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mabaseslums

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Motivation, Drive, and Indulgent Pulp

As I was laying my head down to sleep last night, I jolted awake when two of my transient thoughts locked into one another. I was more annoyed than anything, if we're being honest. I was tired. However, I was aware enough to jot down a quick idea (with my great phone handwriting), and, unlike most of my ideas, I think this one is good?

Ta-daaaaa!
Ta-daaaaa!

To put it as simply as I can, it's an XY chart (or scatter chart) (or plot chart) that relates a game's primary motivator to how its mechanics convey its themes. I was inspired by Errant Signal's recent video on Deus Ex, in which he categorizes Immersive Sim games as "The Thinking Man's Indulgent Pulp". Deus Ex, in particular, is a game that's revered for two seemingly opposed successes: complete variety for the player to consume, and having a tightly-knit "world" that speaks clearly of its ideas. How it reaches that point is with primarily motivating players through achievement and upwards character building - a "power fantasy", as I'll continuously use from here on, quotation marks included. It's quite clear that it's primarily interested in being as such what with the action-RPG bent and the "levels as puzzles" mentality, but there are some things along the way that subvert and challenge that. [18-year-old spoilers ahead] For example, it's extremely difficult to save your brother from dying if you're fully specing into a non-violent route. It's not enough for it to sway completely in the opposite direction, but hey, it's there.

On the other axis (literally), the game is equally, perhaps more, dedicated to its world-building and narrative, going so far as to validate its litany of options in the scripting of the game. Mechanically, however, the game's level design and driving mechanical breadth involves gunplay and stealth. It's hardly a wholly dedicated study of future-globalism and conspiracy. Regardless, the efforts that are made to keep the world of Deus Ex from becoming just a sandbox-y labyrinth during play (and therefore straying into complete lunacy) are definitely worth addressing.

So, with all that in mind...

...and just like that. Lather, rinse, repeat.
...and just like that. Lather, rinse, repeat.

Possible Questions

Q: This doesn't seem like much of a spectrum at this point. It's more of a "yes/no" thing, don't you think?

While there are many cases in which the extremes of the chart apply, I think the interesting data lies in things that don't definitively reach one side or the other. To hopefully sway you, I've concocted a legend to the points on each axis and how I personally interpret what that placement implies:

X axisY axis
5 | Complete adherence to a motivation alternative to "power fantasy"5 | Narrative/themes exclusively driven by mechanics
4 | Nearly complete adherence to alt. motivation, showing small influence of "power fantasy"4 | Narrative/themes reliably driven by mechanics
3 | Mostly adheres to alt. motivation, while partially involving "power fantasy"3 | Narrative/themes driven by mechanics primarily, with other methods employed, as well
2 | Usually adheres to alt. motivation, though "power fantasy" is noticeably informing2 | Narrative/themes have mechanical drive alongside other methods
1 | Motivation mixed between alt. & "power fantasy", biased to the former1 | Narrative/themes use a mixture of mechanics & other methods, biased to the former

0 | Complete mix between alt. and "power fantasy" motivations

0 | Narrative/themes equally driven through mechanics and other means

-1 | Motivation mixed between alt. and "power fantasy", biased to the latter-1 | Narrative/themes use a mixture of mechanics & other methods, biased to the latter
-2 | Usually adheres to "power fantasy", though alt. motivation is noticeably informing-2 | Narrative/themes have other drive alongside mechanics
-3 | Mostly adheres to "power fantasy", while partially involving alt. motivation-3 | Narrative/themes driven with other methods primarily, with mechanics employed, as well
-4 | Nearly complete adherence to "power fantasy", showing small alt. influence-4 | Narrative/themes reliably driven by other means
-5 | Complete adherence to a "power fantasy" motivation-5 | Narrative/themes completely unrelated to mechanics

Here are some other examples that hopefully drive home my point!

Disclaimer: I made this at 3am.
Disclaimer: I made this at 3am.

Q: What does "alternative motivation" even mean?

It's a general (perhaps overly general, admittedly) term to couple with "power fantasy", the traditional motivator throughout the history of gaming. In this case, it'd probably be more worthwhile to define that. "Power fantasy" describes a game whose way of leading you through its "path" involves an uphill of mastery, either of abstracted mechanics or the ingame structure (or both!). To put it simply, if you play the first level of a game after beating it and it's now really easy, it probably involved some of that stuff. Anything else could be considered "alternative". Examples include being narratively-driven, subversion of the "power fantasy", or being based on a completely static experience with no sense of mastery.

Q: Where do competitive multiplayer/abstract/"narrative-less" games fit into this? What about survival/open-world/non-violent/exploration games??

That's where the fun of this chart is! If you've never thought about a game's intended motivation, this seems like a good time to learn why you play that game. If a game is based primarily on getting a good high score, would that be considered a "power fantasy"? What if said score always leads to an ingame death? If a survival game has no win state, could you say its subverting "power fantasy" despite the violent gameplay? I dunno! You tell me!

I could see a game not fitting entirely when it crosses genres and/or motivators (e.g. NieR). However, I think using multiple plot points could solve the issue.

Q: What is the purpose of this even?

Like how, say, a political compass can show a person's values in a simple, yet comparable way, this XY chart could show games' values as a piece of interactive art in a simple, yet comparable way. Similarly, it can show the values of both the fans and critics of a game, its motivator, or its "narratology" (I went this long without using it). After some messing around with the chart, the relationship between motivation and mechanical drive revealed how closely similar-genre games sit next to each other. Non-violent, exploratory games occupy a strip of the grid, whereas full-on fantastical murderous sandboxes did the same somewhere else entirely.

It could very well point out other trends and commonalities, though. I'd be interested in seeing a long-running studio have their gameography charted out to see how they've changed over the years, for instance.

I'm worried that this chart will imply that I'm a die-hard ludology vs. narratology person; like, that if a game doesn't have a glue-to-paper relationship between its themes and mechanics, or if a game indulges in some (dare I say) fantasy fulfillment, it's veering away from "The One Goal". That is not so. I'm hoping this chart provides some insight into how games (both singularly and collectively) achieve their own personal goals within the context of these essential, ludo-exclusive, conditions. Some games will be a solid (5, 5), others'll be (-5, -5). The chances of both of those games being successful is entirely up to taste.

Conclusion

Overall, this ain't too bad for a nearing-dream-state thought turned photoshop project. Full disclosure, I'm not sure if the wording presented on the chart is as optimal as I'd want it to be. I tried to avoid implying one way was worse than the others, and might have lost the plot in the meantime. I'm not entirely sure this is gonna be the final revision of it, depending on if I ever take the time to refine. Still, I learned something today! Hooray!

Q: Hey, shouldn't the X Axis labels be the other way around?

Fuck. Fuck, shit. Goddammit.

3 Comments

3 Comments

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Meltdown547

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Interesting read, I think you have something here with grouping by underlying feel of the game. I did see a few things that I was wondering if could be honed in on a bit.

With the definition of the mechanic relation axis, I would argue that Doom is up with Hitman for power fantasy with mechanical relation. The game world's plot is distant, but the actual narrative drive for the Doom Marine and the player is very clear of 'Kill all demons', and the game provides you with an array of tools, moves, and challenges to do that, and only that.

Hard for me to think of many examples for a mechanically unrelated power fantasy, but I would say maybe the RTS genre and related; Where the goal is amassing strength and crushing enemies with usually very few moments straying from that, but you are firmly far away from those actions mechanically, only supervising with no direct hand in the fight to give you that feeling.

I would also say it'd be possible to argue that Papers Please is closer to power fantasy than it is currently. While the game absolutely uses you becoming better, faster, and more indifferent as days go on for a narrative purpose, with the definition of power fantasy that you used, the act of becoming faster and more brutal about rejecting papers as time goes on could be construed as a dark power fantasy. After a few weeks in, the instant you see an error in the sheets, you generally slam rejected as fast as you can and feel a bit of elation at catching it and saving time.

I'd be into if you kept going with this and added more games, and analyzed groupings in the same areas and what that means for them.

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mabaseslums

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@meltdown547: You raise some good points! I definitely agree that Papers Please has a closer relationship to "power fantasy" than I originally plotted. There's an undeniable level of mastery that thrusts you through the game, and its introduction of mechanics is surprisingly traditional. I'd probably still keep its position on the other axis because it's literally the first game I thought of when I considered the extreme side of that relationship.

Upon reflection, I think the best use for this graph in general is kind of what you said: analyzing similar groups. Maybe take a theme/topic and explore the linchpin games in that style? e.g. games about survival, games about building relationships etc. etc.

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Manburger

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Very interesting! Sorry that I don't have anything to add, but I'd just like to relay that this is quite good, great work!