Meaning through Game Mechanics

image courtesy of the Winter Voices site[image courtesy of the Winter Voices site]

A few years ago, I came across a game on Steam called Winter Voices. It was an episodic RPG for PC by a small French developer, but they only released Episodes 0-4 (with 5 and 6 unreleased) before going bankrupt late last year. Because the company dissolved, the game has been removed from Steam and most honest digital distribution platforms. I don’t know what the game’s sales were like, but it didn’t get very much press and most people couldn’t recommend the game wholeheartedly. The rough state of the game at launch and bittersweet press response probably hurt the game a lot. But for the people who played it, Winter Voices provided a unique experience that truly deserved more exposure than it received.

        The game stars a young woman whose father has just died. She has returned to the small northern village where she grew up in order to attend his funeral, with the implication that she had gone off to make the most of her life elsewhere. Winter Voices begins when she arrives - correction: when you arrive - at the village a few hours before the funeral. [correction: I e-mailed this post to the game’s author, and the heroine did *not* leave the village - that was a miscommunication with the people who made the game’s intro video] You choose a variety of stats relating to your character’s personality, like humour and memory, and set off to talk to people and wander around the village.

        Whenever you run into nostalgic or otherwise emotional situations, you enter grid-based battle arenas where you struggle against shadows representing grief, painful memories, and other psychological trauma. However, there’s no “combat” as such - you can’t defeat grief by brute force. All you can do is try to withstand it. Most battles have goals like “get to the other side of the map” or “survive for 5 turns”. It’s a great metaphor, and Winter Voices may be the only game to imbue these common battle mechanics with actual meaning.

        It gets even more interesting when you see the game’s skill tree. Here’s an image of your initial skill choices, courtesy of Rock, Paper, Shotgun:

image courtesy of Rock, Paper, Shotgun

        The skill in the very center is Repulsion, which lets you push enemies a very short distance away. Generally, they can move much farther than you can push them, so it’s a fairly ineffectual defense - but initially it’s all your character is capable of mustering. As you gain experience from dealing with your emotions and talking to others, you can gain new skills that are connected to the ones you’ve already learned (in the above image, the highlighted circles are skills that player is able to pick). To quote the description from RPS:

You start at the centre, and each direction represents a different way of dealing with grief. See the yellow-looking skills towards the bottom right? They relate to regressing into your own imagination. The orange skills above those are all to do with being sociable, and the power of friends. An example of a skill that lies between both of those areas is Imaginary Friend, which summons an ally that will hold enemies back.

        The skill tree is another beautiful metaphor, and I think it makes for an awesomely individual experience for each player. Instinctively, you might think that everyone will experience the same “story” when playing Winter Voices - the one the game’s writers came up with, focused a woman dealing with the death of her father. However, the important story in Winter Voices - what I think of as its “narrative” - is the one enabled by the gameplay mechanics. Everything that you do in a game contributes to its narrative, and most designers and writers ignore this at their peril. Almost every game in the strategy/RPG genre relies on generic player statistics like strength, agility, etc. and skills that focus on faster or more exciting ways to kill things. This makes it very difficult for them to have a narrative that doesn’t involve faster and more exciting ways of killing stuff, because that’s the main form of conflict resolution. Then the writers are forced to craft a story with a lot of combat opportunities, stifling a huge swath of meaningful stories and narratives.

image courtesy of the Winter Voices site[image courtesy of the Winter Voices site]

        Rather than following the combat-focused trend, Winter Voices makes a metaphorical narrative out of your choice of which skills and stats to invest in. Every player builds their own, personal narrative about who the main character is and how she learns to cope with (and hopefully overcome) her emotional anguish. It’s possible to play Winter Voices without thinking about the story behind your gameplay choices - your narrative - but I expect that few players would. It’s just more fun to construct a story to make sense of the choices the game has provided for you, and that’s what makes Winter Voices so amazing. The sheer size of the game’s skill tree (you can only see a fraction of it above) also contributes to this phenomenon, because there are a lot of valid ways to play the game. Since they’re all equally efficient, the player will probably wind up making some personal choice in how they decide to play. Metaphorically speaking, each potential set of choices represents a different coping strategy.

        This sort of narrative complexity, which is generated by a mechanical system, fits poorly in other mediums. There are twelve mechanically (what they do for you) and narratively (what they say about your character) distinct skills you can choose when you gain your first skill point, and the number of possible paths only expands from there. That level of choice enables a wide variety of narratives, and it would be difficult to provide all of them in a single traditional novel or film. Moreover, the systems in Winter Voices provide an environment in which to make interesting choices. The skill tree in particular provides a handful of meaningful choices, each time you level up, about how your character deals with her emotional problems.

        On the other hand, it also provides constraints that make each choice more meaningful. If you could have every skill in the game at once, your choice of skills doesn’t really matter in the long run to the narrative. If you could have ten arbitrary skills from the entire set, the choice would have less narrative meaning - there would be less logical progression in the way that your character solves her problems. The end result is that your character builds on basic, foundational skills to learn more advanced and more effective abilities, which have a logical grounding in what she chose to learn in the past. The choices and constraints in Winter Voices enable a wide variety of possible narratives, and that’s what makes it so fascinating. To me, that’s the essence of video games.

        Having played Winter Voices when it was on Steam, I think it provides a valuable experience. If you spend an hour or two playing Winter Voices, you’ll experience a powerful argument for video games being art. The sort of argument you just can’t convey by letting people look at (but not touch!) games in a museum. It’s not a game for everyone, but you can get the game’s prologue for a few dollars, and I guarantee it’s worth at least that much money and a few hours of your time.


        There’s roughly three reasons why I wrote this post: one, the game is set to be re-released soon with a plethora of improvements from when Rock, Paper, Shotgun played the game. Two, I was disappointed by the Smithsonian exhibit linked above and I wanted to provide a compelling argument for why games are art. And finally, Extra Credits just released a compelling two-part series about game mechanics as metaphors.

        Regarding the first point: Some members of the original development team reformed under a new name, bought the IP back from the French government, and are currently running a beta test of a huuuuuuuuuuugely improved version of the game through Steam. If you’d like to try it out after reading this post, you can send them an e-mail at betatest@innerseas.com with the subject “Winter Voices EP5 - Beta Test”, with at least your Steam user name in it (maybe with some info about your computer’s hardware and such, too).

        It sounds like they’re looking for people to test the game from start to finish right now because of a big engine update a few days ago, so they’d probably be happy to have your help. Otherwise, they’re hoping to have the game back on Steam in a couple of weeks. So even if you don’t get into the beta test, please do give the game a shot - with the improvements they’ve listed in the Steam forums, I expect I’ll be able to recommend the game without any reservations now.

[Thanks to Vael Victus, M-. and Sarah for reviewing and helping me edit. Also, if your viewing experience sucked, you’re probably using the Tumblr dashboard - blame their elimination of a lot of basic HTML stuff.]

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Notes

  1. lamattgrind posted this