I was listening to a talk that Braid creator Jonathan Blow gave at the Montreal International Games Summit a couple of years ago. While it's definitely worth listening to, I couldn't help but feel that there was something he was missing. He was talking about the meaning of game mechanics. After a while, it struck me: he was considering games as rhetorical devices.
Thinking about art-forms in rhetorical terms is nothing new. See the Susan Sontag quote that I used in The Meaning of Choice. Lajos Egri made a similar point far earlier when he talked about the 'premise' of a drama. The premise is a statement that the drama is a process of 'proving' or demonstrating, much like a logical premise is proved by an argument. Very simple and neat. And, ultimately, all stories have this. It might not be anything profound, but there is a moral statement at the core of every story.
The problem I had with Jonathan Blow's application of this to games (if it indeed can be called a problem) is that while games are interactive, rhetoric is not. How can you offer a player a choice while trying to impart some moral statement to her? It doesn't seem to make sense. Egri suggested that drama must go the only way it can go to demonstrate its premise. How does that fit in with interactivity? The answer is: it doesn't. Rhetoric is not interactive. Rhetoric does have an interactive counterpart, however, which we call dialectic. It's a revolutionary new thing that those young firebrands Socrates and Plato are using against those musty old Sophists. Those crazy kids.
Let's talk about BioShock, since that was the game Blow criticised. The intended 'message' of BioShock appears to be that cooperativism is better than Objectivist individualism. Blow quite rightly pointed out that that message was lost in the interests of achieving game balance. And that's fair enough. However, if we change BioShock's premise from a statement ("Cooperativism is better than Objectivist individualism.") to a question ("Is cooperativism better than Objectivist individualism?"), BioShock suddenly amply (albeit unintentionally, as far as I'm aware) provides a space in which the user can have a "dialogue" with the game to try to answer that question. This is a rudimentary form of video-game-as-dialectic.
![]() |
One of BioShock's creepifying Little Sisters. Harvest her for resources out of self-interest, or save her to gain her cooperation. |
I don't want to get all prescriptive here, and definitely I think that rhetorical games are worthwhile (particularly in serious games, and extra-particularly in serious games for pedagogy, a research interest of the lab - I certainly don't mean to tell educators how to do their job!). However, from an artistic perspective, this is, for me, an important facet of the medium. I want to see games the moral premise of which is not a statement, but a question, and the process of which is not rhetorically trying to prove the statement, but dialectically guiding a player towards answering that question.