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Interactive Mountain
The art game Mountain has caught a lot of people's attention, but it also challenges both those who want more "game" in their game and those who want more "experience." Why?
Everyone is talking about Mountain.
Mountain is a game where you see a 3d mountain. It can be turned. You can play some notes on the keyboard. The mountain does things on its own. Trees grow, clouds, etc. It “says” things. Stuff falls from the sky. It’s pretty.
There is nothing you can do to affect the mountain, at least not that anyone has discovered.
Now, obviously this is the sort of thing that would get called “not a game.” And in fact, while praising it, some get perilously close to saying exactly that, in academic lingo:
Just to be clear: Mountain is not a text. It shouldn’t be treated as one. Mountain is best understood as an exercise in form — it’s a small, contained work that depicts and explores a mountain as an object.
At Critical Proximity I pointed out that the avant-garde/art/whatever games would have been called “formalist” in any other medium, so I like this observation.
Here’s Brendan Keogh reacting negatively to Mountain:
I thought I would write a piece about how it makes a point of nothing-ness in a really interesting way. In its menu, where it explains the controls, both ‘keys’ and ‘mouse’ are said to do “NOTHING” despite this being clearly false (keys play musical notes and the mouse rotates and tilts the mountain). It seemed like an explicit commentary on videogames and nothingness, and I thought that would be cool.
But I found it so boring.
Interactivity again
In the last few days I have been writing on and debating “interactivity.” So let me offer up an alternate formulation here that ditches the word altogether.
First, let’s look at a dictionary definition of interactivity:
interactive (ˌɪntərˈæktɪv)
— adj
1.
2.
Let me hasten to point out that this is far from the only definition out there; I am picking this one in particular just because of two phrases contained therein:
“two-way transfer”
“in close relation”
These two pretty much encapsulate the debate over “strong” and “weak” interactivity, or “exploratory” versus “ontological,” or “gamey” and “not a game” or whatever.
This is where we see people on the one side discussing feedback, mechanics, and other words with the same clinical detached tone as “two-way transfer.” And two-way is such a binary simple thing, absolutist and firm: if it’s two-way it’s one thing, if it’s one-way it’s another. Nice bright line.
And on the other side we see people fetishizing the word “immersion,” talking primarily from the point of view of the player’s perception, eschewing essentialism like the above. It’s about mental constructs, Kieron Gillan saying things like
This makes us Travel Journalists to Imaginary places. Our job is to describe what it’s like to visit a place that doesn’t exist outside of the gamer’s head — the gamer, not the game, remember. Go to a place, report on its cultures, foibles, distractions and bring it back to entertain your readers.
Inner lives
Let me suggest that we can think of these as two different preoccupations.
An interest in the inner life of subject A (the object)
An interest in the inner life of subject B (the player)
There is a third actor in the mix, at a minimum: the creator of the object. But let’s leave that dynamic aside for a moment.
What is “life?” Ah. It’s basically autonomous movement, in this conception. It is the turning over of ideas and tumblers, the movement of muscles and theses. Everything has it, in this sense, but it grows increasingly alien as we move farther away from our own subjective experiences. And it also does come in degrees; some things and some people simply don’t engage in this turning over, this tumbling. Some are quiescent. I am quiescent, when I watch, say, Suits on USA, or Bring It On. Under varying circumstances, we (or anything) are excitated by signal, by story, or not.
It is very hard to perceive the inner life of a rock, and those who do are (ironically) deeply “formalist” and “essentialist” and all those other nasty words, because they’re scientists who have gone and learned geology and therefore understand the rock on its own terms. But sometimes maybe there’s a story told to us that includes some of the point of view of a rock, and then we can start to build a mental model. Think of these explainers and storytellers as Travel Journalists to a Real Place, perhaps.
Some things give you high signal views of their inner lives. Some give you low signal. (That you can perceive, anyway; we aren’t equipped to see many of the signals given by a rock). Similarly, since this is a binary relationship, there are signals we are giving off to the rock. It’s very hard to tell if the rock cares, though we may perhaps notice that it warms up when we sit on it.
Critics who want to use the term interactivity to focus on the subjective experiences of players, who see interactivity in every cognitive interaction with a text, who want to write games criticism that is personal, are all focused on the inner life of the player. This is a very important thing to focus on; the much-maligned allegedly formalist game grammarian would tell you that the canvas of a game is the human mind.
Critics who are interested in game grammar, though, are interested in the inner life of the object. They get a lot less interested when the object doesn’t have much of an inner life, when it’s not turning over ideas in its head, when it’s not evolving, when it does not react.
Simulation versus stagecraft
People who are interested in the inner life of the player are going to tend to prioritize signal that excitates the player. People who are interested in the inner life of the object are going to be interested in signal about excitation within the object. We have terms for these.
When a game object is ticking over, turning, tumbling, moving, living, it’s called