Some of you know that I'm interested in how the experience of boardgames really translates into an "artistic event," and whether a board game can really be considered art (other than an objet d'art, where the game itself is the work of art; I'm talking about the game experience being artistic, like the watching of a movie or the reading of a book).
There's a fascinating discussion on BGG that touches on this.
When we play games, some of us get lost in the mechanics of the game. We enjoy yanking on the metaphorical levers and pulleys that various rules represent, to see how far we can go.
Others get lost in the theme of the game, enjoying the idea that they are really living in the game-world. I suppose the best games have a bit of both elements appealing to its players.
Coleridge wrote about the need to suspend disbelief when reading a story. This is true for us too. In order to be lost in a game, be it through theme or mechanics, we need to suspend our disbelief that the game pieces do not represent us.
Tom Vasel actually touched on this subject in his Dino Hunt review. He writes...
...the game is “educational” (I’m a Christian, thus I don’t agree with the evolution aspects of the game)...
Tom seemed to have more of a problem with Dino Hunt's luck factor than its evolutionary angle, but it seems that it still pulled him out of the game a bit.
I had a similar (but thematicaly opposite) issue when I sat down to play Ark of the Covenant, a Carcassonne variant, for the first time. I'm not religious at all, so placing Prophets and moving the Ark felt a little weird. After awhile, I was okay with it, because I was more concerned with the mechanics of the game than the theme. But I wonder sometimes where my limits really are.
ShadeJon's issue with Amun-Re is much more direct. His religion forbids him to participate in worshipping, or performing sacrifices, to other gods. Since one of Amun-Re's phases is the Sacrifice phase, he's not sure his religion permits him to play the game, and is not sure he should buy it, or if blacking out the sacrificial elements to the game with a marker will fix the problem. Others point out later in the post that even if he were to black sacrifices out, wouldn't he still be implicitly engaging in the sacrifice?
Of course, I'm not bringing Tom and ShadeJon up to belittle or make light of their beliefs. Instead, I think they bring up important considerations about game theming. Is there a thematic element to your game that might be too distracting?
In my post about games as art, I suggested that "Schindler's List: The Board Game" wouldn't make for a good game simply because the mechanics wouldn't do justice to the theme; the dissonance between the two would be distracting. There have been two games released in the past year - "Spank the Monkey" and "F*** This" - that feature innocent gameplay, but have driven gamers away because of their titles. Some people won't play "Lunch Money" because they find the theme despicable. Others have no problem with the game's theme, and point out that World War II sims feature events that are far more disturbing.
I think that everybody has their buttons. There are some subjects that we'd never be able to touch. For example, I don't think I could play a board game version of "Schindler's List." I hope the reasons are obvious enough! ShadeJon is very articulate and forward in discussing the Jewish laws that may forbid him from playing Amun-Re. If you go to the BGG forums for Spank the Monkey, F*** This, or Lunch Money, you'll see all sorts of buttons being pushed.
The thing about games in general is that there's much less allowance for controversial material than in a movie or a book. You can make a violent, depressing film; but if you get everything just right, it becomes a cathartic and rewarding experience in the end. I don't know if you can do that with a game (hence my position that games don't have the same artistic merit as literature or cinema). On the other hand, if a game is too violent and/or depressing, no one will want to play it again.
Have you ever had your suspension of disbelief in a game broken?
Thanks for the reply, Fos!
Art's a huge topic, so let me narrow it down a bit.
In 1917, Marcel Duchamp unveiled a work called Fountain. It was a public urinal turned upside-down. Its artistic value is unquestioned, as it opened the world of sculpture to contemporary, everyday, mass-produced objects.
However, that's not the kind of art I'm talking about. I'm talking specifically about something that works as it is intended. Fountain does not work as a urinal; in its transformation into a piece of art, its functionality was completely lost.
Another counter-example: In 1964, Andy Warhol shot the film "Empire." It is a static eight-hour shot of the Empire State Building. It begins at daytime, and ends at night, with the lights going on at the end.
It's art, yes, and it's a film, yes. But its replayability is limited. This is not a movie most people would see on a date.
Anything can be "art," in the form of a curio, or an objet d'art. But what I want to know is if a game can carry significant artistic meaning AND still be a game. Yes, you can make a Schindler's List game, and yes, it would probably be weighty and difficult, handling challenging issues. But would it work as a game? Personally, I don't think it would; I simply don't think a board game can handle it.
There's a couple of reasons why I think this. First off, a game thrives on replayability. A movie or a book can be experienced once, but a game craves to be played over and over again. The experiences the game provides must be varied enough to keep interest; but predictable enough that strategy and/or tactics can be employed.
In that respect, you don't want your game to deliver a consistent and dominant message, because that will make each playing too repetitive. On the other hand, you need some element of control over the expression the game spits out, otherwise it becomes chaotic and meaningless.
Since a movie or a book will always end the same way, its much easier to balance the aesthetics of the work with its perceived meaning. Also, it's realistic to handle a difficult subject. The work will feel like a "bitter pill," but in the right hands, audience will find the experience cathartic.
However, if you take a difficult situation into a board game, the game's repetitious nature will desensitize the subject. Horrible scenarios will become mild, and then unmoving. Because of this, a game's ability to shock isn't very potent. Maybe the first playing of a game can be shocking; but if the game is to be a game as well as a vehicle for artistic expression, it needs to keep its shock value for multiple replays. Frankly, I don't believe that's possible.
Also, repeating a situation lends itself to analysis, which is the realm of the left brain, not the right. Therefore, it will always be difficult (if not outrightly impossible) to imbue a game with an emotion, such that the players will always feel the same "vibe" every time they play the game.
I have to leave work now, so I'll have to continue my thoughts in another post. Coming up: the play that no one sees, and two games that prove me wrong.