Recently,
my honourable friend Kunal Mathur of Quixotic Quagmires issued a
challenge to several persons, myself among them, to list the ten
books that have most influenced their thinking.
It occurred to me, however, that although I have the highest respect
and admiration for good literature, not least as a writer myself, my
own path has been shaped to a far profounder degree by video games. I
could certainly have listed the books from which I have derived
greatest influence, but a list of the most influential
video games appeared more fitting to my circumstances. It would also be an opportunity to challenge
anti-videogame prejudices, and show that games, as much as books, have the worthiest contributions to make to a
person's growth and thought. This article, therefore, is my response.
It
took me some time to narrow down the list. I should point out that
these are not necessarily my
favourite
video games, though I consider them all splendid or better. Nor is
this list like the other I have compiled here,
which gives ten examples of video games' excellence as an art form
and potential for socio-political commentary. These, here, are simply
the eleven games which I believe have had the greatest influence on
my thinking, my values, and the person I have become.
You read that right, by the way. Not ten. Eleven.
The list is as follows:
1) Rallo Gump
2) Loom
3) Star Control 2
4) Where in the World is Carmen Sandiego?
5) Command and Conquer series
6) Discworld
7) Legend of Zelda: Ocarina of Time
8) Pokémon Blue
9) Ultima 7 & 8
10) World of Warcraft
11) Monster Girl Quest
I should also give honourable mention to the following, among
others: Super Mario 64 and
Super Mario Galaxy; Theme
Hospital; the Metroid
Prime series; Bioshock;
the Legend of Zelda
games Majora's Mask
and Twilight Princess;
the Advance Wars
series; Little King's Story;
Planescape – Torment;
and the two games that most directly oriented my path towards Japan:
Mystical Ninja
Starring Goemon
and Okami.
Click below for the specifics.
1) Rallo Gump (Just Softworks/Homebrew Software/Edge Creations
Inc., PC, 1994)
So. Anybody remember this?
This old 2D platformer was one of the very first video games I came
to know. It has since faded into obscurity, but its impressions have
never left me. Whatever imagination generated its colourful world and
bizarre aesthetic must have been utterly unfettered by anything
resembling rules. Its diverse geographical settings, weird monsters,
and even weirder bosses stand vivid in my memory, and I can still hum
its catchy melodies off by heart.
It
feels as though the world has grown a lot more complicated since the
days of Rallo
Gump,
but this crazy game must have been one of those influences that first
opened my vision to vast realms I had never thought to envisage. I
have games like this to thank for giving me those chances so early:
because it was this that let me build a broader perspective on life
from the outset, from which, eventually, to better challenge and critique
our broken reality. Ironic indeed, to think so crazy
a game helped lay my foundations for sanity in a world
gone mad.
2) Loom (Lucasarts, PC, 1992)
A classical point-and-click adventure with a musical twist, both in
its atmosphere – the entire soundtrack comes beautifully from
Tchaikovsky's Swan Lake –
and in its interface, by which you weave magical four-note “drafts”
to influence the world. Few storylines or settings in the fiction of
that time struck me as profoundly as the journey of this young
weaver, spinning musical notes to manipulate anything from doors and
tapestries to forces of nature and the very fabric of the universe,
as the Third Shadow descends upon the Age of the Great Guilds.
Most memorably, the villains remain unparalleled archetypes. I doubt
I was the only eight-year-old whose horror lingered for literally
years after witnessing the outcome of Bishop Mandible's fiendish
schemes. On top of that, though many virtual foes have come and gone
on my screen in more than twenty years since, none, I think,
have echoed with a chill so far-reaching as that of Chaos, who after
all, for want of a sequel, is one of the very few who remain
undefeated.
The truly unique
experience of Loom
now appears to be available on Steam.
And after all this time, a fan-made sequel is at last coming together, here.
3) Star Control 2 a.k.a. The Ur-Quan Masters (Toys for
Bob/Accolade, PC, 1992)
An interstellar war rages between
the Alliance of Free Stars – of which Earth is a member – and the
evil Ur-Quan and their Hierarchy of battle thralls. This is the
premise of Star Control
2, in which you return
to Earth from a secret research mission, captaining a formidable
starship, to find the Alliance defeated and humanity enslaved. From
there unfolds a magnificent space opera of exploration, alien
diplomacy, resource-gathering and blazing combat as you uncover the
fates of humanity's former allies and enemies, seek out new alien
races, and steadily assemble a new confrontation to Ur-Quan
dominance.
Star Control 2
impressed me as a truly comprehensive narrative experience, at times
uproariously humorous but also tackling deeply serious themes like
slavery and genocide. This game has the power, as I found, to give
you new insights and perspectives on such topics that you will carry
with you for the rest of your life, as anyone who discovered what
made the Ur-Quan that way will attest. And ultimately, the
outstanding and diverse cast of aliens, with whom there is hours of
dialogue, strikes me to this day as a marvellous kaleidoscope of the
idiosyncrasies, and problems, of humankind.
A beautiful
high-resolution remake has since been released, which is available for free on this website and
which I strongly recommend.
An exciting fan-made sequel called Project 6014 is also in development.
4) Where in the World is Carmen Sandiego? (Brøderbund
Software, PC, 1992)
If I – ahem – am capable
today of conjuring a map of our world off by heart, and locating all
countries, almost all major cities and a good deal of not-so-major
settlements and regions to a respectable degree of geographical
accuracy, it is for one principal reason: that I played Where
in the World is Carmen Sandiego
as a kid. In this game you get to be a detective, zooming around the
world in pursuit of crooks with peculiar names like Robin Banks or
Yul B. Sorry, who have made off with the likes of the Taj Mahal or
the Sphinx or the Great Barrier Reef or some such. After gathering
evidence to piece together their trail, and learning a great deal of
geography and history along the way, you finally track down these
robbers and arrest them on sight, be it at Mayan ruins in Honduras or
in front of mountain gorillas in Rwanda.
It never got old. And to this
day, as I continue to fill in my mental map of the world with the
details of peoples and places, so I can better inflict uncompromising
but hopefully constructive criticism upon you, your government, your
thought systems and your gods no matter where in the world you stand
– it is only because Carmen
Sandiego did me the
original service of unfurling that map wide open, handing me a bunch
of markers to get started, and provoking my
hunger to learn all there was to know about the continents of Earth.
Despite appearances, I believe this guy is one of Carmen Sandiego's henchmen, and not in fact an Indonesian local government official. |
5) Command and Conquer series (Westwood Studios [until they were
eaten by EA], PC, 1995-2012)
For almost half my life, Command and Conquer (C&C) was the
staple of my real-time strategy diet, and most of its games offered
several levels of nutrients. Most immediately, in a Britain that
assaulted my childhood with ruthless hierarchies and narratives that
young people have no power and no rights, these games presented a
counter-narrative. In C&C, you can always fight, and if you fight
well enough, you can win. This is because everything has its
strengths and weaknesses, and you can overcome any foe by knowing
your enemy, knowing yourself, and out-thinking them into the ground.
And to this day, though often easier said than done, I regard this as
a fundamental fact of the world. No-one and nothing is invincible, no
matter how powerful they may seem. All have their weak points. All
can fall.
Furthermore, C&C was my clearest lesson yet on looking at all sides of the story. Whether in the classic branch's
struggle between the Global Defence Initiative (GDI) and the
Brotherhood of Nod, or the Red Alert branch's conflicts
between the Allies and the Soviet Union, all C&C games are based
upon an “us” versus “them” narrative. Each faction has its
own units and structures, its own aesthetics, its own values, and its
own narratives in which it is right and its enemy is wrong. And you
can lead their armies to conquer the world, or liberate it from
the enemy – depending, indeed, on your perspective. But they each have their faults,
as well as their justifications and redeeming features: the contrast
between black-and-white narrative and shades-of-grey truth could not
be starker. C&C lets you see these from all sides, and gives a
disquieting taste of how easy it is to fall for the heroes versus villains narratives when it is your own side advancing
them – just as in far too many of humanity's actual conflicts.
The peak of the series for me was probably the classic C&C:
Red Alert. Soon afterwards the company responsible, Westwood
Studios, was devoured by Electronic Arts (EA), under whom the soul of
the series gradually lost its integrity and drained away through the
later games – although some, particularly Red Alert 2, were
still exceptionally good.
Yes, this is you leading the Soviet invasion of Washington D.C. |
6) Discworld (Psygnosis, PC, 1995)
The venerable Sir Terry Pratchett
is most eminent for his Discworld
series of books, though lately also merits deep respect for his
courageous contributions to the struggle against Alzheimer's disease
and for the right to assisted dying. I was introduced to Discworld
not through the books, however, but through this point-and-click
adventure game that provides an inspired representation of
Pratchett's remarkable world. The game is based roughly on the story
of Guards! Guards!
but stars the wizard Rincewind, as voiced by another legend, Eric
Idle of Monty Python fame. Those who have played it might remember it
for the notorious difficulty of its puzzles, that stretched on and on
into the impenetrable extremes beyond all recognisable logic, until
at last, surrounded by the remnants of your hair, you longed for the
sight of a walkthrough.
That said, it was great fun, but
that alone did not give it the defining influence on my life to
warrant it a place on this list. No, that influence, in this case,
came from an extremely specific passage of this game which, quite
by...chance? Coincidence? I tread carefully, because although it has
been many years, I recall that the choice of words in the Discworld
context is no straightforward matter. In any case, the material
concerned became the first thing in the world to crystallise my
consciousness of something absolutely vital. I will say no more about
it other than that it connects, of all things, to sexual diversity,
wherein the reader will excuse me if I refrain from being
over-particular. Nonetheless it was that consciousness, awakened
then, developed over the following decades, and eventually put into
social and political context, that now enables me to regularly spin
off writings like these on sexuality politics, let alone a freaking Master's thesis on the subject.
I am sure it was hardly designed with such intent. Nonetheless, such
is fortune at its best, and for that I owe Discworld a special
gratitude and pay my respects by including it here.
7) Legend of Zelda: Ocarina of Time (Nintendo, N64, 1998)
My experience of the game which, in its day, was hailed as
the “best game ever” coincided with a transitional period in my
life: my arrival in a Britain I had never meaningfully lived in and could not relate to. This was where hell, for
lack of a better word, first descended upon me. I had never imagined
so pitiless a crisis in relations between adults and children as I
found in that country. From adults came blustering authoritarianism;
from children came howling barbarity. From both came prejudice:
ageist in one case, racist in the other, hateful of difference in
both. The world as I knew it became unlivable.
Ocarina of Time was not the
only game that gave me an alternative world in which to take up exile
when faced with unspeakable consequences in this one, but it stands
out as one of the strongest and most timely. Like many of the Zelda
games, it was a complete world, populated by diverse races and
characters, in which you could undertake a heroic journey: a thinking
journey, of friendship, of making mistakes and learning, of
challenging injustice, and of overcoming an evil dictator.
It was an immersion in essential
themes of life unavailable to me in a toxic society. And where the
punitive classroom despots of Britain reduced right and wrong to
doing what you were told and fearing authority, Ocarina of
Time gave me a space to work my
ethics out for myself. It must have been then, thanks to this game
and others, that I became convinced that coercion, cruelty, and power
relationships based on force and fear are wrong, and that imposed
hierarchies can and must be broken. It was games like this that
showed me that even without friendship, without dignity, without
love, I could know that these were good things, strong things, whose
primacy in the world was worth fighting for. No matter how bitter at
humanity I went on to become, my ethical compass today remains much
as it was after this calibration.
8) Pokémon Blue (Nintendo/Game Freak, Game Boy, 1999)
Oh goodness. Well, this list would not be complete without an
acknowledgement that for a time, around the turn of the millennium, I
too was one of millions of Pokémon trainers travelling up and down
those realms of rustling grass, numbered routes and colour-coded
cities, amassing a small army of these mighty but oh-so-adorable
creatures Nintendo set loose to conquer the world. This, for a time,
was my identity. This was my life.
There is no shame in this admission. Pokémon's abiding grip on fans
worldwide, and its legacy on my soul, were well-earned by its purity
of concept and the travelling power of its principles. At its core
are some of the same themes identified in Command and
Conquer: the complex nature of power, by which everything has
strengths and weaknesses and anyone, absolutely anyone, can be
defeated if these are matched up cleverly enough. This is represented
plain as daylight in the basic formula of Pokémon battles, by which
each species of Pokémon is of one or two out of seventeen elemental
types, each of which is strong against some types and weak against
others – an accessible format which nonetheless belies
extraordinary complexity. Add to this a basic hero's journey plot,
where any player can set out from his or her hometown with a Level 1
Pokémon and gradually develop into a Pokémon Master, and factor in
the deep bonds that form between players and their Pokémon (I still
remember my original team of six with fondness), and it is easy to
see how these games have resonated with the core themes of a thousand
peoples and cultures. To travel, to love, and to think your way
through challenges – is that not, after all, what it has always meant to be
human?
The height of my immersion in the world of Pokémon came with Pokémon
Blue, in the opening set of these games. Back then there were 151
Pokémon to catch. Today there are 719. My own Pokémon journey has
long since folded back into my overarching journey through a mad
Earth, but to all those who are still on their own Pokémon journeys
today, I salute you.
9) Ultima VII and VIII (Origin Systems, PC, 1992-4)
Admittedly
this is not one game but three, as Ultima
VII
came in two parts. But these were my abiding experience of Richard
Garriott's seminal Ultima
series, which like some other games on this list are RPGs set in a
comprehensive and detailed world. What stood out for me about the
Ultima
games, however, was their exploration of complex moral, ethical and
spiritual systems, which were pivotal both as narrative devices and
gameplay mechanics throughout.
The
most prominent was a system of three principles – Truth, Love and
Courage – on which were based the Eight Virtues of Honesty,
Compassion, Valour, Justice, Sacrifice, Honour, Humility and
Spirituality. There was also, for example, the Gargoyle system, with
a different three principles – Control, Passion and Diligence –
with eight virtues of their own. But for me, the profoundest of all
was the more complicated Ophidian system in Ultima
VII, Part Two,
which had at its centre Balance, and from either side three competing
forces of Order (Ethicality, Discipline, Logic) and of Chaos
(Tolerance, Enthusiasm, Emotion), symbolised by serpents in a
caduceus arrangement. These came in balanced pairs, and if they lost
that balance, calamity could (and did) result. This system is well worth reading about at greater length.
And then you had the altogether different world of Ultima
VIII,
where virtues were foregone altogether for rougher elementalisms.
I
devoured this stuff like a starving beast. At the time, my main moral
and spiritual exposure was to the aforementioned might-makes-right
authoritarianism in British schools, as well as to a monolithic
Christianity which became inseparable from it. So I thank all that is
good for the Ultima
games. They let me build a more open and reflective internal
discourse about right and wrong and the universe, and showed that
alternative approaches were possible, which I could then explore and
question on my own terms. It may be in large part thanks to them that
I am at peace with my ethical and spiritual identity today, and can
think critically about it, rather than being stuck with it out of
ignorance or fear.
10) World of Warcraft (Blizzard, PC, 2004–)
Well, anybody who knows me will have seen this one coming. World
of Warcraft is one of a kind: more a world than a game, in which
millions of people log on and participate. It is ten years old this
year and has been fundamental to my life for almost as long. On this
blog it has featured on my other list and even in its own article. Where to even begin? Perhaps with the fact
that this game saved my life.
Quite literally. I was introduced to it at a time of absolute personal devastation, with nothing left for me in this world but to seek my own death. Instead I found myself
languishing around the snows of Dun Morogh and the fields of
Westfall, half-heartedly lobbing fireballs at gnolls and kobolds and
bandits, knowing that this was at best a short reprieve. Instead, it
lasted just long enough for me to meet the last human I would ever
love.
My years in World of Warcraft included some of the best
moments of my life, and some of the most traumatically horrible. That
online relationship I referred to was to end in catastrophe
and terminal alienation from the ways of the human race. But for
better or for worse, World of Warcraft has become part of who
I am. At least half the people I have ever known, I would
estimate, were those I encountered and struggled either alongside or
against in that game, including the most outstanding heroes and
villains in the story of my life. It has informed and invigorated my
perspectives on the world, and heavily influences my writing of all
types. From the start and to this day, World of Warcraft was
never merely a game.
I would not say this was the single most influential game, or work,
on my thinking – that honour goes to the next and final
entry – but it has certainly been the most influential on my life.
It was in this game that I worked out my relationship with human
society, and developed and tested my values, including those inspired by the games above. What I emerged with, and brought within myself to Guyana and Japan, has been resilient. Because of World of Warcraft, I
endure.
11) Monster Girl Quest (Torotoro Resistance, PC, 2011-3)
This list ends, as it begun, with a spotlight into obscurity. But the
reasons could not be more different.
Monster Girl Quest
(モンムス クエスト)
is not what you would call mainstream. It is an independent Japanese
creation, more a digital story than a game, and has featured here in
my article about heroism. A fuller description can be found
in that article. Suffice it here to say that as far as stories and
narratives go, this is to my mind as complete, as masterful, and as
thematically pure as it gets. It offers both a
consummate example of the hero's journey and a magisterial
deconstruction of the very concept. Its characters and their relationships
are superbly designed: in particular it features more in the way of
complex, diverse and seriously deep female characters than literally
any other game, book or film I know of
– and that is a serious matter indeed, while the disasters of
gender rampage up and down video game culture – not to mention
society itself – with unconscionable ferocity.
One
cannot help but become emotionally invested in the epic journey of
the Fake Hero and the Monster Lord, through a world saturated with
some of the most challenging themes in the entire human story. At
front and centre are heroism and prejudice. The nature of morality
and good governance is inquired into. Terrorism and science are
placed under penetrating spotlights. Animism gets involved. But above all, this story is one
of the most powerful allegories of Abrahamic religion that I have
ever encountered. The magic of it, indeed, is that all these heavy
topics are explored through the colliding values, emotions and
relationships of Monster
Girl Quest's
characters, and thus engage you at a profoundly personal level beyond
the reach of more abstract treatments.
Another
of its themes is sexuality, of which there is a lot. Monster
Girl Quest
also happens to be an eroge
– Japanese for “erotic game” – and therein lies the reason
for its obscurity. In our world where ignorance, hysteria and
gendered politics have compromised our thinking about sexuality, there are plenty who have
dismissed this game as pornography. They are fools. What this game shows
you, among its many other strengths, is precisely that sexual content
does nothing to detract from the merit of a rigorous, engrossing,
serious, poignant, and at times utterly beautiful story. Make no
mistake: this is a thinking person's game.
Of course it is not beyond critique – nothing is, after all
– and at times the way it is advertised towards a very particular
subset of the prurient interest does few favours for awareness of the
narrative masterpiece within. On this note, one should warn that it
deals substantially with the theme of rape – or more specifically,
the rape of human men by part-monster women – although its context
and plot significance make it more nuanced in this game than the
plain hellish abomination it is in our world.
As
such, I hesitated to write about this. There are those it
will appal. But to deny it the crowning place on this list it
deserves would be an insult to its integrity, as well as a dishonest
denial of its contributions to my character. No game, work or story
in my life has engaged me as thoroughly as Monster
Girl Quest,
nor given me such cause to think in ways I did not know how to
before. No work has so spectacularly succeeded in breaking through
the callused walls of my soul, to make me genuinely laugh, weep, rage
or cheer upon the coruscating rhythm of its narrative. Not till I had
seen this story through did I understand, at last, the meaning of
catharsis. It is, without doubt, the one work that has most
influenced my thinking. It is, without exaggeration, one of the best
experiences of my life.
And that's my list. Whose turn is it next?
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