refined and sophisticated enough for strong messages to be delievered through them.
 

Veylon

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Profundity is often neglected in every medium. Philosophy - like any other storytelling component - needs to be shown, not just told. In interactive media, it also needs to be done. Players are very rarely asked to make a decision by choosing amongst multiple ethical frameworks. Planescape did that, and did it well.

What it boils down to is that players are frequently given flat good/evil choices, not greater of two goods or lesser of two evils. Those are the tough ones that really make you think about the nature of things.