easy like sunday morning
I know it sounds funny but I just can't stand the pain.. Given the volume of critical writing on difficult games in recent years isn't it time to talk about some easy ones? Everybody loves talking about, 'Sekiro', but no-one ever talks about, 'Felix The Cat (NES) (1992)', a delightful game with many levels that stands out in my childhood memory as being one of the very few games I was ever able to complete within the Xtravision rental window. In these notes I try to lay down a preliminary basis for felix the cat studies.[1]
1. Firstly what is easiness, is it a quality or the absence of a quality, of a texture? I'd like to focus here specifically NOT on games which deliberately avoid the idea of 'challenge' altogether (Proteus, etc) but instead on games where challenge is both theoretically present and totally perfunctory, where it's both possible to die, and just easier not to.
2. And the strange sense of waste that this creates - the waste in having something and not needing it, of having some productive capacity lie fallow. The dream is to always have both an affordance and something to flex it on, in perfect sync. There are situations where exercising some affordance might give a bad outcome (use sword on king to increase crime meter etc) but in general the universe is set up so that your acting, your being, your bodily striving has a useful and productive effect on the world at large – we hope, ha ha ha. We have no reason to doubt that we use our affordances, rather than that our affordances are using us. In an easy game this relationship becomes more uncanny - we get a sense of how an affordance can be baggage, a kind of painful excess of productive energy that comes with a vague, felt obligation to use it all up in some manner. The machine speaks through us just as much as if we were playing any bullet hell - but it does so less through an overload of stimulus than through lack of it, through opening a space, which the ambient noise of the body then rushes to fill. The aimless, stupid twitching of our flesh as it burns off all the energy which is socially and economically surplus to requirements is directed and made visible, jumping back and forth onscreen in the mocking form of a smiling platform cat, a form of automatic writing.
3. I'd actually like to avoid making a moral or political case for easy games as having some intrinsic social value (that they resist the 'investment' of skill mastery, that they undercut feelings of power and control, or that they indeed actually represent a new form of meta-difficulty in testing your ability to reject false measurements of success and artificial scarcity and that therefore playing Goldeneye with infinite ammo cheats on is praxis or something.[2]) These might be useful qualities at some moment or another - but I think they also show the strange, magic-eye effect, of trying to write about easiness in itself, writing about absence without just converting it into another kind of presence (I'm sure I have failed multiple times and will fail multiple more). So easiness in videogames is constantly at risk of becoming just a different kind of difficulty, or some form of symbolic content - rather than the lack of such difficulty, or the lack of such content... In the context of videogames, a new media form busily involved with stockpiling content and meanings and symbolism and justification of all kinds, in trying to fill itself up and out, the idea of their emptiness is somehow quite threatening.[3]
4. Difficulty in games tends to be framed as a challenge to the primacy of the self, or as an estrangement, something that pushes you out of your comfort zone. It wakes you up, makes you more alert. Easiness by comparison is a sop to the self - indulgent, a narrowing of horizons. Easiness is mainstream, difficulty is avant-garde - and discussions of difficulty in games tend to draw a lot upon comparisons to older avant-garde art or literature. I'm in favour of avant-garde videogames but i think part of claiming that tradition should be a willingness to critique it, too. For example, difficult games are some of the most popular ones to stream - are these challenging the self? To an extent they allow the performance of the self, as manifested in angry outbursts, "reacting" in some characteristic manner, individuating oneself through accomplishment or distinctive playstyle, demonstrating personal qualities such as persistence and strength of will, very little of which could be said to come through in your average Felix The Cat longplay. And while Marvel movies and longrunning tv shows are seldom difficult in the same way as experimental art they do at least tend to gesture at the idea and feeling of a certain difficulty, an emotional strenuousness, a conflict to overcome. We don't just get a whole movie of Spiderman trying on 100 different hats. Some kind of difficulty is prized in both cultures, with the difference being that of location and degree. The idea of the modernist shock, the abrupt estrangement that jolts the (presumably bourgeois, etc) viewer out of their habitual comfort zone, sits awkwardly against comparatively more recent concepts like Naomi Klein's idea of the “shock doctrine” or Paul Virilio's writings on the bombarded, exhausted viewer - or indeed with that most modern form: the hot take, the truly gratuitous and combative opinion, tossed at the unsuspecting for the sake of wreaking minor carnage. The succession of shocks here don't so much disturb the self as confirm it as a thing apart, defined in negative against the tumult outside and valued as a refuge from that outside. Maybe we take it to the gym now and then, we test it out upon some pre-selected object of difficulty to keep it in shape, but afterwards the gate goes down and the wall goes up. I don't think difficulty is bad or illegitimate but if psychic reconfiguration is the goal then how about a modernist slackening instead? In the vein of Stein, Pessoa, Walser, Musil - "the game without qualities". Lured into roaming outside of its protective carapace the brain starts to dissolve, sprawl, melt into gloop, be devoured by ants.
5. Experience of playing an easy game: there’s no pushback, there's no skill check , a string of easy victories lead you forward without realising, or leads a part of you forward, there's no moment where you have to pull yourself together and decide just how much more of your time you wanna spend on this thing, a chirpy character onscreen is declaiming "GREAT!" and "SUBURB!" as you shoot pellets at more enemies, whatever aimless drive or impulse you flicked toward this thing to test it has not yet slowed down or returned, it's like dropping a pebble down a well, and waiting for the sound, and waiting forever - and then there's a plop! and whatever the process was, it's finished, you blink, try to remember what you were doing, wander off, still adjusting to the light.
6. The history of aesthetics is that of converting new kinds of necessity into new kinds of virtue [4]. Difficulty is a virtue in videogames, but it started out as a necessity, as well - as a prefab form handed down from the old mechanical amusements, a way to aestheticise (and commercialise) material resistance at a time when material resistance was almost all that videogames had to offer[5]. As certain kinds of difficulty emerge as objects of attention a reversal takes place: instead of difficulty being a way to engage with videogames, videogames become a way to engage with a certain kind of difficulty. Difficulty becomes a sign that unites a diffuse and heterogenuous field of garish electronic debris into a single medium and an aesthetic – this becomes part of what videogames *are*, and persists even when the original reasons for that difficulty become less and less present, and as 'difficulty' comes to exist mainly as a set of inherited structures and modes of representation (health bar, life counter etc). To make something that looks like a videogame in every way but has no difficulty is in a way to re-historicise it, to cut the thread which holds all the parts together - now the game collapses into a set of disembodied effects, sounds, gestures, machinery, which exist not so much as the expression of an aesthetic as an expression of the material history behind that aesthetic. The easy game is not a game but a kind of game-byproduct, an industrial accident that gives clue to the inner workings of the machine.
7. The mysterious purgatory that is the solved or near-solved state of a videogame, aimless and uncanny, an image of fulfilled desire: maybe not your desire, but somebody's, or some part of you. Think of playing with cheat codes: a few minutes ago you might have been desperate to get BLUE SWORD [RARE], now you can't get rid of the things. A routine complaint in popular longform games is that people just end up getting too much money and not having enough endless pits to dump it all into (thorstein veblen real??). And this is a known thing and trite to even remark upon and usually the point where the discussion turns into pop-psychology liturgy of how the human brain is "broken" and "hard-wired" to need new challenges and etc. I don't care, I'd like to spend more time within this twilight area, to construct as diligent and thorough a map of its empty rooms and blockages and tiny, shifting, hypersubtle moments of enjoyment or deep melancholy as the one we already have for Diablo clones and similar. I think here of stuff like EJ Gold's games which claim to depict (indeed, allow you to perform rituals within) the bardo realms waiting after this world, where you roll around endless corridors collecting icons to accumulate money and charisma for your next life, and where for some reason there's a button to fire out pellets despite there being no enemies to kill. Videogames are depressingly, predictably excellent at producing new manifestations of inferno; I think, for the same reasons, that they could produce some very interesting paradises as well.
Is Felix The Cat a good game? Or is it in fact the only game, and also i'm dead and my spirit has been trapped inside of it? I hope the above comments make my feelings known. All i can do from here is recommend you watch Docfuture's Sonic Easy Mode video, and contemplate the world that could have been.
https://www.youtube.com/watch?v=u-ef8SD9gUg
[1] Just imagine it - instead of endless essays on "how completing, not completing, not playing VIDEOGAME made me a better person, worse person, more divorced person delete as appropriate" we would instead get endless essays on "how playing VIDEOGAME left me more or less the same person, I suppose, I don't really remember. But I did like the beach level".
[2] Having said this I of course realise that this is totally inevitable and look forward to BABYMODECORE, the videogame movement for people who always instinctively pick the lowest difficulty setting and want to reclaim such powerful formative experiences as beating up on the test dummy character in Tekken (and being scared that one day he'd glitch out and hunt me down instead)
[3] I wonder if part of the hatred for "asset flips" that they just replicate the shape of a videogame without filling it up with justificatory content, abstracting it somehow.
[4] Mangled from a line in F. Jameson's "Marxism and Form"
[5] Like early digital forms of old mechanical arm wrestling machines and punching bags - which slowly became part of that mysterious stock repository of ancestral videogame dream imagery, the minigame collection.









