With Cuphead raising such questions as What is gameplay? and Is easymode bad? we really do see something lurking inside the media. As little as any of us care about John Walker’s ignorance, the question is valid in its own way. As humans we tend to describe the same thing in different ways, sometimes expanding and taking away details depending on whatever, but his insistence that gameplay is a wrong word for interaction with a game. Then I guess putting a game into a console is gameplay, as that is interacting with the game. Smartass remarks aside, gameplay is a term that was originally used to describe the system of functions that the player would play with within a game, and because electronic games are a continuation of children’s play culture, this term has then trickled down the evolutionary ladder of games towards tabletop and other sort of games with play as an element. Interaction is far too large term, and nobody in their healthy mind would use anything like it to describe something so precise.
This leads us to Ben Kuchera’s post on Polygon, where he has missed the whole point of games. Using books and art galleries as his point of comparison is missing the point. Kuchera is comparing apples and oranges at best. Because a game like Cuphead has more in-common with sports parkour and card games than with books and art galleries, his comparisons lack any sort of oomph. Yes, a game expects basic competence from the player to be able to clear a level before you see the next. It is, after all, a game. You don’t win at a game, unless you know how it is played and are skilled enough to play. You don’t get freebies in Solitaire either.
Easy Mode is something nobody should have anything against, as options are just that: options. That is not the case of Skip Boss Button. Electronic games are self-tiered tournaments of sorts. You can not advance in a martial arts tournament further if you lack the skill and discipline to follow the rules and execute your desired moves. Similarly, in Street Fighter you have to have enough control over your character to defeat each opponent to advance further. In a 2D action game like Cuphead, bosses can be seen as a similar opponent to any normal Street Fighter fight, with the exception that a stage is a warm-up. Of course, it just may turn out that the stage was harder than the boss, but there are always healthy exceptions. Skipping a Boss effectively negates the need of any sort of skill, and while the idea does not have anything wrong in it inherently, it really does tell you how little some people are willing to put effort.
My notion of effort in this isn’t about getting good, though it certainly is a part of it. Much like any other product, not all games are for everyone and not all games are meant for everyone. I would use a food comparison here, but it wouldn’t be apt enough. The one I used previously, about how no game with multiple players allows one to advance without excelling, is what applies here. While in a single-player games cheating does not cause any harm to anyone, it would go against the structure of the game’s play and how it’s planned out. After all, games are virtual spaces made with restrictive rules that the player plays according to and with. A game that allows its structure and rules to be broken without any consequence often turns into a dull and wasted game rather fast, mostly because skipping play is essentially just not playing it at all. If you’re not intending to play the game, you might as well find your pass time with other titles that challenge you a different manner, or other forms of entertainment and play. After all, just like with pasta sauces, some games are more chunky and demand more active jaw work than runny ones you could just use intravenously.
The problem, quite frankly, is not that a game is too hard and that the players can’t see its “art,” as Kuchera puts it. The problem is that they’re not appreciating the art. If anything is art in video and computer games, it’s the mathematics, coding, the set of rules and design, the thing that ends up being called gameplay. Not the graphics, the sound, visual design or any other part, those belong to other schools of arts. The art of games is the art of designed play, and much like other forms of art, this one challenges us both mentally and physically. Why? Because electronic games are a form of play and without that play, they’d be virtual spaces of content to see and watch but never to be played with. The pathetic thing about all this is the fact how Kuchera and other supposed journalists like him want to remove a section of this art and force it to become something mundane and have no legs to stand on its own. Variety is demanded and required.
Do I contradict myself there? Regarding this blog yes, but I can always entertain the argument of games as art whenever necessary.
Kuchera then goes in a tirade of personal achievement how nobody’s stopping you from fast-forwarding a television show, but again misses the point; games aren’t television shows. Not that anyone who would like to review a series or a movie would use fast-forwarding, that’d be skipping on the content.
Games are about learning and using information learned. If you make a mistake, you should be learn from that and not make that mistake any more. Any sort of pastime we have with any sort of game, be it cards or miniature tabletop figurines, there are always rules that we abide to and learn new things we screw up. Of course, there is a group of people who are just unable to do this, but you can’t please anyone. You can never create a product of any kind that would be universal to everybody. Someone will always bitch about it, so might as well make it as good as you can the way you know it’ll work the best. While it is up to the provider to provide the piece for the consumers, the provider can always choose its targeted customers. There are other similar products out there that will suit the consumers outside your targeted demographic better, and if there isn’t… well, that’s a niche someone else can step in fulfill.
Or you could carry some personal responsibility and step up the game.