
From the start, Frei intended to turn his short into game, though he released the former much earlier. The idea came to him when he observed that very few people watched his previous film, Not About Us, through to its entirety, and that they often skipped around the video. “That kind of was something that had an impression on me, and I started to think of how I could tell a story in a way that people could take advantage of the interactive possibilities,” he stated (qtd. in Rougeau). Translating Plug and Play into a game—an inherently interactive medium—would engage the viewer in a different way, and in a way he hoped would retain their interest from start to finish. The game’s publisher, Etter Studios, later expanded on this point, stating:
The idea was to give the viewers, who are all so eager to jump around the narrative, more control over his movie. At the same time he wanted to have more control over the way the audience experiences the film by not allowing to skip the narrative without interacting with it and therefore become part of it (qtd. in Visnjic).
Thus, the game-like elements of Plug and Playreally exist to keep players engaged with the work by way of immersion. As a player, you are meant to feel like you have some influence over the world and its strange inhabitants as you push, pull, and tap (or click if you are playing on PC) through each scenario.
A Procedural “Artgame”
Plug and Play is an unusual little game that, really, is hardly a game at all—at least not in the conventional sense. There are no power ups or upgrades; no stages to progress through, or scores to keep track of; no strategy involved; and no coherent narrative, offering instead a series of interactive scenarios in its place. The official description for Plug and Playrefers to it as a “surreal play with plugs” and “interactive animation” rather than a game per se. Perhaps this is because the focus is not so much on the gameplay as it on delivering a particular experience to the player, and it is an experience that is all at once humorous, unsettling, and grotesque.
In How to do Things with Videogames, author Ian Bogost describes this style of game as procedural. Procedural games are part of a larger movement called “Artgames.” Artgames distinguish themselves from “game art” in that they are meant to be played, while the latter are not since they often prepared for exhibition in a gallery space. A major characteristic of the procedural style is the use of rhetoric to produce an experience for the player. Bogost writes:
In artgames…a procedural rhetoric does not argue a position but rather characterizes an idea. These games say something about how an experience of the world works, how it feels to experience or to be subjected to some sort of situation: marriage, mortality, regret, confusion, and so forth. Proceduralist games are oriented toward introspection over both immediate gratification…and external action…The goal of the proceduralist designer is to cause the player to reflect on one or more themes during or after play… (14).
Plug and Playdefinitely attempts to make the player reflect on his or his experience, and a quick survey of the online comments regarding the game makes this quite clear. Many people question if the game is merely “weird for the sake of weird” as the animated comedy, The Simpsons puts it, or if there is some deeper meaning behind the all the peculiarity. Regardless, players often end their session with the question, “what the heck does this mean?” There a few interpretations found online, most dealing with the relationship between love, communication, and technology. However, like most art, there is no definitive answer. When asked about the meaning of Plug and Play, Frei responded, “It’s really up to the viewer.” He continues to say that, “when it comes to someone’s interpretation there are grey areas. It depends on how the player treats the game” (qtd. in Cameron). Bogost echoes a similar sentiment, stating that proceduralist artgames invite the player to “project one’s own experiences and ideas” onto the game, and that while such games “pose questions about life and simulate specific experiences in responses” those “experiences rarely point players towards definitive answers” (14).
Frei and Bogost’s comments appear to fit within a larger framework of postmodernist thought in regards to art. Postmodernism argues that meaning is not inherent in a work of art, but is created through a viewer’s subjective interaction and experience with the piece. This is why people may come away from the same painting, sculpture and so on, with a different interpretation of what it means. As time passes and cultures and people change, so does the meaning one ascribes to a piece of art. Thus, postmodernism rejects the idea that there is some universal meaning for a single work of art, or that art itself can be strictly defined as it too changes with taste and context. Bogost alludes to this when he writes, quite declaratively, that “Art changes” (11). Perhaps, then, players should instead be asking, “what the heck does this mean to me?” I would like to take a few moments to describe my own experience with Plug and Play, and while I myself do not have a definitive answer as to what the game means, I do have some observations I would like to share.
The game opens with two irregularly long fingers awkwardly inching towards one another. Try as they may, the fingers continually miss their mark, ending up either over or under one another. They do this repeatedly until the player intervenes and adjusts their trajectory, finally allowing the fingertips to touch. The scene is set to vocal choir music that, in combination with the imagery, evokes Michelangelo’s Creation of Adam, a famous fresco that adorns the ceiling of the Sistine Chapel. The painting is part of a larger work that illustrates the biblical story of Genesis. The references to that particular painting, as well as the prominent use of fingers, both in game and as a development tool (recall that Frei drew much of the game’s assets on a touch screen with his finger), seem to suggest that by using your own finger (at least on mobile versions of the game) to interact with the world, you assume the role of a “god-like” figure. Unlike most other games, you do not take control of a surrogate character, instead you act more like an omnipresent, yet active observer who helps set certain events into motion by tapping around. The mechanic has a similar feel to older point and click adventures.
While your actions allow you to interact with the virtual world, you quickly begin to realize that your control over the direction of the game is rather limited, maybe even illusory. For example, there are two points in the game where a pair of little plug people begin to converse about their relationship. You have the ability to choose how one character will respond to the other, and your decisions either prolong the conversation or cut it short. However, the segment always ends with the pair splitting. Try as you may, you cannot convince them that they truly love or know one another. The game also has no qualms about interrupting you mid action, or making you wait through certain segments. Finally, no matter your course of play, the ending is always the same, and not all that different from the film version. This realization make your actions—your “god-like” powers—seem rather insignificant, futile even. It almost feels as if Frei has duped you into sitting through the whole little oddity, without any payoff. At least, at first. While Frei and Rickenbach designed the game with the intent to make you, the player, sit through the whole thing, they were simultaneously designing an experience. Playing the game is different than watching the film precisely because you feel you have some agency over the world, even if that agency is rather superficial. The narrative does not progress without your interaction, thus you feel somewhat responsible for what occurs in game.
There does seem to be some merit in the whole love, communication and technology interpretation that others have presented. There is an overall feeling that the game is saying something about the nature of human relationships. The plugs and sockets appear to stand in for the two sexes, male and female, respectively. In the mechanical and manufacturing trades, connecters and fasteners are described as having two parts, a female and male end. The female end is the one that receives and holds the male end, so in the case of Plug and Play, one could interpret the plugs as being male, and sockets as female. Of course, such a view is highly gendered and points to a larger issue in mechanical and manufacturing naming conventions. However, putting that aside, it is interesting that the artist would use the interaction between mechanical and electrical parts as a metaphor for human relationships.
Perhaps it is a commentary on the rather mechanical way people may communicate with one another, and I do not mean just through technological devices. I definitely recall in person conversations that were rather robotic, in the sense that each of us gave automatic responses simply because we were trained to reply to each other in a certain way. Such conversations were devoid of any real human connection since they lacked any genuine emotional investment. Furthermore, although we were talking, we did not necessarily hear one another. Hence the interaction between the little plug people. They talk to one another in computer generated voices, but never truly reach an understanding. Instead their conversation goes in circles, bringing them nowhere, but apart.
According to Bogost, the use of metaphor and vignette is another common characteristic of procedural artgames. This is true of Plug and Play, which uses both in the place of a coherent narrative. There is not a clear progression of any logical story. Instead, the game presents the player with a series of loosely related vignettes that show how the plug people interact. The game also takes a minimalist approach in both its design and aesthetic, which, according to Bogost, reduces “the player’s obsession with decoration” that could “underscore the experience of processes” (15). In other words, the simplicity keeps the focus on the experience of playing the game, rather than on any extraneous distractions.
Throwaways?
In the chapter Throwaways, Bogost describes casual games as those which one may play for a short period of time before putting aside. However, he also implies that casual games have a degree of “dispensability.” Those that are “easy to learn, hard to master,” like Bejewelled, may consist of short play sessions, but require a greater time investment if one is to get good at the game, thus encouraging the player to continually revisit it. Then there are games that are played once, and almost never revisited. The example Bogost provides is newsgames, which developers create in response to notable world events. Some newsgames may offer insightful commentary on an event, while others simply capitalize on the media attention, without really contributing anything meaningful to the discussion. While both games are unlikely to be replayed, the latter is more likely to be disposed of and forgotten (96-102).
Plug and Play is labelled as a casual game and was developed for release on not just the PC, but also IOS and Android devices—the domain of casual games. Yet, it is hard to place where exactly Plug and Play falls on Bogost’s dispensability scale. There is nothing to master, and although the sheer oddity of the game might encourage a replay or two, there is no real reason to continue playing for a long period of time. That being said, I do not think Plug and Play is as dispensable as the newsgames Bogost describes. It leaves an impression on the player that has lasting power, at least for me it did. Long before I downloaded the app on my phone, I recalled watching a short play through of it online. At the time, I sort of disregarded the game, but I never forgot it.
When I ask myself why, I think it is because the game functions a lot like contemporary art. One of the most salient things my drawing professor ever told me was that, “the artist is like the poke on Facebook,” in the sense that he or she is “the disturbing factor that brings you out of habit.” By this she meant that the artist, and by extension art, often attempts to penetrate codes of normalcy, and get the viewer to question the status quo. As an artgame, I think Plug and Playachieves a very similar effect. It does so by playing with convention. It presents itself as a game, but hardly plays like one. It confronts the player with a plethora of confusing imagery, leaving him or her unsure, confused, laughing, but most of all, curious. When asked in an interview how they wanted the game to make people feel, Rickenbach stated that he and Frei “hoped that the players [would] discover a wide range of feelings they didn’t know before” (qtd. in Cameron). I would agree that Plug and Play, at the very least, succeeds in achieving this end.
Works Cited
Bogost Ian. How to Do Things with Video Games. University of Minnesota Press, 2011.
Cameron, Phill. “Road to the IGF: Mario Von Rickenbach’s Plug and Play.” Gamasutra: The Art & Business of Making Games, 6 February 2015, http://www.gamasutra.com/view/news/235274/. Accessed 9 October, 2013.
Rougeau, Michael. “MAKING PLUG & PLAY, A GAME THAT’S PRETTY MUCH ABOUT DICKS.” Animal, 19 February 2015, animalnewyork.com/2015/making-plug-play-game-thats-pretty-much-dicks/. Accessed 9 Oct. 2016.
Visnjic, Filip. “Plug & Play—“Nothing less than love.” Creative Applications Network, 2 February, 2015, http://www.creativeapplications.net/unity-3d/plug-play-nothing-less-than-love/. Accessed 9 October, 2016.