As we have been taught, one can have too much of a good thing, and I believe that this mantra is especially applicable to Art games. My primary line of inquiry is how abstract art games can get before they invalidate their own existence/message.
Take Braid for instance. The plot revolves around a fellow named Tim who's looking for a princess and can turn back time, with a dour twist at the end. Simple enough, right? Wrong. Upon reading various synopses, I learned that:
Now this chaps my ass. In my opinion, this breaches the division between "deep art game" and excessively abstract. Perhaps I'm just criminally unobservant, but for the life of me, I can't figure out how anyone managed to decipher Braid's nuclear subplot.
So the question is this. When a game hides its true meaning to the extent that Braid does, does it go too far and reserve the meaning of the game for a select few, thereby limiting its effectiveness?
Addendum: I'd just like to clarify that I'm not questioning whether an excessive understory affects the quality of the game more than the actual gameplay, I'm questioning whether or not this excessive depth detracts from the intention of the game, that is, delivering a message to a wide audience.
Take Braid for instance. The plot revolves around a fellow named Tim who's looking for a princess and can turn back time, with a dour twist at the end. Simple enough, right? Wrong. Upon reading various synopses, I learned that:
Apparently the whole plot was an abstract metaphor for regret, and that Tim is actually a scientist involved in the Manhattan project, with his ability to turn back time representing his wish to undo his actions in helping create the atomic bomb.
Now this chaps my ass. In my opinion, this breaches the division between "deep art game" and excessively abstract. Perhaps I'm just criminally unobservant, but for the life of me, I can't figure out how anyone managed to decipher Braid's nuclear subplot.
So the question is this. When a game hides its true meaning to the extent that Braid does, does it go too far and reserve the meaning of the game for a select few, thereby limiting its effectiveness?
Addendum: I'd just like to clarify that I'm not questioning whether an excessive understory affects the quality of the game more than the actual gameplay, I'm questioning whether or not this excessive depth detracts from the intention of the game, that is, delivering a message to a wide audience.