The Marriage (video Game)
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''The Marriage'' is an experimental art game created by
Rod Humble Rodvik Humble (June 1, 1964) is the former Chief Executive Officer of ''Second Life'' creator Linden Lab, Chief Creative Officer at ToyTalk and former Executive Vice President for the EA Play label of the video game company Electronic Arts. He is ...
and released for
Microsoft Windows Windows is a group of several proprietary graphical operating system families developed and marketed by Microsoft. Each family caters to a certain sector of the computing industry. For example, Windows NT for consumers, Windows Server for serv ...
in March 2007. Humble set out to explore the forms of artistic expression unique to video games, leading him to express his feelings associated with
marriage Marriage, also called matrimony or wedlock, is a culturally and often legally recognized union between people called spouses. It establishes rights and obligations between them, as well as between them and their children, and between ...
by relying primarily on
game mechanics In tabletop games and video games, game mechanics are the rules or ludemes that govern and guide the player's actions, as well as the game's response to them. A rule is an instruction on how to play, a ludeme is an element of play like the L-shap ...
rather than on traditional storytelling, audio, or video elements. The game uses only simple colored shapes that the player interacts with using a mouse. The player's actions cause pink and blue squares to increase or decrease in both size and opacity, representing the balance of personal needs in a relationship. The game received praise for its innovative concept and design, as well as criticism for its heavy reliance on Humble's accompanying written explanations, and for its depiction of simplistic
gender role A gender role, also known as a sex role, is a social role encompassing a range of behaviors and attitudes that are generally considered acceptable, appropriate, or desirable for a person based on that person's sex. Gender roles are usually cent ...
s. As a game that self-consciously embraces its medium, it attracted attention from fellow game designers and games studies scholars, who have used it to develop concepts like the relationship between art and games or between
simulation A simulation is the imitation of the operation of a real-world process or system over time. Simulations require the use of Conceptual model, models; the model represents the key characteristics or behaviors of the selected system or proc ...
and
metaphor A metaphor is a figure of speech that, for rhetorical effect, directly refers to one thing by mentioning another. It may provide (or obscure) clarity or identify hidden similarities between two different ideas. Metaphors are often compared wit ...
. It is credited with beginning a movement of games designed with a focus on creating meaning through game mechanics.


Gameplay

By combining heavily constrained mechanisms for interaction and control with abstract visuals, ''The Marriage'' encourages experimentation and meaning-making based on kinds of engagement and interpretation. The game's instructions suggest playing it first, before reading the detailed description of its mechanics and intended meanings. The player interacts using only
mouse A mouse ( : mice) is a small rodent. Characteristically, mice are known to have a pointed snout, small rounded ears, a body-length scaly tail, and a high breeding rate. The best known mouse species is the common house mouse (''Mus musculus' ...
movement, hovering over abstract shapes. The player's actions or inaction enlarge or shrink pink and blue squares, increase or decrease their opacity, and move them towards or away from each other. Placing the cursor over either of the squares causes the blue square to shrink, and for the squares to move towards each other. Moving the cursor over a circle makes the circle disappear, while at the same time reducing the size of the pink square. If the two squares "kiss" by touching edges, the sizes and transparency are affected inversely: the blue square shrinks and becomes more transparent; the pink square grows and becomes more opaque. When the blue square comes in contact with circles of any color other than black, it grows and becomes more opaque. When the pink square comes in contact with circles of any color other than black, it grows but transparency does not change. When either square collides with a black circle, its size decreases. As squares collide with each other or with circles, a light bar at the bottom of the screen grows in size. Over time, the pink square steadily increases its transparency unless counteracted by touching edges with the blue square. The game ends when either the blue or pink square becomes too small or too transparent. To sustain the existence of both squares, the player must balance activities which increase the size and opacity of each. Humble intended this to convey the complexities of balancing the sometimes conflicting needs of partners in a marriage. The background color changes as the game progresses, eventually arriving at a
fireworks Fireworks are a class of Explosive, low explosive Pyrotechnics, pyrotechnic devices used for aesthetic and entertainment purposes. They are most commonly used in fireworks displays (also called a fireworks show or pyrotechnics), combining a l ...
display on a black background if the player is able to sustain a balance.


Background and intent

Humble is a video game industry veteran, known for his roles in the development of several successful games, including '' EverQuest'', '' The Sims'', and ''
Second Life ''Second Life'' is an online multimedia platform that allows people to create an avatar for themselves and then interact with other users and user created content within a multi player online virtual world. Developed and owned by the San Fra ...
'', though his independent work is noted for its experimentation. ''The Marriage'' is his second attempt at a game which derives personal meaning primarily through mechanics rather than audio, video, or other traditional storytelling, following ''A Walk With Max'' and preceding ''Stars Over Half Moon Bay''. ''The Marriage'' is comparatively and intentionally more abstract than its predecessor to further restrict the role played by more traditional audio, video, and storytelling elements. The core ideas behind ''The Marriage'' began while Humble was on a trip to
Carmel, California Carmel-by-the-Sea (), often simply called Carmel, is a city in Monterey County, California, United States, founded in 1902 and municipal corporation, incorporated on October 31, 1916. Situated on the Monterey Peninsula, Carmel is known for its n ...
, with his wife, and was developed over the weeks that followed through a process he described as "like carving with the grain of the wood or painting with the brushstrokes rather than against them." Humble understood and embraced that someone would not be able to understand the meaning of the game simply by looking at it, instead requiring explanation and active engagement, taking meaning from the mechanics rather than strictly visual symbolism. The two prominent squares represent the partners in the marriage, while the circles are external variables that affect the squares in different ways. The size of the squares refer to the "size" of a person, or their personality, in a relationship. Following its first public showcase at the 2007 Game Developers Conference, the game was released as
freeware Freeware is software, most often proprietary, that is distributed at no monetary cost to the end user. There is no agreed-upon set of rights, license, or EULA that defines ''freeware'' unambiguously; every publisher defines its own rules for the f ...
in March 2007. According to Humble, total development time of the game was "one evening, plus a few months of debugging".


Interpretation and analysis

''The Marriage'' has been the subject of analysis in both video game journalism and academic research. Writers took interest in its main conceit as a game that embraces its medium by trying to remove traces of all others, and saw that reduction as an opportunity for scholars researching video games and procedurality. Games studies scholar
Ian Bogost Ian Bogost is an American academic and video game designer, most known for the game ''Cow Clicker''. He holds a joint professorship at Washington University as director and professor of the Film and Media Studies program in Arts & Sciences and ...
categorized ''The Marriage'' as a "proceduralist game," which "rely primarily on computational rules to produce their artistic meaning." Game designer Christopher Fidalgo wrote that it could be considered "a testament to the artistic potential of games on their own grounds". Bogost compared it to ''
Braid A braid (also referred to as a plait) is a complex structure or pattern formed by interlacing two or more strands of flexible material such as textile yarns, wire, or hair. The simplest and most common version is a flat, solid, three-strande ...
'' and '' Passage'', games which share several properties: "
procedural rhetoric Procedural rhetoric or simulation rhetoric Frasca, Gonzalo (2003). "Simulation versus Narrative: Introduction to Ludology." In ''The Video Game Theory Reader''. Ed. by Mark J. P. Wolf and Bernard Perron. New York: Routledge. 221–37 is a rhetori ...
, introspection, abstraction, subjective representation, and strong authorship." Games researcher Theresa Claire Devine used ''The Marriage'' as a case study to develop her methodology evaluating the role of Art (in the sense of high art, opposed to
low art In sociology, the term Low culture identifies the forms of popular culture that have Commoner, mass appeal, which is in contrast to High culture, which has a limited appeal to a smaller proportion of the populace. Culture theory proposes that b ...
) in games. Applying a multi-part algorithm to various aspects of the game, she concluded that it could be considered a "Game," as opposed to a "game," using parallel capitalization to indicate a "high" versus "low" distinction. Designer Jason Begy used ''The Marriage'' to flesh out his definition of an "abstract game," looking at the way the game's objects operate as "sign in the game's fiction" while at the same time lacking "relation between their form and their function." Media studies lecturer Sebastian Moring expanded on the role of abstraction by putting ''The Marriage'' at the center of a common dichotomy in
video game studies Game studies, also known as ludology (from ''ludus'', "game", and ''-logia'', "study", "research"), is the study of games, the act of playing them, and the players and cultures surrounding them. It is a field of cultural studies that deals with ...
, between
simulation A simulation is the imitation of the operation of a real-world process or system over time. Simulations require the use of Conceptual model, models; the model represents the key characteristics or behaviors of the selected system or proc ...
and
metaphor A metaphor is a figure of speech that, for rhetorical effect, directly refers to one thing by mentioning another. It may provide (or obscure) clarity or identify hidden similarities between two different ideas. Metaphors are often compared wit ...
. He took issue with the majority of scholars who wrote about the game and called it metaphorical, arguing that while it is tempting to consider ''The Marriage'' metaphorical simply because of its abstraction, lacking the audiovisual clues that a simulation would typically have, it is more accurate to think of it as a simulation. It is not a "mimetic simulation" like '' The Sims 3'', but "a low fidelity simulation ... because of its very abstract
semiotics Semiotics (also called semiotic studies) is the systematic study of sign processes ( semiosis) and meaning making. Semiosis is any activity, conduct, or process that involves signs, where a sign is defined as anything that communicates something ...
as well as the few implementations of possible love relationship activities in the game mechanics." Starting with Humble's statement that the game is intended to be an expression of "how marriage feels," Game Development professor Doris Rusch wrote that she found the gameplay too far abstracted from a relationship such that it "does not actually model the experience of being in a relationship, but depicts from an outsider's view the reflection process about its mechanisms." According to Moring, however, what is simulated is not "love-related activities ran individual experience of love uta metaphorically structured concept of love." In an interview, Humble commented that the most common criticism he received was that the documentation he provided to explain the game was too detailed, though he did not regret including it because he felt it was important to communicate his intention. Rusch wrote about the limitations of playing the game without the explanation, saying that it "illustrates that the power of procedural expression to teach us something about the human condition hinges on cognitive comprehension of what the game is about and what its various elements stand for." Without the explanation, she argues, any significance a player would take away from their experience with the game would be due to their own creativity rather than to meaning built into the game, as the mechanics of mousing over abstract shapes are too far removed from the concepts they signify.


Reception and influence

''
Engadget ''Engadget'' ( ) is a multilingual technology blog network with daily coverage of gadgets and consumer electronics. ''Engadget'' manages ten blogs four of which are written in English and six have international versions with independent editori ...
'' described the game's critical response as "enormous", noting the attention it received from both inside and outside the video game world. It has received praise for its innovation, effective expression, and impact on its players. Several reviewers commented on its value as art and the extent to which it generated discussion and reflection. For art game designer
Jason Rohrer Jason Rohrer (born November 14, 1977) is an American computer programmer, writer, musician, and game designer. He publishes most of his software into the public domain (Public domain software) and charges for commercial platform distributed ve ...
, "The game, and my experience discussing it, have reminded me of experiences at galleries of modern art." Writing for
MTV MTV (Originally an initialism of Music Television) is an American cable channel that launched on August 1, 1981. Based in New York City, it serves as the flagship property of the MTV Entertainment Group, part of Paramount Media Networks, a di ...
, Stephen Totilo expressed that the difficulty he encountered in playing the game and his inability to beat it actually generated anxiety about his own relationship. Humble told ''
IGN ''IGN'' (formerly ''Imagine Games Network'') is an American video game and entertainment media website operated by IGN Entertainment Inc., a subsidiary of Ziff Davis, Inc. The company's headquarters is located in San Francisco's SoMa distri ...
'' he wanted to avoid player failure but explained that while he tries to subvert traditional elements of video games, in practice doing so is challenging: "you discover quickly why they are used too much, they are very useful tools which get you out of tricky design situations all the time." Some reviewers have been critical of what they perceive as Humble's depiction of stereotypical or simplistic
gender role A gender role, also known as a sex role, is a social role encompassing a range of behaviors and attitudes that are generally considered acceptable, appropriate, or desirable for a person based on that person's sex. Gender roles are usually cent ...
s. Totilo said he was "left assuming that Humble thought it was husbands who benefited from engaging in stuff (and people?) besides a wife, whereas the wife only benefited from contact with the husband". According to Humble, though he intended to allow for a great deal of interpretation, this was not a message he intended. Rather, "the central point sthat if both needs were not satisfied, the Marriage dies. In other words, love is satisfying different needs. For myself, I do need 'alone time' as well as 'together time,' but not one exclusively, and the game's rules were a way of exploring that." Edward Picot called the game "poetic" but also expressed concern about the game's "stereotypical view of the sexes" which he notes are particularly apparent through the use of blue and pink for the squares. At the Foundations of Digital Games conference, Treanor, et al. presented a paper that argued the pink and blue colors Humble chose for the squares subverted his intention to rely entirely on mechanics for meaning, due to the gender-related connotations those colors cause. Others criticized the premise, arguing against reducing the complexities and ambiguities of human experience in order to correspond to simplified representation and a fixed model of interaction. From these criticisms and other interpretations, Humble said he learned an important lesson: "that the first mechanics you show define everything that follows, the power of that initial impact between the two squares and your reaction to it defines how you look at the rest of the game. It didn't realize this before and it's instructive going forward." Treanor, et al. credit Humble's approach with helping "to inspire a ''proceduralist'' movement of game designers". ''The Marriage'' also more directly inspired two games by designers Petri Purho and Brett Douville. Purho, who called it "the most interesting game presented" at the 2007 Experimental Gameplay Workshop, created ''The Divorce'' as an April Fools' Day clone of '' Pong'' with a similar artistic explanation. Douville's ''My Divorce'' is a wholly new game utilizing similar aesthetics and tone.


References


Further reading

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External links

* {{DEFAULTSORT:Marriage, The 2007 video games Abstract art Art games Freeware games Indie video games Single-player video games Video games developed in the United States Windows games Windows-only games