Form and its Usurpers

What is the value of a phantom limb?

In 1964 Marshall McLuhan published a book called Understanding Media: The Extensions of Man. It’s sort of like a religious text for media theorists, though it leans more towards apocrypha than canon. McLuhan was a bit of a heretic. He’s most famous for claiming it’s the form of a medium, rather than the messages we send through it, that has the biggest impact on society; not the violence we watch on television, for example, but the structural properties of television itself. Media change the world by changing its users on a fundamental level; by extending our bodies. The printing press is like a bionic mouth that lets us speak to a million people at once even centuries after our death. The internet is like a second face, a new partial self whose disembodied and digital form can both listen and speak to others of its kind. When I adopt a new medium it alters how I experience the world and what I can do to it, as if I had grown a new appendage. Even my Twitter persona, for example, represents a new facet of my body. At the same time, however, Twitter is a web service; a business run by people I can’t trust, yet with whom I nonetheless share ownership of my shiny new-grown limb. If they wanted to they could cut it off and sell it.

I develop videogames for a living, but I spent last year really hating videogames. I questioned how it was I could consume 60 hours of ‘content’ for Assassin’s Creed 3 yet feel utterly unsatisfied by my act of consumption. I questioned what it was I had consumed, other than my own time. I questioned what it was I sought from the game in the first place. I questioned the nature of the ‘content’ it claimed to offer me; privately I began to suspect it might not even exist. The games I was making and playing seemed more and more to me like empty forms: Puzzle boxes within puzzle boxes, each layer promising ‘content’ underneath it yet in the end yielding an empty centre. I became too tired and bored to care about games anymore. I could no longer see the point in it. I felt as if some enormous detritus had gathered upon my career and favourite hobby; that I could no longer reach through this detritus to claim the enjoyment I had once found underneath.

I awoke from my yearlong stupor the night I encountered a game called Problem Attic by a person named Liz Ryerson. It was like nothing I’d seen before. Rather than a puzzle box, it was more of a sculpture. Its ‘content’ was not buried behind teaching, gating or a thousand tiresome transactions; it was simply present, exposed, beautiful anywhere I cared to look. Ryerson had not designed the game to be consumed so much as authored it to contain ideas. We cannot consume an idea. We cannot lock and unlock it; we cannot buy and sell it; we cannot bundle it with an Xbox 360 at GameStop. We cannot possess ideas. But I learned from Attic that ideas can possess us. Attic made kindling of the detritus through which I’d been stumbling, lighting a bright yet tiny fire in the back of my brain. The more I thought about the game the more it changed the way I thought: About videogames, about Marshall McLuhan, about my job, about everything. As I put my thoughts into writing the fire spread, and the detritus began to burn away.

Upon completing Attic I resolved to write a brief close reading, so I sat down one evening hoping to produce 500 words. I stood up the next morning with 4000. Those words became Fashion, Emptiness and Problem Attic. But even as I published that piece I knew I was not finished. I’d learned Attic is a game about prisons of belief and behaviour: It’s not about looking at the path ahead, it’s about looking at the walls. Thus it was not enough to explain what Attic makes present that other videogames leave absent. I needed to understand the forces around me that created this absence in the first place. Another 4000 words later I’d concluded it was the values I internalized as a student of user-centered design (chief among them clarity and craft) that made me champion products I’d now come to hate. These words became The Cult of the Peacock. I liked that piece a lot, but still my work felt incomplete. I had yet to express the entirety of the thinking I’d been doing; columns of flaming detritus still swirled through my head. I’d learned Attic is not just a game about prisons; it’s also a game about jailers. It was not enough to criticize the shape of the prison in which my work was confined. I had to learn who built its walls.

McLuhan, if he were still alive, could tell us all about walls. He would say walls are a medium. By placing them in the world we form a new space that tells us where we can and can’t go, what we can and can’t do. In this particular sense McLuhan might also say that media, all our various technological appendages, function exactly like walls. When using media we tend to focus only on the messages we choose to send and receive through the paths laid out before us. But if we really want to know who has true power in the world we should seek the people designing the path; those who construct, own and operate the media through which we live our lives.

This is a story about how Steam, Twitter and the App Store came to exist. It’s about how these services present themselves as our friends while behaving as our enemies. It’s about how they stole the internet from us, creating a place where everything is ‘free’ but liberty remains unavailable. It’s about how their forebears stole our very language from us, creating a lexicon in which we have no means of even describing that which cannot be possessed and consumed. It’s about how they filled my head with detritus — with garbage — and sold all my new appendages to the highest bidder. Today I come to reclaim them.

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The Cult of the Peacock

It’s easy to forget that at one time all videogames had manuals. I used to like reading manuals. Manuals were cool. Now, instead of manuals, we have interactive tutorials. They take about fifty times longer to produce, three times longer to consume, and players hate them so much that their highest aspiration is to become completely transparent. Currently I spend most of my waking hours developing them. It should come as no surprise that I hate them too.

This is a story about how these things happened. It’s sort of a companion piece to the article I wrote about Liz Ryerson’s Problem Attic in that it examines the reasons why games like that became unfashionable, how this is a bad thing, and what we might do to fix it. It’s a story about the history of interaction design both in academia and the games industry, as well as my experiences travelling through those spaces. It’s a story about how I got the kink in my neck, and the slow death of the videogame manual. It begins with a teapot and ends with a peacock. More than anything, though, it is about apotheosis. There are four parts. Shall we begin?

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Fashion, Emptiness and Problem Attic

Problem Attic is a game by Liz Ryerson that you can read about and play (for free!) on her website.

problem attic

Any designed work can be decomposed into two different kinds of features: Intrinsic features and extrinsic features. An intrinsic feature is something we judge to be a non-reducible atom of actual value that the audience wants and the work provides—that is, the work’s purpose—while an extrinsic feature is anything that exists solely to realize that purpose, providing no actual value in itself. To design something we must first decide which intrinsic features we hope to provide and then do so as efficiently as possible by devising and iterating on a set of extrinsic ones. Here is a quick example: The intrinsic features of a hammer include ‘delivering impacts to objects’ and ‘inserting/removing nails from rigid structures’, and to best realize these we might iterate on any number of extrinsic ones (such as the hammer’s shape, the materials of which it is composed, or its manufacturing cost).

A product, which is a special kind of designed work, has at least two intrinsic features. One is to perform the task for which it was made; the other is to convince you to buy it. (The next time you hear the phrase ‘ludonarrative dissonance’ ask yourself whether the dissonance you’re discussing might actually stand between ‘what marketing decided would generate money’ and ‘what the designers defiantly attempted to produce’.)

Iterations on a design’s intrinsic features are transformative; they change what the work is on a fundamental level by changing what it does. (A hammer that cannot deliver impacts to objects is no longer, ontologically speaking, a hammer; it has become something else.) Iterations on a design’s extrinsic features are merely ameliorative; they make it better at fulfilling its purpose without changing its nature. Thus we only value extrinsic features insofar as they improve a design’s ability to give us the things we actually want, and we are quite content to discard them as soon as we find more effective ones. Walmart would stop selling hammers if they could figure out how to to market telekinesis. Google would stop making iPhone apps if they could perfect the horrifying spider drones that burrow into your brain through your nasal cavity and telepathically communicate bus directions to you.

The intrinsic features of Art media like literature or film, unlike those of hammers and map APIs, are not easily reducible into language. Whereas to design a hammer involves finding ways of realizing features whose value is readily apparent, to make Art is to search for value lying beyond the edges of our understanding: To capture something we know is important to us even though we cannot quite say why. This is what makes ‘Art’ so famously difficult to define, and why we speak not about ‘novel designers’ or ‘film designers’ but about  the authors of these works. Authors are a specialized type of designer who work to realize feelings, concepts or moments; often they attempt to connect in some fashion with our shared humanity. We cannot fully express what their work is for because its value transcends understanding. Thus while conventional design undoubtedly remains useful as a means of iterating towards our authorial objectives (the language by which we communicate mood during a film, for example, is the product of very sophisticated design work) it tells us nothing about what our authorial objectives should actually be nor what our Art becomes when we realize them.

Videogames inherit a little from Art but mostly from product design, which has been kind of a problem for us. As an industry we put faith in the idea that there is intrinsic value in the games we develop, although we don’t think very expansively about what that could be; instead we abstract it, using ugly words like “content” as placeholders for value without ever proving that it truly exists. We then set about designing incredible machines that shuttle players towards these placeholders with extremely high efficiency, which as designers is really what we’re good at. We make the interface as usable as we can because players need it in order to learn the rules. We teach the rules very carefully because players need them in order to grok the dynamics. We shape our dynamics strategically because enacting them is what will stimulate players to feel the aesthetics. Somewhere at the core of all this, we suppose, lives the “content” players are attempting to access: That which we have abstracted away so that we could hurry towards doing safe, understandable product design rather than risky, unfathomable Art. In game design we enjoy paying lip service to aesthetics. What, then, shall we say are the aesthetics that we can package up into 5–60 hours of intrinsic value? Challenge? Agency? Story? Fun? Is ‘Mario’ an aesthetic? How do we stimulate the Mario part of the brain? Oh hey, wait, look over there! Someone is confused about what that UI indicator represents! TO THE DONALD NORMAN MOBILE.

The more time I spend examining my professional work and that of my peers in the games industry, the more I come to believe our near-sightedness has crippled us. We have avoided building sophisticated pleasures that demand and reward the player’s investment, preferring instead to construct concentric layers of impeccably-designed sound and fury over an empty foundation of which we are afraid and at which we can hardly bear to look. We gamify our games, and then we gamify the gamifications, so that many different channels of information can remain open all at once, distracting the player by scattering her attention across a thousand extrinsic reward systems that are, in themselves, of no value whatsoever. We delay the realization that our true goal is not to deliver some fragment of intrinsically valuable “content” rumoured to reside, like a mythical unicorn, in the furthest reaches of our product; our true goal is instead to find something, anything to mete out over the course of 5–60 hours that will somehow account for the absence of real instrinsic value. It is not, therefore, the content that truly matters to us; it is the meting out.

Though the products we design ought to provide value for players and money for us, they currently only pretend towards the former function while actually performing solely the latter one. This deception permits us to continue making intrinsically simple products, avoiding transformative changes to our designs that we fear would render them less digestible; we instead rely upon a pattern of amelioration by technical advancement wherein we deliver as few intrinsic features as possible (and the same ones over and over again), but with intricate fashions heaped upon them. We have abandoned game literacy in the process, and as a result we now find ourselves trapped in the business of making increasingly-elaborate pop-up books.

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