(What follows is just me rambling about movement and time. There is no grand revelation at the end. If it was a joke, it would be one without a punchline. And it's long. With no pictures. you have been warned.)
There are pages in Japanese comics that do nothing but show
time passing in a place. Scott McCloud has a name for them, which I have
forgotten, and several examples in his book, which I have forgotten.
But I must have remembered the idea of them somehow because
I realised suddenly on the bus to work how one of these pages functioned. And I
can’t find a scan or picture of it so I may have actually created it in my
head. I will describe it to you.
It’s night and it just stopped raining. Suburban, but
somewhere near the city. A road, near houses, but not to a house. One of
the weird little street s that go behind and around things and that lead to
nowhere places people never go. The ones you notice as a child when walking
around and then stop noticing as you grow older. A hedge on one side, houses in
the darkness, white light in squares and empty domesticity inside. A cat slinks
under the bush. There is traffic, somewhere, just in a corner where a road
passes. The cars are irregular.
So I was thinking about this image that I thought I remembered,
but maybe invented it took up one page of a Japanese comic, which I believe is
about A5. I was trying to work out how I understood about the passage of time
from just the information on the page.
I started thinking it was the things that are observed that
showed me how time worked on that page. The things held in the panels showed
the pattern of attention. That pattern, along with the physical objects, put me
in the scene. It’s not just the things you see, it’s the state of mind you have
to be in to notice them. To take them one-by-one.
Water beading on a leaf, the leaf bending as the droplet slowly
separates as it falls to the ground. It’s slow and can’t be disturbed or the phenomena
ends. It’s small. Precise. It happens only after rain or dew. So you have to be
there, standing or moving slowly, to see it. If you are moving through the
scene quickly you don’t notice the fucking water bead. You have to be observing
and to be contemplative to see it. If you have a busy mind it doesn’t pop.
The Cat. The cat would run away if you were moving. Or loud.
You have to be still and quiet to notice it in the darkness. If the cat is
there and you are there to see it then you are someone still and quiet.
The cars passing. (I can’t remember how this was indicated
on the comic page which suggests that this may be something I invented.
Sequential movement of this kind can be hard to represent in comics.) You
generally only notice the slow passing of cars in the night, in the damp, if
you are moving slower than they are. You see the brightness of the reflected
headlamps as they emerge, changing the colours of everything, then they pass
hissing on the road. The shadows flow back behind them. Each car is an event
that changes the environment like a tiny electric day, and moves rapidly and
inevitably out of sight.
The bright, white slice of someone’s kitchen or living room,
seen through curtains or blinds. Empty, anonymous and familiar. You’re not
looking through, it’s just there, in you field of vision. And nothing’s
happening inside. No noises, no events
The key idea here is that a piece of media that describes or
creates a pattern of attention can, by a kind of reverse experience, instil a shadow
or mild re-creation of that pattern in you when you experience it. That’s what
much of cinema is about. That’s what much of comics is about. You can’t sit
someone down for hours and make them wait. But if you arrange your images
correctly, I the right rhythm or relationship to each other, you can make them feel like time has passed. Or hasn’t.
So obviously this lead me to the issue of travel in RPG’s.
RPG’s, especially D&D, are paratactic. I like that word.
It means like a string of pearls. A bunch of things in a row, but they don’t necessarily
have to have a relationship to each other. The games like parts. Things broken up into
parts. Want to travel somewhere? How
far? Roll a dice. Encounter! Where does the encounter take place? Probably half
way between here or there. Beat the encounter and you are where you wanted to
go. A journey mad of three things. Start point, end point and interruption.
And of course no journey in the history of human experience
is like this. In fiction maybe. In records. In memory, perhaps. But journeys as
you live them are not made of parts they are made of flow. Especially when
walking and especially when walking in nature. The more technology you use to
travel, the more paratactic it becomes. Airports are a great example. But if
you walk outdoors, even in a city, there is only the slow endless changing of
one thing into another.
I have never seen a game that captures this. Or tries to.
(lack of experience perhaps, let me know in the comments.) Well why would you? The
point isn’t the journey after all, it’s the destination. The places in-between
are just in-between. Until a fucking monster jumps you, or you meet a hermit in
the forest or something. Then it becomes another destination. A point on the
map.
Computer games can do this really well. You can run through
the space. Films a bit. Comics a but. Text can fake it, but text can fake everything
but music and dance.
Tabletop games have trouble with it. The DM can describe it,
but that’s not quite what I’m looking for. It think I’m searching for something
else. Something you can play. That
has brought me back to the that page of Japanese comics. We are trying to do something
with the cognitive machinery of the game that it doesn’t really like doing.
(Or at least it is
not easy. Mediums have things they
find easy and things they find hard. Name a happy poem that’s really really
good. Now name a sad one. Poetry has trouble with happy, happy is for dance and
for music. But still, it’s hard to name a happy song with words that’s really
really good. Happy is movement. Complex word structures don’t deal well with happiness.
They do sad really fucking well)
SO.
If showing people something in a comic that would only be
noticed in a particular cognitive state helps mimic that state inside their minds.
What things could you put in a game. What gameable
things, could put people in the same mental state you would be in as you slowly
ride a horse through empty scrubland, or walk through a forest in the morning.
What inter-actable, observable elements can embody people in that state of
mind?
Logistics isn’t enough. That’s something you plan before,
this has to be the sensation of during.
I was thinking of linking two things and having the travel
be a gameable moment where you have to manage the transition between the things
as one turns into the other. Maybe that is stupid. Perhaps this whole series of
thoughts is stupid.
What do you notice as you are walking that you rarely notice
when you are not?
The nature of the ground perhaps? Incline definitely. How
the earth holds your tread.
Things getting in your way. Nothing gets in your way when
you are still, only when you have intend. Buddha (or indeed psyduck) has no obstacles.
The sensation of an unexpected heavy wind that presses
against your body enough to shift your weight and your stance. It kind of
awakens your nerve endings, enlivens you. You lean slightly into it. If you
were daydreaming you are suddenly plunged back into the sensual experience of
your flesh. Thoughtless but awakened and alive you feel the wind flatten your
clothes against you and push you off your feet. This only seems to happen to me
when I am walking.
What else?







