Dear Esther as an
RPG?
The Oxford-English dictionary defines a videogame as: “a
game played by electronically manipulating images produced by a computer
program on a television screen or other display screen.” This definition gives
us a rather vague definition of what a video game is. Since their inception,
videogames come in all different flavors: you have your shooters, action
adventure, role-playing game, sports, and driving games to name a few. Dear Esther most resembles the role-playing
game or RPG; in which, the player takes on the role of a character, or
characters, within the context of the game.
As an avid gamer I have come to expect a few things from this type of
game: physical player interaction, thought invocation, relatable characters and
storyline, and a degree of graphics and realism. Examining Dear
Esther we will explore how well it lives up to each of these expectations
as a true RPG video game.
The first
necessity of any good role-playing game is the overall physical player interaction;
this can be anything from interacting with the environment, picking up items,
moving obstacles, running, jumping, and the list goes on. Unfortunately that
list barely starts for Dear Esther.
The only interaction with the environment is simply that the main character
exists in it; he can only look around and move in three dimensions. He cannot
pick up or move objects, there is no other physical motion besides walking; the
character automatically turns on his on flashlight when it is dark and crouches
in tight spaces, taking even the simplest physical interactions away from the
gamer. In this aspect is this the game is more related to a movie or short
story with its operational progression through the narrative (Pinsof).
What Dear Esther lacks in physical
interaction it makes up for in mental interaction. In the typical RPG solving
puzzles or figuring out different approaches to solve problems tests mental
intellectual prowess. However in Dear
Esther the path of the character is basically laid out like a red carpet,
or beacon, in front of the character. What is thought promoting is what that
character encounters along that path as well as the characters fractured
retelling of past events through letters to Esther. As he travels the character encounters
complex chemical, biological, and electrical drawing on the cave walls. Also
the way the narrative is broken and changes with each new attempt causes the
gamer to have to draw their own conclusions. This is an artistic though
provocation that Marcuse would be proud of when referring to art and literature:
“Their truth was in the illusion
evoked, in the insistence on creating a world in which the terror of life was
called up and suspended--mastered by recognition (Marcuse Ch3).”
A good RPG must also have characters
and a storyline; the character should be relatable and the storyline
convincing. The narrator of the game introduces characters such as Esther,
Donnelly, Paul, and Jakobson. These characters are everyday people mentioned
numerous times throughout the narrator’s fractured retelling of the story. As
mentioned above the gamer is left to piece together the narrative from bits and
pieces based off of letters that the narrator had written. The relatable
storyline seems to follow one man’s decent into madness through the loss of a
loved one. This story while brief keeps the gamer engaged throughout the brief
final day of the narrator on the island and at times often leaves the gamer
emotionally moved (McDonald). Not only is the story relatable, but the narrator’s
mental state is also relatable to the gamer; on multiple occasions the gamer
sees what appear to be ghosts that quickly vanish when they are investigated
further. This causes the gamer to question to his mental state as they
continually look for that figure they saw standing up on the hill. This mental
frailty is in direct correlation to the mental degradation that the narrator
experiences as the game progresses.
Lastly the role-playing game should
have degree of graphics and realism. The graphics of Dear Esther are slightly above average for games of this time, and
what really sets the game apart is the cave sequence and the vivid luminescent
visual representation of the underground world. The underground beauty can be
seen as a symbol for the beauty the narrator sees in his eventual death and
reunion with his lost love. Throughout
the island the graphics are well done, from the running water of the many
streams, to the rays of light peeking through the clouds. The game play is
based in reality, however as stated the lack of abilities such as running,
jumping and climbing certain terrain are less than realistic.
Overall, while falling short in the
physical interaction aspect of what is needed to be a true RPG video game Dear Esther makes up for that deficiency
with a thought provoking story, and relatable characters that, would work as a
movie or short story, but works equally as well as a videogame.
Works Cited:
MacDonald, K.
(2012, Feb 13). Dear Esther Review. Retrieved 2013, from IGN:
http://www.ign.com/articles/2012/02/13/dear-esther-review
Pinsof, A. (2012, 2 13). Dear Esther Revier. Retrieved
2013, from destructoid: http://www.destructoid.com/review-dear-esther-221082.phtml
2 comments:
Hi Carl!
First off, I thought your essay was very nicely laid out and well put together. I liked how you chose to focus your argument on a specific style of video game. It gave the essay a concentration that worked quite well, in my opinion. I think that you could draw more from the reviews to help you in your argument and perhaps a few quotes from Dear Esther would probably make your argument about the relatable storyline and characters a bit stronger. I really liked your insight about the caves representing “his eventual death and reunion with his lost love”. I had never questioned why the caves were so vivid and stunning compared with the gloom of the rest of the island.
If you decide to revise I might try to focus a bit more on whether Dear Esther can be classified as art. You begin to address this topic a bit with the quote from Marcuse but it could be much more prominent. I think that you could tie it in to your existing paragraphs and arguments, especially the one about the characters and storyline and the emotional aspect to the story, as well as, the paragraph about the graphics of the game. There is definitely room in the essay to add in a discussion about Dear Esther as art or how it is not art.
I agree that your initial definition is vague. So why use it? Also, it's curious that you don't really define rpg in particular - pinning down the genre is somewhat difficult, but in my opinion focuses most often around the concept of leveling. If nothing else, that helps separate rpgs from adventure games - a feat which might be otherwise impossible.
Physical interaction can be limited and even nonexistent in rpgs. Check out Final Fantasy I or Ultima III for old examples - or you might even take something like Fire Emblem as a current example. Physical interaction in some of these games is limited strictly to fighting and looting, and might not be "physical" in the sense of being clearly/accurately portrayed at all.
Clever use of Marcuse. Without nitpicking too much, I'd argue that puzzles are a common but far from universal presence in rpgs. Maybe more importantly, though, they are hardly unique to the genre - adventure games (e.g., Zork!) tend to feature them more prominently.
Your discussion of the story of DE is fine - in fact, I'd have liked to see more - but I need to ask whether you see a strong story as any more characteristic of RPGs than of many other genres. This is my favorite part so far, but it's still rather problematic (check out, e.g., Wizardry I, the original rpg for personal computers, which has almost no story at all).
Overall: I'll stop nitpicking about rpgs; they were my gaming vice growing up, so I know too much about them. What is more important here than incidental mistakes or questionable claims you've made about rpgs is why it's important or useful to define DE as being an RPG or not. I think you'r really trying to pin down something about how the story works - in which case, I think connecting it to rpgs might be a useful exercise. But your goals are vague, and your engagement with details of DE itself are vague, too - you needed to be more focused on why the question of whether its an rpg or not really advances our understanding of the game.
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