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Why Game? 1 - TextFiles.com

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ourselves.”<br />

When games left the arcades and went<br />

home, is it possible that something was lost?<br />

What was once a public experience had now<br />

be<strong>com</strong>e private. The high score tables in your<br />

shooting games contain your own initials, over<br />

and over, along with maybe those of a handful of<br />

people you’ve leant your copy to. A game is<br />

played alone, not surrounded by people<br />

watching intently, whom you will watch in turn.<br />

Alone, there is no one to show your skills to;<br />

there is no one more skilled to demonstrate how<br />

to <strong>com</strong>plete the parts you find difficult. There’s<br />

no thrill of showing a novice something they<br />

have never seen before.<br />

In this way, super play movies might fill a<br />

necessary role that has been abdicated, creating<br />

a <strong>com</strong>munity where there no longer might be<br />

one. That doesn’t explain, however, the<br />

proliferation of so many movies that are not<br />

super plays. Role playing games. On the Speed<br />

Demo Archive message boards, posters ask if<br />

anyone’s interested in seeing a speed run of<br />

Shenmue. The Internet Archive hosts a video of<br />

someone sailing around a lighthouse in Second<br />

Life, and a number of videos of events in World<br />

of Warcraft set to music. <strong>Why</strong>?<br />

I think it has something to do with what<br />

Will Wright called “owning your experience” in<br />

his GDC Spore demonstration. During his talk,<br />

he mentioned Grand Theft Auto. What had<br />

be<strong>com</strong>e important to him while playing the<br />

game was not the missions and cut-scenes that<br />

the game’s developers had designed for the<br />

player to plod through, but the individual stories<br />

that emerged from the unique experiences<br />

Wright encountered as he explored the game’s<br />

world, mechanics and limitations.<br />

Videogames, as media, are different from<br />

novels and films in that each player will have a<br />

very different experience when playing a game.<br />

Narratives emerge which are unique to one<br />

player’s experience; events may unfold in a<br />

<strong>com</strong>pletely different order for another player. I<br />

record demo play movies of games I like, games<br />

which I think are obscure enough that not many<br />

players have encountered, and enjoyable<br />

enough that more players should. In those<br />

movies I play in such a way as to make the rules<br />

of game obvious and understandable to a person<br />

who is seeing them for the first time. The movie<br />

contains a narrative that the player watches<br />

and, hopefully, in watching, learns from. That<br />

narrative exists in that movie only; it can never<br />

be recreated exactly. Is it the recording that’s<br />

important?<br />

I would argue that it’s the <strong>com</strong>munication.<br />

Gaming is an experience that, like any other,<br />

needs to be shared (and frequently, at least for<br />

me, needs to be shared to be validated). What’s<br />

being shared is something very intimate: the<br />

player, even more than the game. It’s a<br />

transcription of the player’s nuances, choices,<br />

decisions, what is important and what is<br />

interesting. It is not the kind of thing that can<br />

be shared in a block of prose on a message<br />

board. This is, I think, why video recording is<br />

and will continue to be necessary.<br />

At least until we’re all gathered around the<br />

arcade machine again.<br />

Speed Runs and You 45

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