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It seems most often that the argument for games' potential to nurture our
imaginations refers to games that provide a “mostly complete”
experience. This experience starts in the creator's mind, and then a player
accesses it through interaction with the game. A player mostly uses their
imagination to emotionally connect with the experience, not to define it. If
the game is a box of cake mix, the player just adds water. The essential
substance of such a game is the vividness of the direct impressions
delivered by the game, from the creator's imagination to the player's
imagination.
We might say that a player gets to experience the creator's waking dream.
In this frame and in order to leverage greater potential, a game needs
more vivid direct impressions, especially more directness and realism in
representation and simulation (e.g., in fabric, in hair, in dogs). This is the
goal that most AAA game development seems to pursue, and it's the
tantalizing promise of the soon-to-be launched virtual reality headsets
(e.g., the Oculus Rift).
I love games such as The Last of Us and the exciting rides on which they
take my imagination. But there's another way that games can nurture our
imaginations and this way may be more interesting. The second version of
the argument for games' potential is how they can leave a substantial part
of the experience incomplete. In other words, there are various ways to
ways to scaffold more creative behavior from a player.
Rather, what I'm looking for are video games that focus on the play activity
while leaving a substantial part of the sensory experience incomplete, or
that provide a sensory experience that invites different interpretations.
Even better, I'd like games that are more ambiguous in their realities
altogether. I believe this should be possible, based on examples in other
media.
Once night falls, unsettling things happen. Nell and Theo are in Theo's
bedroom. The door to the hallway is closed and locked, while the door
from the bathroom to Nell's room is closed but unlocked. Something in
the hallway tries to batter its way into Theo's room but fails. The camera
pans towards Nell's room. Nell walks silently through the bathroom to the
door to her room. She observes the door handle turning and promptly
locks the door. The Something tries to batter its way through that door
instead, but, again, fails.
The brilliance of the scene is the tension that builds as Nell approaches
the bathroom door. When I watch, I mentally yell, "MOVE FASTER!
HURRY!... but stay quiet..." I don't know what the Something is, yet, in my
mind's eye, I can see it moving down the hallway, through Nell's room,
into the bathroom, turning the handle, and then POUNDING on the door.
All this plays out in my own imagination via the floorplan revealed in the
characters' earlier exploration. (Perhaps due to countless hours of playing
first-person shooter video games, I'm pretty good at holding floorplans in
my head and remembering when a door is left unlocked.).
Notably, we never learn what the Something is. Brilliant. In my mind's eye,
it's some mix of my chief childhood terrors: the xenomorph from Alien,
G'mork the wolf from The Neverending Story, and a man in a trenchcoat
(e.g., Mimic). You might imagine something different. Vivid, visceral
depictions of horrors have their place in movies and in video games. But
in my experience, the monster on the screen will rarely be more scary
than what I can imagine.
Games that exercise our imagination more will better actualize video
games' greatest potential. At least in my experience, only a subset of
players commit to substantial creation using sandboxes and toolboxes. I
want more games that capture our attention and effort like The Last of Us,
while purposefully leaving more to the imagination.