Form and its Discontents

AR,+Issue+2-33

A year and a half ago I was commissioned to write a piece for a cool new alternative games publication called Arcade Review. I was halfway down a rhetorical spiral that kicked off with my Problem Attic piece; a followup, called Cult of the Peacock, became the first thing I’d ever written to garner more than ten thousand readers. The AR piece was supposed to conclude my little games crit trilogy, solving once and for all the problem of ‘form’, ‘content’ and videogames! (lol.)

I made it five thousand words in before realizing I would never hit my deadline. I then decided to split the thing in two, sending the first part to AR and resolving to work the rest out later. I called this piece “Form and its Discontents”. It goes something like this:

At great cost it is possible to draw players along a trail of breadcrumbs through the labyrinthine structure of a videogame. Yet what beauty will they find in there with their eyes fixed so firmly upon the ground before them? What will they think of you when they step past the final crumb and look up, at last, to discover nothing but an unskippable twenty minute credits screen?

If you read me very often, you might know what became of part two. Yet part one has now become available—free as in gratis—on AR’s website! It’s about how a film form is ‘exposed’ while game form is ‘subterranean’: how popular attitudes around spoilers and consumption do not apply consistently to both media, forcing game critics to approach each one differently. You can find the piece here, alongside all manner of truly excellent words about videogames:

Arcade Review Issue #2

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