Limbo: show don’t tell

July 22nd, 2010 § 0

Spoilers ahead

Video games have a terrifically terrible time deciding what they are. Are they interactive movies? Interactive narratives? Are they just time-wasters? If they are any of these things, how do they do what they need to do to get their point across? Do they have a point? What is it?

Limbo circumvents a lot of the problems of modern games by removing a few key elements: dialogue, plot and music. What we get is an experience — but still a narrative. Let me explain.

First and foremost, here is what we know about Limbo: a boy is in a world, the world is kind of fuzzy and black and white, it’s very dark, everything and everyone is out to get him. You control the boy through a series of perilous encounters with giant spiders, people throwing spears and giant machines. Eventually the game ends with you coming across a girl picking flowers. You do not speak to the girl or even approach the girl — in fact there is no guarantee it’s even a girl.

Narrative once meant “to narrate.” This isn’t really the case any more — nowadays it means to exist and tell a story. This story doesn’t need to be explained, it just needs to exist. For all intents and purposes, Limbo does not have a plot — it has a narrative, but no plot. What does this mean exactly? It means the user is allowed to generate the experience based on the day-to-day activity of this little boy. For all we know this is a normal circumstance for our avatar — this is a normal day — he travels around a darkened landscape, avoiding death on every corner and trying merely to survive.

Or maybe it’s not. Maybe this is a special circumstance — maybe by “limbo” they mean purgatory — or hell — or dreams — we can’t know for certain — which is what makes this an interesting form of storytelling. It’s the concrete “being there” we get and nothing else. It’s an experience more concerned with narrative as an art — as what we view and interpret rather than a plot.

Is this still a narrative though? Yes it is. It’s not traditional — but I would find it hard to believe the developers didn’t have a plot in mind when they painted this picture. It’s closer to Perec’s Life: A User’s Manual than it is to a game in its narrative. The difference between this and say, Uncharted 2 is that we are assumed to be intelligent, creative humans that are capable of filling in the gaps. That isn’t to say there is anything wrong with Uncharted 2 — for every Fellini there needs to be a Michael Bay — the two forms, as well as all others can coexist without there ever being a “right” solution. What Limbo does is give us a narrative without a plot — and for that, I’m thankful, grateful and incredibly impressed.

To some people sharing unfinished things is bad [fiction]

September 30th, 2008 § 0

But to me, it’s healthy. So what has King Thor been doing, other than speculating about Mario’s sexuality? Well, writing boatloads of crap-tacular stories of course! The first one follows the break, unedited, unconstrued, unthoughful… and shared, with you! With optional avoidance measures (don’t push more!).

Aw shit. The fucking “more” button doesn’t work. Click on the post’s title to get the full thing for now. Major, major site redux this weekend (why? Because this one has never been fully operational and I am sick of it — reverting to something a bit simpler with less java-more IE compatibility (as opposed to this one=none)).

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