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Throughout the course of the Indie Nation series, I've highlighted action games, text adventures, art games, platformers, and everything else I could get my pretentious, elitist hands on. However varied and unusual those games may have been, however, they shared at least one thing in common: I thought they were good.

The Graveyard, developed by Tale of Tales, infuriates me. I think it's a pretentious, ineffective waste of the interactive medium, and I hate it.

Whether I like it or not, that makes it extremely important.

Any intelligent discussion of games as an art form, or the potential of games as an artistic medium, must include some reference to at least one of Tale of Tales' games, just to examine what the hell they're trying to do (and to my mind, why they shouldn't be doing it).

Download it, play it (it's very short), and, if you like, hit the jump to find out why I detest it despite (or because of) its importance.

The Graveyard infuriates me because it isn't a game. The creators think it's a game, of course. They think that by making a game which includes no choices, rules, or goal they are expanding the medium and redefining our understanding of what a game can be, but they're really just spinning wheels. Games, by definition, include rules and goals. To make a game with neither is not expanding the definition of what a game is, but simply making quasi-interactive cinema.

Have you played it yet? Did you download it and try it out before reading this? If you haven't, it will probably seem like I'm exaggerating the game's content or just trying to be a jerk, but really -- The Graveyard is, as a game, completely pointless.

The player's input means almost nothing. The interactivity itself is completely irrelevant to the plot of the game, and what it is trying to say: rather than my actions driving forward the narrative, or exploring the theme, all information is delivered to the player via a noninteractive cut scene wherein a song plays, essentially delivering the theme ("This game is about the odd nature of death") through subtitled foreign lyrics. The Graveyard might be a fine short film or music video, but there is literally nothing about the game that necessitates interactivity, and to try and call it a "game" is to insult the work of people like Rod Humble, Jason Rohrer, and others who are actually attempting to convey meaning through rules and interactivity. 

Whether or not you like Rod Humble's The Marriage, you have to admit that its goal was completely admirable: using only gameplay in the most minimalist way possible, the game attempted to convey the dynamics of a marriage. We can tear The Marriage apart in a dozen different ways, but Humble's goal is the exact sort of thing that steers the medium forward. By refusing to rely on the mechanics of other art forms (text, cut scenes, narrative), Humble tried to explore what games were uniquely capable of.

The folks at Tale of Tales, however, begged to differ, saying:

"game rules are only capable of expressing a very specific story, a story without layers of meaning or freedom of interpretation... Because of their extreme abstraction, game rules are only capable of telling this very specific story in very general terms. When you do that, all poetry gets lost and with it all depth and aspiration to universality."

Though these statements are somewhat absurd in and of themselves (anyone who claims The Marriage doesn't leave room for interpretation doesn't know what they're talking about), they inform the design philosophies behind The Graveyard and, subsequently, what's so wrong about it.

I felt like writing about The Graveyard after reading their postmortem a few days ago. One specific passage caught my eye. While explaining why they chose to remove activities for the protagonist like bird-feeding, smiling, singing, and so on, their rationale was, "the gameplay distracts from the story." 

This is one of the most ignorant things I have ever heard relating to game design.  The Graveyard gives the player control, but very begrudgingly: you can only move on a single set path, your actions have no effect on the environment, and you're even told exactly what to do and when to do it in the pause menu. Tale of Tales thinks a "specific" story needs to be handled in specific terms, and nothing's more specific than refusing to give the player any choices or control. Rather than trying to explore what game rules can mean, and how the player's choices and exploration of those rules can be conducive to meaning and discovery, The Graveyard is nothing more than a short film that the viewer has to hit a few more keys than usual to watch. I don't particularly have anything against making this sort of pseudo-interactive art, but the developer's constant claims that their works are games, and the incredibly self-congratulatory tone of the postmortem, make The Graveyard all the more offensive. 

While Jon Blow and Ian Bogost are trying to see what games can do on their own merits, Tale of Tales intentionally abdicates whatever potential interactivity may have, opts to copy other art forms instead, and then congratulates ithemselves for misusing the medium. Hell, even being a narrative-driven experience The Graveyard doesn't even utilize the game-specific methods of delivering story (environmental exploration a la BioShock, consistent viewpoint a la Half-Life): the entire game is literally one big cut scene with barely interactive portions at the beginning and end. 

As a game, everything about The Graveyard is bad. As an attempt at expanding the medium as an art form, it's downright disgusting. But for a medium in its artistic infancy, these are the growing pains: artists will try to reach out in every direction, searching for the limits of the medium, exploring what is and isn't possible with their artform's specific mechanics. I'm sure that in fifty years, The Graveyard will be looked at as an abortive jump in the wrong direction.


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39 comments | showing # 1 to 39

RonBurgandy2010's Avatar - Comment posted on 11/07/2008 19:03
RonBurgandy2010
How do you feel about Linger in Shadows?
Dexter345's Avatar - Comment posted on 11/07/2008 19:22
Dexter345
A game that is too pretentious for even you? Impossible.
Dan CiTi's Avatar - Comment posted on 11/07/2008 19:22
Dan CiTi
Ron beat me to it.
Anthony Burch's Avatar - Comment posted on 11/07/2008 19:26
Anthony Burch
I haven't played Linger in Shadows, actually. It sounds like it doesn't have win/loss conditions, or any rules or choices, so it doesn't really sound like a game. But I wouldn't know for sure.
eboku01's Avatar - Comment posted on 11/07/2008 19:30
eboku01
You took it seriously? I 'played' this a few months ago and thought it was ridiculous and a parody of the 'serious art games'...
naturon's Avatar - Comment posted on 11/07/2008 19:30
naturon
Although i didnt like "the graveyard" persay i found it interestingly frustrating.
I felt that the themes of the narrative and "gameplay" meshed beautifully.
I felt what the author was trying to get across was the hardship of old age and the loss of friends and relatives when your the last one left. Its a hard this to understand when you've only been alive a quarter of a century like i have but when i was controlling the old woman, who was going at an agonizly slow pace i started to ponder what it would be like to only be able to move that fast. To long for death to come because you've got nothing left. I agree that the gameplay was minimilist and frustrating but i think thats exactly what the 'Author' was trying to portray - in the simplest and most crass possible terms - how being old and crippled is like having bad controls.
Good article Anthony, Cheers
RonBurgandy2010's Avatar - Comment posted on 11/07/2008 19:32
RonBurgandy2010
Well they make it perfectly clear that LiS is not a game, it's "interactive art." That may be kind of pretentious, but at least they make sure that you know that it isn't a game. Plus I like strange, bizarre, weird things.
Timmeh's Avatar - Comment posted on 11/07/2008 19:33
Timmeh
Wow, after taking a look at the game I read their postmortem and they certainly have a high opinion of themselves.

For all their talk of traditional gaming rules and structure hindering the experience of a story, they then proceed to drop their message into one of the most rigid, unfriendly structures imaginable. I thought it a little ironic that they talked about their aim of focusing on being, rather than seeing while they restrict us to only seeing what they want us to, qquite the opposite of being a part of the game.

They talk about exploiting the potential for immersion and simulation and then throw most of the tools for achieving that out of the window.

This is exactly the type of thing in gaming I dislike. Video Games are all about interactivity - if you take that away you are no longer playing a game.

I may have experienced the game exactly as they intended, as was their aim, but I certainly didn't become invested in it or relate to it because of the presentation.
Redzie's Avatar - Comment posted on 11/07/2008 19:45
Redzie
I second Dexter's comment about you calling something Pretentious.
mo0man's Avatar - Comment posted on 11/07/2008 20:04
mo0man
It's like having a movie made about a book, only instead of filming it, you have the text scroll by on a screen
mo0man's Avatar - Comment posted on 11/07/2008 20:06
mo0man
huh.. That was weird, my comment disappeared. Anyway, I said that it's like having a movie made of a book, only instead of filming the scenes, you have the scroll by as text
John B's Avatar - Comment posted on 11/07/2008 20:06
John B
I want the last 5-10 minutes of my life back.

Look, I understand that this is meant to be a non-traditional, interactive medium (I will not call it a "game"), but this was nothing more than a demo as in "from the demo scene". I've seen demoz back in the Commodore 64 days that were far, far more interesting that this was.

And they expect people to pay $5 for this? Wow.
Anthony Burch's Avatar - Comment posted on 11/07/2008 20:36
Anthony Burch
naturon:
But don't you think those themes would have been better developed through actual gameplay, rather than a long cut scene with lyrics that essentially explain that whole thing about being the only one left? I agree that the movement controls are kind of nice (other than the fact that you can't control when she sits down), but you've got nothing to do with those controls other than move from cutscene to cutscene.
Kakihara_The_Killer's Avatar - Comment posted on 11/07/2008 20:39
Kakihara_The_Killer
hhmm... it was interesting. I dug Linger In Shadows a lot more. but free is cool. i watch a lot of weird japanese existential films though, so like Ron I like bizarre stuff.
Anthony Burch's Avatar - Comment posted on 11/07/2008 20:41
Anthony Burch
Dex/Redzie:
Har har har bork bork.
manasteel88's Avatar - Comment posted on 11/07/2008 21:50
manasteel88
picture says 38. post says 39. I'm gonna call it at 38.5
Wack's Avatar - Comment posted on 11/07/2008 22:23
Wack
Wait... that was only the trial? What the hell else is in the full version?
jediyoshi's Avatar - Comment posted on 11/07/2008 22:51
jediyoshi
@Wack

She dies.

/notspoiler
Wedge's Avatar - Comment posted on 11/07/2008 23:05
Wedge
This game was too hard, I gave up halfway through.
Endstiem's Avatar - Comment posted on 11/07/2008 23:16
Endstiem
The concept is interesting...

But the lack of this thing called 'gameplay' makes the concept pointless.

Passage did it right....
KaL YoshiKa's Avatar - Comment posted on 11/08/2008 03:32
KaL YoshiKa
Honestly after seeing it raved about on a different site awhile back I tried it and though...wtf...that's about as mind blowing as toast.

Completely agree this is serious *artists* getting in the way of anything resembling entertainment or art. Although their screensaver was rather nice.
xagarath's Avatar - Comment posted on 11/08/2008 05:54
xagarath
Personally, I think the Graveyard deserves praise- not because of its structure or approach to narrative, but because it is among the few games to even attempt a narrative that isn't about guns, world destruction or other such drivel.
It's also far, far, far less pretentious than The Marriage.
ShadowKirby's Avatar - Comment posted on 11/08/2008 08:00
ShadowKirby
"the gameplay distracts from the story."
This is the stupid equivalent for extreme narratologists of the stupid argument for extreme ludologist "the story distracts from the gameplay ."

If you remove gameplay from a game you basically kill what makes it a game. It's just some kind of "interactive", and I use that word loosely, fiction without any real game rules, meaningful player input or reward.

I appreciate the effort of justifying games as art but this is not even a game so I guess it kinda misses the point.
ShadowKirby's Avatar - Comment posted on 11/08/2008 08:04
ShadowKirby
"but because it is among the few games to even attempt a narrative that isn't about guns, world destruction or other such drivel. "

Sorry for double posting but, are you telling that games that uses these themes as a main narrative background can't be meaningful. COD4 showed the futility of war in a brilliant way.
perri's Avatar - Comment posted on 11/08/2008 08:53
perri
I'm on the fence here. I don't think its as insulting as has been said but I think they could have done much more. I rather like the fact that you control an old lady through a graveyard (which looks really nice)and her speed and animation really help you sympathize with her but ya, ultimately they didn't really do anything. Reverend is a passionate preacher, well written also.
JamnOnTheOne's Avatar - Comment posted on 11/08/2008 10:02
JamnOnTheOne
While their website is contradictory initially calling it game, it appears the hate has made it so Rev can't read:

"It's more like an explorable painting than an actual game. An experiment with realtime poetry, with storytelling without words."

I think when looked at through that lens it succeeds in what it sets out to do.

Did you spend the $5 so you can see the woman die?
helpleo's Avatar - Comment posted on 11/08/2008 10:41
helpleo
Complex and divergent viewpoints of art FTW!
JamHandy's Avatar - Comment posted on 11/08/2008 11:28
JamHandy
I installed this, started it up, and watched what I took to be a two minute long cutscene of a confused old woman hobbling in an anti-clockwise spiral until she ran into a lamppost and just couldn't get around it.
I pondered this sad sight for a bit, thinking about all that we lose over the course of our lifetimes, and that, in the end, it is ultimately the release of death that gives our lives their meaning. Then I realized that, unbeknownst to me, a gamepad was plugged in and wedged under the couch, and after unplugging it I could steer the old lady around with the keyboard. I gave up on it shortly after that when I finally navigated her over to the bench and she stood there forever without sitting down.
Score: 9.5
theplayerofgames's Avatar - Comment posted on 11/08/2008 12:10
theplayerofgames
I thought it was alright - made me think of my grandmother and how shit life must be for her.
Im OK's Avatar - Comment posted on 11/08/2008 14:27
Im OK
Wasn't there already a post about this on the Destructoid front page, like, a year or two ago or something like that? It's been so long that maybe I'm thinking of another site, especially since I've not been able to find the post in question. I was sure it was on Destructoid, but maybe not. *shrug* From what I recall, it was received generally positively back then, so don't know why all the hate now. For what it's worth, I didn't think The Graveyard was all that bad, though I wasn't about to shell out $5 just for the chance of seeing her die.

At any rate, assuming I'm remembering correctly, this "game" here, at least in part, started as some sort of pseudo-tech demo for <a href="http://www.tale-of-tales.com/ThePath/">The Path</a> (which I think actually sounds somewhat interesting, more so than "The Graveyard" anyway).
Im OK's Avatar - Comment posted on 11/08/2008 14:28
Im OK
html ftl

The Path
huxathon's Avatar - Comment posted on 11/08/2008 17:49
huxathon
I played this and got caught in one of the side paths thus making a different story experience from the one intended. I tried to 'alt/esc' out of the program because I couldn't quit and the machine crashed. Looks like I got Death without having to pay 5 dollars. In your face Traveler's Tales (or whatever).
Darth Kupi's Avatar - Comment posted on 11/09/2008 08:28
Darth Kupi
Granny is too slow, needs moar roadie run.

Plus chainsaw bayonet on cane. Totally.


Ok, now that I've got that off my chest, the game is neat.

I like the pointlessness and user-unfriendliness of it all.
Darth Kupi's Avatar - Comment posted on 11/09/2008 08:30
Darth Kupi
Addendum: That being said, I'm NEVER playing it again.

Thats for damn sure.

Neat, but too frustrating to ever go through again.
Jetsetlemming's Avatar - Comment posted on 11/09/2008 11:08
Jetsetlemming
My favorite part of The Graveyard is that you can pay five bucks for the chance for the old lady to die.
Jetsetlemming's Avatar - Comment posted on 11/09/2008 11:09
Jetsetlemming
Also they responded to your write-up on their website, saying basically "But we admitted it wasn't much of a game! :(" as if that makes it ok for it not to be a game that's being called a game and judged as such.
Druid 01's Avatar - Comment posted on 11/10/2008 07:25
Druid 01
head over to their site and watch a little discourse in their comments section between Burch and the creators/fans themselves.

http://tale-of-tales.com/
Im OK's Avatar - Comment posted on 11/11/2008 21:59
Im OK
It's a very interesting discussion, I'll give it that.

Though honestly, after reading the comments there, I'd have to side more with them over Rev (inb4 "gtfo fag"). It's incredibly silly, in my opinion, to get so "infuriated" and defensive over their use (or misuse, if you're of that opinion) of the word "game".

But here's what I don't get. I don't get how you say there isn't a "goal" as such in The Graveyard. It's pretty clear cut what your goals are: to get to the bench, successfully sit down, listen to the song, and then walk back to the entrance of the graveyard, at which point the game ends. Granted, those might not be the most lofty of goals ever in the history of games, but they're still goals in the most technical of senses.

Why is this any worse or more goal-less than, say, Passage (which you called The Greatest Five Minute Long Game Ever Made), in which the "goal" was to just keep walking around until you die of old age. Sure there were other trivial things to do in Passage, like meet the girl or collect useless treasure or whatever, but those hardly affected the fact that you still die of old age in the end. Is it really the lack of these pointless little distractions that make The Graveyard less a game than Passage? The complete linearity? Should there have been a score counter at the top of the screen in The Graveyard? What? And what were the "rules" of Passage? How were those rules any more well defined than those of The Graveyard?

But beyond the all that, beyond the technical mechanics of it, the "goal" of The Graveyard, like Passage, is more abstract in nature. It's all about what you get out of it. Apparently, the only thing that you got out of it is that "this is not a game and that infuriates me". Fine. I, and I'm sure others besides me, got at least a little more out of it than that. And for what it's worth, many were as "infuriated" by Passage for the same "not a game" reasons as you are by The Graveyard.

And as for the word "game" itself. For me at least I certainly don't think of, say, Fable 2 or Fallout 3 as "games" in the same sense as I think of, say, baseball or solitaire or duck-duck-goose or whatever. Not sure if I have a point in that, except that I don't understand the need for all the drama and semantic nazism (wait, did I use that word right? oh noes! Godwin'd) over the use of the word "game".

(Just to be clear, I thought Passage was brilliant as well. I'm just playing the devil's advocate here in using it as an example.)
jdub28's Avatar - Comment posted on 11/15/2008 01:00
jdub28
super late to the party, havn't read most of the comments, but i did read naruton's.

If you have played the CoD4 campaign a lil more than half way through, then u know about the awesome LEVEL after you get shot down out of your helicopter. You walk through the wreckage, repeatedly falling down, seeing dead comrades, all very cool thing in their own right, but it is the feeling of near helplessness. Your pushing the analog stick foward, but still only limping at a turtles pace, you want to discover everything around you because u know your gonna die soon.

This "game" reminds me of that one LEVEL in CoD4, one of my favorite moments in a game ever, and (IMO) a good Memory Card.
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