I suppose it is conventional in games journalism that writers take to examining products roughly as soon as they hit shelves, if not beforehand. It would be awfully dishonest of me to say that I have made a conscious habit of violating this convention. Mostly I just lack the traditional attributes necessary to such a method of operations. I tend to spend what money I have on dance games and dance game tournaments, and what’s left over tends to go towards, if not food and necessities, games that have already been well played and discussed and lay discarded. I lack the journalistic clout to secure free copies or beta copies of things, and sort of doubt I will ever have it; but perhaps all of this is to my benefit.
It’s traditionally said, by people, that an authors work is separated from the author at birth. In general this sort of thinking has both elements of truth and elements of arrogance in it. In vidcons in particular however, it seems to become particularly important, if not to take on an important and altogether new tone. A vidcon is not read for meaning, it is interacted with. With some fictional tome, the authors concern would generally be that their intended message of the book survives it. Conversely with many vidcons, the bulk of the player experience seems by nature to be out of authors hands.
I’ve had the opportunity to play Left 4 Dead off and on more or less since it came out, and I am proud to say my impressions of it are not the same as they first were.
I must admit that I have traditionally possessed a great hatred for literary analysis, and indeed much of what commonly passes for enlightened discussion. Virtually any discussion of meaning to me seemed, if not moot, then a fools errand. As if, say, 8 people read this article and came to a different understanding of it, and then turned to each other and argued over which understanding represented the actual text. Suppose they come to a conclusion; what have they resolved? Their time would be better spent arguing over which of the 8 understandings is best, not which is most similar to the authors. An author is not a foundation for the truth of his words, nor is such a foundation necessary any more than the earth need be resting upon something.
At any rate, Left 4 Dead initially struck me as a very competent, stylish, quirky FPS which makes you fight zombies. It also struck me as having no story. What I’ve come to realize is that the story is extrinsic. You might say meta-textual, but that’s only because you like throwing math-sounding-words into conversations to make yourself feel important.
No, the story is extrinsic to the design of the game and to the specific, meaningful intent of the creators, but not to the experience of the player. That is a different text, a synthesis of sorts, which is organic and whole and yes, individually subjective, but beautiful. Let me try to explain the only way I know how; by throwing a bunch more words up on the screen.
It was just yesterday that something outstanding happened, that completely shook the way I was used to playing and understanding the game. Ever since launch, I realize I had never really encountered a diversity of attitudes in any one campaign. Looking back this truly effected how I appreciated the game. There is only so much the game can do on its own, and it does it so well. The musical cues, the occasional development of the characters through scripted comments, the writing on the walls, and the artistic style of things in general are all top notch. They can do nothing, however, against the attitudes of the players.
I had been playing this game for what seemed like so long, and I had only ever known two attitudes from my teammates: A focused attitude, and a curious attitude. One was about treating the game the way most people treat games, with the intent to win. The other was about exploring and understanding it as a game. Occasionally this took the form of hilarious trolling. No matter what the competency of any given teammate, the attitudes were always the same.
Something awesome happened, and it taught me. A person showed up with a different attitude. I found, in a team-based game about zombies, an anti-social showboat. Now of course one must be accustomed to considering such a person as a gamer considers such a person, as a hindrance to ones enjoyment of the game. At first that was my impression as well. Then, after being told to stay out of the way, stay off teamspeak, and that the person in question was the most valuable person on the team, three consecutive tanks promptly spawned and beat his “I’ll take point” ass to a bloody pulp. Meanwhile the 3 remaining members of the team made a run for the evacuation vehicle. One got jumped by a hunter, the other was pulled right out of the vehicle by a smoker right when we had both seemingly made it to safety.
And so it was that I, who had been up to that last chapter the least useful member of the team both by the objective standards of the game and by common team consensus; so it was that I, (playing Zoey), became the sole survivor.
In any George Romero zombie movie or any horror movie at all we would probably be forced to consider (if not by our own machinations or our inference of the directors intent then by some overzealous cinema buff) the exact significance of the fact that any given character was the sole survivor of the film. In Cube, the sole survivor is functionally retarded. This is probably important. In this game however such an occurrence is entirely unscripted and incidental. What does it mean that Zoey is the sole survivor? What significance does the anti-social showboat have as allegory to blah blah blah. What does it mean that Francis killed Louis with friendly fire? It can’t possibly have any meaning to it that was intended by the author, it can only ever have the meaning the gamer writes into it. Admittedly it will often be written straight from another text into this one, but the beauty is that it makes it whole, not some stitched together abomination unto God but its own complete, natural experience.
Realizing that made me think of that guy, getting beaten to death by the third tank, not as a hindrance to my enjoyment of the game but as the greatest contribution to it I had ever experienced. In what story do you start with four protagonists and have all four cooperate, perfectly, without drama between them or treachery or disagreement, and then reach their goal? That’s monotonous. I suppose monotony is not bad, if the tone is pretty enough, and it was for me. Then someone started singing along, and they were off-key. It was perfect.
So I challenge you, the reader; add your own games on top of the games you play. If you were in a real zombie holocaust perhaps you would cooperate as smoothly and efficiently as you do in your campaign, and you would be better for it. What you may not realize is that you’re adding your own meaning to the game even there. It is a meaning of cynicism and focus and drive and quiet hope, that drives the characters on screen through their horrors with the same detachment and level-headedness and perhaps gaminess held by you, the player. If you should ever want a different experience though, you need merely play a different game with the tools you have been given.
P.S . Fuck Roger Ebert
– Kilroy Del Dancefighter Estallion the First