💾 Archived View for tanelorn.city › ~vidak › old-blog › 2012-11-17-lets-play.gemini captured on 2020-09-24 at 01:28:53. Gemini links have been rewritten to link to archived content

View Raw

More Information

-=-=-=-=-=-=-

---

author: admin

generator: pandoc

title: 'Let''s Play'

viewport: 'width=device-width, initial-scale=1.0, user-scalable=yes'

---

admin

2012-11-16T16:24:34+00:00

[![](http://doubledashgames.com/subdomains/exportingblogs/wp-content/uploads/2012/11/752px-snes-sfam-controllers.jpg?w=293 "752px-SNES-SFAM-Controllers"){.alignleft

.wp-image-211 width="164"

height="168"}](http://doubledashgames.com/subdomains/exportingblogs/wp-content/uploads/2012/11/752px-snes-sfam-controllers.jpg)I

suppose YouTube has done a great many number of things, and (as

undoubtedly for other interest-groups) for the 'gaming community' one of

those things has been to provide a platform for a new way of doing an

old thing: watching someone else play a game.

As my university studies this year have slowly transformed into a turgid

mess, I've sat in on a few 'Let's Plays': hours long recordings of

someone simply playing through a game, and talking over the top of the

footage.

What's suddenly struck me about these kinds of YouTube 'shows' is that

they form an intensely interesting phenomenological experience. I've

come to realise that watching someone complete a game from start to

finish is an epic journey. I suppose what makes a Let's Play different

from the age-old real-life couch experience is that it's almost as if

you're the person playing the game on the screen  --- it's as if the

viewer constitutes a kind of  higher cognitive process of a single mind.

One part of the mind actually plays the game, and the footage of this

game is transmitted to the other half, which sits there and evaluates

the results.

Take this for an example. I decided to watch a Let's Play of *Zelda 2*

for the purpose of writing an earlier post on the game (as I had only

ever been able to complete half of it), and the childhood memories that

were evinced during the process of recording the (difficult) game

mingled with the player's more recent, immediate experiences of work and

other mundane everyday activities, and this gave the play-through of the

game this insane level of depth. In a significant portion of the Let's

Play, the player went from talking about work, to divulging a memory

about when he was a child, making up nonsensical names for the enemies

on the screen with his sister --- the entire series of vidoes having

been filmed over a couple of months, hearing the player relate

significant memories (sometimes the same ones, repeatedly) to his

seemingly unchanging present life gave the impression that you could

detect what made his life important, worth living.

Praxis: From The Phenomenological to The Political?

It strikes me that the level of access that *anyone* can have into a

person's existential tribulations when they watch Let's Play signifies

something very profound about gaming as an art-form. It's been recently

announced in Australia, by the Federal Government, that a modest sum of

money (20m AUD) will be spent on the game industry. The government cited

that they were doing this because they believed that gaming presented

itself as a logical extension of other art-forms like film, photography

and painting. This should of course present itself as a very welcome

gesture to the gaming 'industry'/'community', but I think that what

Let's Plays reveal about art in general is that the communication of

meaning (through art) must harbour anarchic and spontaneous elements to

its eventuation. Because the technology was there, thousands of people

got to peer into the life of this person because they decided to sit

down and play a game and talk about their life. As a result, I believe

that they probably gained a whole new perspective on a game they had

understood in a previously other, particular way.

The recent publicised decision by the government to, in a small way,

fund game development in Australia can probably also be better

understood by contrasting the above with the results of Let's Plays that

feature people playing *bad* games. I suppose when I refer to 'bad'

games I really mean a specific kind of game, one developed and marketed

primarily for the purpose of making money. The phenomenology of playing

a bad game is unlike the placid, nostalgic experience of playing a

well-worn childhood game. The frustration, exasperation and

disappointment of being unable to comprehend, or progress in a game

shuts out the viewer's access to the player's reflection on their

existence, and forces them to focus entirely on how they're reacting to

the game being played. A poorly developed game is an affront to a

player's senses; it seems impossible for a someone to lull into a domain

of psychological security when their access to the virtual reality of a

game is unintuitive.

In this regard, when it comes to this kind of funding from the

government for game development, such an initiative is almost

meaningless. Let's Plays provide a convenient demonstration why. The

funding from the government won't mean anything for Australian gaming

unless it transforms our "community's" process of collectively

constructing (developing, inventing, processing...) meaning around our

games, unless it makes the Australian game *praxis* more

'dynamic'. Perhaps best put simply, if that twenty mil results in a

couple new games with which everyone is mildly pleased, but then forgets

(no matter how much money it makes), then it's wasted money. The

announcement is probably more important. It's [gotten gamers

talking](http://www.kotaku.com.au/2012/11/what-does-20-million-of-federal-funding-mean-for-the-australian-games-industry/)

about 'Australian' games, and that's probably good enough.\_

\_

Spyro: A Conclusion

The particular way a player went about interacting with channel

subscribers in order to solve a puzzle in *Spyro 1* in another Let's

Play can serve as yet another example of what is most important about

gaming as an art-form (I can think of at least another three or four

examples). The way players discover tricks and short-cuts in games and

pass them on --- in a seemingly organic manner --- between themselves

illustrates the *essence* of art, language\_ \_&c: where there was

originally intended to be one meaning, there now exists the potential

for an infinite number of meanings. It seems that there exists, when a

game is played, an over-determination of meaning. With respect to this

Let's Play, the particular player involved had spent their entire

childhood never understanding how to reach certain platforms in certain

levels, because two or more different perspectives of those platforms

were needed in order to understand where they were placed in their

respective levels. Varying conflicting, but equally valid suggestions

about how to reach those platforms were proffered up by viewers.

(As an aside, I now have a new appreciation for *Spyro*; the entire game

consists of trying to get to higher and higher platforms in order to

explore all of the space that exists --- I've never played \_Spyro

2 \_or *3*, hopefully I'll find that they build cleverly on this

concept, because it truly is a beautiful one.)

I think what all of this (*Zelda 2*, *Syro*, 20 million dollars) means

is that gaming and art is all about what communication and meaning

really are.