Iain, Tom and I have just returned back from The National Archives where we had been invited to give a talk on our work on The NVA. As it’s often difficult to judge the experience and games-literacy of am audience, we decided to concentrate on a few areas to give a sense of the motivations and mission of the project.
The idea of ‘supersession’ is always a persuasive one and immediately helps people get some sense of our perspective on games as important cultural artefacts as opposed to suites of technologies or abstract code. Perhaps the most important aspect of our talk, however, was the focus on the ‘cultures of videogames’. The idea that the game is not the only – or perhaps even most important – unit of currency may be a somewhat counterintuitive one but it is absolutely at the heart of our approach and it became clear that this contextualisation and recognition of the wider place of games in the everyday lives of players is a key differentiator of The NVA. Not treating games as extraordinary things but rather utterly embedded in the normal lives of ordinary people is something central to our thinking and I am glad that we got this point across and that it seemed to resonate so well with the folk at the Archives.
We concluded our talk with a discussion of some of the challenges of exhibition and display focusing on issues such as the non-linearity of games and the impact of deliberate and competence-based choices on narrative branches and therefore the extent of the game seen through any single playing. As a means of demonstrating this challenge, we showed some video examples of ‘superplay’. Two in particular we showcased were:
a single-player playthrough of both sides of a two-player game of cult curtain-shooter Ikaruga. Watch for the hands!
and an approx 5-minute Tool-Assisted Speedrun (TAS) of Super Mario Bros. We didn’t explain TAS straight away and let people try to work out what was happening. Surely nobody can be this good? Mario seems to be jumping through the piranha plants…Indeed, nobody can be this good. And that’s the point – playing beyond human ability. Find out more about Tool Assisted Speedruns at the excellent TASVideos.
Examples such as these are really useful for a variety of reasons.
First, they’re enjoyable things to watch. Watching virtuoso performances of videogames is clearly entertaining and the masterclasses we showed off today continue to impress us. However, there is an important, less trivial and obviously populist, crowd-pleasing point to this. We tend to think of videogames as experiences that have to be played to be understood. Certainly, I am sympathetic to this position and have, in my time, been one of those game studies scholars imploring students and researchers alike to play the damn games. Would we feel it acceptable to show up to a Shakespeare studies conference introducing our talk on Romeo and Juliet with the opening line, “Well, obviously I haven’t read the play, but I had a glance at the York Notes on the train…” Why then is/was it acceptable/necessary to declare oneself ‘a gamer’ at a particularly high-profile games conference not so long ago. So, aside from the crowd-pleasing function, showing superplay/gameplay videos really helps hit home the idea that games are often enjoyable spectacles in their own right. Rather than being robbed of their integrity by removing direct player input, they are reinvented and seen afresh as audio-visual media. In fact, as a viewer, one is able to concentrate on things that simply go unnoticed during play. This shouldn’t surprise us too much, though. We’ve long written on the uses of games in social groups and among teams of players who adopt different roles during play (map-reader, puzzle-solver etc.). From an exhibition perspective, the idea that you don’t have to play the games and that there are other ways of making sense of them is an important one and presents an opportunity and challenge for us.
Second, superplay really powerfully demonstrates the difficulty of locating ‘the game’. If videogames are as plastic and mutable as this – as capable of supporting such radically different (and sometime radical is precisely the right word as performances can take the form of reworkings and interventions that disrupt the logic and meaning of the game – particularly when we consider the use of glitch exploits and sequence breaking…), if they can support this range of gameplay performances, then where is the game? The variety and opportunity of these ‘playings’ is at least one of the things that makes videogames exciting and vibrant for gamers. For archivists, it makes them a complete nightmare! This isn’t just a variety of readings or interpretations as we might be used to dealing with in relation to film, television or literature. These games play out, quite literally, in different ways depending on who is playing, what their motivations are, how good they are, how much they know, sometimes how random events manifest, not to mention the influence of plain-old luck. A challenge indeed, but one that we were keen to highlight – along with the fact that we don’t have all of the answers yet.
What was reassuring, though, was that in talking to some of the country’s leading experts in digital curating and conservation, we are at least asking the right questions.