So I finally got around to finishing Old City: Leviathan, which isn’t as large of a milestone as I make it sound. The game is only 5 hours long, though it could be longer if you were stubborn enough to explore everything and read everything.
After taking some time to process the game, I feel conflicted.
The game is actually a really good game, and as @wereah had pointed out to me, a game ahead of its time. It came out in 2014, and while it did come out three years after the Stanley Parable, the kind of game this is, wasn’t popular over a decade ago. This kind of game is one where the strength is the discovery of the narrative and the lore of the world in which this game takes place. Something that is very popular now among videogame content creators.
In fact, this game wouldn’t have been out of place as the subject for the Game Theory folks.
Even better is the art design and direction. While on the surface it appears to be another realistic graphic game, the game has some stylization to the art design. This has allowed the Old City to age very well. It is a very pretty game and was amazing at many points to explore.
There are slight game design choices that Were-Ah and I take issue with, and this is more for the readability and navigation of the player, but it doesn’t remove the enjoyment you could get from it.
And that is the important part, “could get from it”.
As mentioned before, you need a really high literacy level in order to play this game, especially since discovery of the narrative is the primary game mechanic for the Old City. In fact, Were-Ah was struggling by the later chapters and I was missing a great deal myself.
This is where the conflict comes in. I’m aware this game was an experimentation to see if players were ready to treat a videogame with the same forethought as a novel, which is understandable. However, I don’t agree that the Old City should have had as much text as it did for two reasons.
The first, is that it isn’t taking full advantage of the fact videogames are an interactive visual medium. There are other ways to force a player to think and consider the narrative, such as using other game mechanics and environmental storytelling. There was a bit of use in it, knowing that the main character, Jonah, was often dreaming or hallucinating, but I think that could have been pushed further.
The second, is just the nature of text. If I was back in school studying the Old City as a literature student, I would have preferred having hardcopies of the text. All of the text, so I could pour over it, highlight it, and write questions in the margins. There is so much information in that text both explicit and implied that you need to have time to go over that text and ask questions.
You also need time to do research, as mentioned before, without Were-Ah’s religious knowledge, I would not have the context of what I was reading. Now, I have looked up words and terminology from video games before, like in the Book of Hours, which was a lot of fun, but the complexity of the text didn’t trigger the thought to look up words.
Probably because I was spending a lot of time trying to decipher the point of view of the writer in some of those texts.
It’s at this point, I could probably argue, that the game was not meant for someone like me. This game was probably meant for someone with a higher literacy level with some knowledge in religion and philosophy, but… an article on the game indicated this was an experiment to see if players were ready for a game like Old City.
At the time it was published, the answer was probably no, but the barrier to entry on this game probably didn’t help.
To be clear, I enjoyed this game and I enjoyed the time I spent with Were-Ah playing this game.
But if you needed to be critical about it, to treat it like a piece of literature as intended, I would argue this game, while a great game that forces the player to reflect on the narrative, did not consider the audience enough when being created. This is a game meant for a very particular audience at the time of creation, which, if the news article found on it is to be believed, was not the intention of the developer.