Intro: Huge thanks to a number of people I’ve bored to death by talking about writing this without actually writing the blessed thing. Particularly in the past while though, big shout outs to Harry Giles, Ron Villanueva and Heather Parry for kicking some of the bigger ideas around, and deep gratitude to Muireann Crowley for insightful close reading and structural editing. A reader’s note: this is a bit of a long’un, and it’s divided into three sections. Take them as you will. Video games and poetry. Here goes.
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Sidekick Books published the first volume of their Coin Opera anthologies back in 2009, and more recently I’ve noticed poets increasingly keen to introduce the worlds or experiences of playing games into their work: in Grun-tu-molani Vidyan Ravinthiran uses the buggy surrealism of Fallout 3 as a metaphor; Harry Giles has created a text-based video game, Raik; R.A. Villanueva has cited Mario’s design as a major influence on his artistic practice in Reliquaria; Will Harris uses Halo 2 as an arena for self-reflection in Ten: Poets of the New Generation; another Complete Works fellow, the twice Ted Hughes Prize-nominated Jay Bernard, notes how the falling platforms in the Mario games helped shape The Red and Yellow Nothing, specifically in terms of breaking down hierarchies of register, the ‘high’ poem and ‘low’ game.
But poets have been referencing and taking inspiration from other genres since day dot, and that doesn’t make a poem into a film or a painting. So, let’s quickly take a look from a reverse angle, at the ways video games have drawn on poetry. Here’s the first scene from Kentucky Route Zero (2013), the video is an hour long, but you only need to watch a minute or so, from 6m20s onward:
The game draws the player into its dreamy, surreal atmosphere by having the player compose, from a multiple-choice sequence, a haiku. There’s no fail-state; any combination you choose is legitimate and, as far as advancing the game is concerned, successful. The game isn’t ‘beaten’, just experienced; there’s no high score metric, only what the player invests in terms of thought and energy. The game uses poetry as a mechanic (layman’s terms: a way the player interacts with the game) to allow the player to enter the game’s headspace, to assert that there is no right or wrong way to play and that maintaining a state of interpretative alertness is what the game values most.
Here’s the first thing the player sees in Night in the Woods (2017); again, I’m focusing on the first minute:
Like Kentucky, the player is asked to fill in the blanks in a weird and allusive intro (much of which the game elaborates on in the main storyline), with short lines of left-aligned text with line-breaks, and, right at the end, and honest-to-god full rhyme. The game wants to establish an atmosphere of loss, unease and the occult, and chooses the slippery non-linearity of short-form poetry to do the work. Poetry recurs throughout the game: a major character is Selmers the poet, an important scene is a poetry reading in a library, a few portentous figures speak in riddles and rhymes. Night in the Woods is, in part, a coming of age story in a far more kitchen-sink-realistic setting than Kentucky, but it recognises the capacity of poetry to alter how the reader/player encounters language. The first scenes in both these games are, partly, invitations to the player to engage in a way that games rarely do, with emotional sensitivity and a generative, curious approach to meaning-making.
But games have been referencing and taking inspiration from other genres since day dot, etc. So, let’s take a look at a very well-known piece of level design, the first stage of the first Super Mario Bros game, developed by Shigeru Miyamoto and the team at Nintendo. Here it is in action:
How does this relate to poetry? Isn’t the same attention to detail and design present in fiction? It sure is, particularly in short/flash fiction, but what makes poetry and short prose different is their relatively urgent need to establish their terms of engagement. Where a novel can spend a relatively long time acclimatising the reader, for shorter artistic forms like a poem (even a book of poems, which can generally be easily read in one sitting) or a single Mario level, economy of expression is vital. auntie pixelante has written an extremely meticulous piece of analysis on how this level works. It’s worth reading in full, but the key question pixelante poses is:
How does the game teach the player what they need to know to play the game, just by playing the game?
pixelante goes on to explain how the positioning of Mario – the player’s in-game avatar, the game’s lyric self – relative to the world around him invites exploration and a gradual encounter with the inhabitants and obstacles of the game world. pixelante describes the sensation as “To the right, hold on tight” – Super Mario Bros was released in 1985, and to this day a huge majority of 2d platforming games hold “the goal is to your right” as a foundational principle. It’s tempting to pun on Mario’s movement across the screen and the rightward movement of words across a page, but this only works for languages that run left-to-right. The important takeaway is that the game equips the player with the necessary skills to beat the game’s challenges immediately before the player requires them.
This, I think, is a decent entry point to discuss how design priorities in poetry and video games overlap. Super Mario Bros doesn’t tell the player explicitly “you are Mario” or “you decide Mario’s movements within the limitations imposed by the developers”, but the player’s experience of other games, combined with the developers’ contextual design, make it an easy step. Poetry’s relationship with its own in-game avatars is somewhat more complex, to say the least, but the assumption “you are inhabiting/witnessing the poet’s point of view”, or “in the act of moving your eye across the page you are responsible for the poem’s progression” is fairly commonplace. The interpretive limitations imposed or suggested by the poet are usually much harder to articulate; partly, perhaps, because some of the conventions of lyric poetry’s dramatization of the self are so common as to be invisible. More on that later.
How many poets have you been? How many strangers’ emotional states have you embodied? How often, though, did the poet explicitly tell you, “hey, time to be me for a second, hope you like weird, inscrutable feelings”? The assumption that the speaking ‘I’ will a) correspond to the human whose name is on the front cover, much as Mario’s is on his; b) remain uncomplicatedly within the reader-player’s comprehension throughout; and c) demand some degree of empathic communion is as commonplace as a two-dimensional avatar advancing to the right. There are exceptions, beautiful ones, but contemporary poetry in these islands tends to abide by these autobiographical conventions unless clearly indicated otherwise. Work in persona, or fictional poetry tends to be formally marked, like the speakers from classical myth of Alice Oswald’s ‘Tithonus’, or Sandeep Parmar’s Eidolon, for example.
The most Mario poet I can think of from the past few decades (which I say with all love and respect) is Seamus Heaney. Here’s the first two stanzas of St Kevin and the Blackbird:
And then there was St Kevin and the blackbird.
The saint is kneeling, arms stretched out, inside
His cell, but the cell is narrow, so
One turned-up palm is out the window, stiff
As a crossbeam, when a blackbird lands
And lays in it and settles down to nest.
‘And then’ sets the poem in motion. The saint’s posture and location are established in logical order: Kevin appears, then his cell, then the episode’s obstruction. Though I hesitate to draw too neat a comparison, Miyamoto’s design of the first Mario level parallels Heaney’s in its presentations of protagonist, setting, antagonist. In other words, the blackbird as it ‘settles down to nest’ is the poem’s goomba. Also worth noting how Heaney builds the poem’s tension, by comparing a human arm to a beam in a building. It’s a natural progression, given that the only elements in the poem thus far are a human and his building, but the word ‘stiff’ is the poem’s first dissonance: Kevin’s arm is not masonry, he is in pain, and it will only get worse.
This is fairly elementary stuff, (which makes it useful for my purposes, if unrepresentative of Heaney’s oeuvre) but it’s worth noting how the nursery-school tone is already working to prepare the reader for what’s to come. The language is insistently ordinary and the syntax on-rushing and linear. Each clause adds to our ability to inhabit the scene without subtracting from anything that went before. The poet wants the reader to keep moving right: there’s no pressing need to go back up the page, or back along the line.
Kevin feels the warm eggs, the small breast, the tucked
Neat head and claws and, finding himself linked
Into the network of eternal life,
Is moved to pity: now he must hold his hand
Like a branch out in the sun and rain for weeks
Until the young are hatched and fledged and flown.
Kevin’s interiority and a huge spiritual concept are breezed over. Heaney probably doesn’t want the reader to linger on the implications of being ‘linked / Into the network of eternal life’, not yet at least, and it’s significant that it is contained by the poem’s first subordinate clause, a grammatically optional extra. That the clause sits between such unassuming words as ‘and’ and ‘is’ makes the sentence feel like it’s itching to get on with things. Likewise, the consequence of the blackbird’s nesting is almost parodically plain: Kevin must hold out his hand for weeks, no questions asked. The alternative is so unthinkable the poem doesn’t allow the reader a pause to consider it until the end of both the stanza and the drama’s conclusion; the reader cannot rest until Kevin does.
This is the end of the first half of the poem; twelve lines, only three sentences. Heaney has built a little obstacle course for the reader, in such simplistic language, imagery and syntax that it’s nearly invisible. But there’s an asterisk below these lines, a whole second half of the poem:
And since the whole thing’s imagined anyhow,
Imagine being Kevin. Which is he?
Self-forgetful or in agony all the time
From the neck on out down through his hurting forearms?
Are his fingers sleeping? Does he still feel his knees?
Or has the shut-eyed blank of underearth
Crept up through him? Is there distance in his head?
Alone and mirrored clear in love’s deep river,
‘To labour and not to seek reward,’ he prays,
A prayer his body makes entirely
For he has forgotten self, forgotten bird
And on the riverbank forgotten the river’s name.
If the first half of the poem has the reader going ‘to the right, hold on tight’, the second allows the platform to fall from under us: if the first half of the poem felt like a tutorial, that’s because it was, and here’s the test proper. The first line undoes everything in terms of drama and presents a whole new set of challenges, but ones the reader has been prepared for. The throwaway note about eternal life, the description of Kevin’s arms as ‘stiff’, the real sacrifice his ostensibly simple decisions imply are all laid out, one by one, more difficult versions of the questions a careful reader will have begun to consider already: the poem demands nothing the reader hasn’t been primed to encounter. Where Mario jumps to a flagpole with a congratulatory jingle, Heaney rewards the reader with what feels like a truer, deeper insight into the poem’s subject. The triple-repetition of ‘forgotten’ and the chiasmatic ‘on the riverbank forgotten the river’s name’ are a musical full stop, a syntactic flourish to impress a sense completion upon the reader. (I hear ‘in the name of the father, the name of the son, and the name of the holy spirit,’ in the rhythm of those last lines.) That conclusion wouldn’t feel half as satisfying, however, without the poem’s meticulous outfitting of the reader with the tools necessary to handle the poem’s final lines, to make that final victorious leap.
Few poets are as teacherly as Heaney, and few games as intricately designed as the Mario series, but I think the basic idea is sound. Shigeru Miyamoto designed Mario to be beaten, or at least beatable. The joy in the game is that its challenges appear difficult, and sometimes genuinely are, but an unambiguous win state can be achieved by internalising the game’s rules and conventions. Heaney is a more complex artist than I’m presenting him here, but I do think that his poems are often laid out with a relatively clear goal in mind, and a relatively clear means of reaching it. I think that’s one of the key reasons Heaney’s work was (and is) so popular; like Miyamoto, he baked into his ludic spaces the tools the reader needed for successful interpretation. His poems often push towards some formal or thematic closure; pay attention to how his metaphors are constructed, how the poem moves, and reach the castle at the end, the rhetorical dopamine hit of a linguistic puzzle completed.
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A second note: something video games do better than almost any other genre is embodiment, allowing a player to manoeuvre a body through a three-dimensional environment. Many of the most popular titles in gaming involve some kind of enactment of power-fantasy: with a few inputs you might climb a building, kill an enemy half a mile away, or be an indestructible goat. For the purposes of this essay, I’m more interested in games that refuse or subvert these expectations of power.
In the beautiful, odd and addictive Diaries of a Spaceport Janitor (2016), the player-character is the eponymous cleaner, an unnamed Alaensee girlbeast. Earlier in the essay I talked a bit about how Mario carefully teaches the player the game’s rules with the intention of guiding them to victory; Diaries does not. The player is dumped unceremoniously into the janitor’s (literally) cursed life and must figure out everything from sleeping to eating to avoiding cops by trial and error, working toward a victory state that may never come. Unlike Mario, there is no castle at the end, and the fireworks are for everyone but you. Here’s the trailer:
The game tells you that you feel sick, you feel hungry, you are exhausted: you buy medicine, you eat, you sleep. So far, so human. After two in-game days, however, a new command appears: your body feels weird and itchy, you need to gendershift, and leaves you to it, as the screen starts to wobble and in-game text glitches beyond legibility. Managing her gender is just one more tick on the janitor’s embodied to-do list, something she has dealt with long before you started piloting her through her day, a fact so banal the game didn’t even think to mention it. There is something like an ‘ending’ to the game, but unlike Mario, life goes on as normal afterwards; there is still trash to pick up, and you’re the one who’s going to do it.
There are points of reference in the janitor’s experiences I understand: the feeling of being overwhelmed, confused and dog-tired chimes with the game’s thoughts about, and my own experience of, wage labour. But there are many things that are alien, both literally and metaphorically, and the game waits patiently, if uncompromisingly, for the player to work their way across that initial gap of understanding. The feelings of satisfaction to be had in Diaries of a Spaceport Janitor are not the buzz of overcoming a set-piece challenge like a skilful jump, but in finding a way to survive, long-term, in a hostile environment; the game isn’t going to let you turn your rags to riches, but you can make a life here, if you are patient and attentive to the world. The game is difficult, but not punishingly so; you might flail around for a while, but it’s a colourful, bright, upbeat place to flail around in, and you’ll almost certainly get there eventually. There are at least a couple of ways of looking at this kind of design. It may be a critique of big-budget games that spell out the means of success to the player, or rely on the player’s familiarity with generic conventions, and in doing so detract from the fun of achieving that success. Possibly, it is about establishing a relationship with the player on much more flexible terms, a relationship based on trust, that the player is an intelligent being who can process something more complex than direct commands.
The first poem of Emily Berry’s Stranger, Baby (2017) is ‘Sign of the Anchor’. Here’s the first line:
I stood at the dangerous shore.
Already this is a bit weird. The tense is odd: this action was completed in the past. The heavy adjective ‘dangerous’ feels ungainly, leading, even as the sentence itself is decisively self-contained.
Sleeves rolled up to my shoulders.
My fringe lifted in the wind in a long salute and I pushed it back.
Live your wish, Live your wish, said the sea.
I wanted to be like the shells on the beach, rubbed smooth and cracked open.
This feels something like mock-heroism, bathos: rolling one’s sleeves speaks of defiance, but rolling them up to one’s shoulders is, in terms of meaningful gestures, somewhere between illegible and comic. Likewise, the speaker’s untameable fringe saluting the sea is hard to parse, particularly as the speaker seems to immediately repress it. The degree of irony present in the sea’s wishy-washy speech or the speaker’s desire to be like sea-shells changes every time I meet it.
It feels like the sea’s words have prompted the speaker’s wish to be ‘rubbed smooth and cracked open’; though they are possibly heard only in the speaker’s mind, the poem’s magical realism means there’s no reason why it shouldn’t have literally expressed itself, though in that case the sea is a deeply unhelpful character. The act of being rubbed smooth and cracked open, meanwhile, speaks of a long process of erosion, of being worn down to a literal breaking point. The somewhat comic lines that preceded it make it easy to breeze over this distressingly explicit wish for self-destruction, however drawn-out and unspectacular.
And I held my arms out, tipped my head back, pictured my protective symbols.
I opened my eyes and saw the sign of the anchor burning.
I had to go.
If the previous line didn’t alert the reader that something untoward is afoot, now it’s clear the poem has shifted into something occult and uncanny. The flatness of the speaker’s tone, which earlier in the poem contributed to the archness of their self-presentation, does not modulate as they describe what seems like a supernatural or magical rite. What was affecting in its restraint is now unsettling in its absence of concern. The poem’s title appears, in flames in the sky: to the speaker, the meaning of the sign is obvious; to the reader, the import of ‘the sign of the anchor’, either in its natural state or in combustion, either does not matter or cannot be directly accessed.
I shouted some words but they were lost when the waves crashed.
And ash rained from the sky.
I was far out, in wet denim, and the shore was a jolt when I looked back.
Suddenly the scene is apocalyptic. The vagueness of ‘shout[ing] some words’ feels like a lost cause when pitted against the force of the sea, while the ash raining from the sky – from the burning anchor? is it an active, physical presence? – sounds almost biblical, a holy plague. The speaker is lost and alone in the middle of a catastrophe, in wet denim.
This last detail is casual, but says so much about what this poem is trying to do, I think. It’s such a humdrum thing to mention when the world is almost literally on fire, and in doing so alters the tone of the poem immensely. It calls back to the speaker’s sleeves and fringe in the opening lines, their relatively petty discomforts; bringing them back here, at the poem’s climax, is such a deflation of sea and fire and ash as to be a potent statement in itself. The speaker is still in danger, the distance from shore and safety is still the poem’s final consideration, but the merely unpleasant discomfort of wet denim is of at least comparable urgency. The poem has almost come full circle, giving full voice to a state of catastrophic hopelessness but maintaining a grip on the mundane; it leaves the reader poised between the two.
My first encounter with ‘Sign of the Anchor’ was something much closer to mere confusion: the above is a reading informed by a close engagement with the rest of the book. What most closely connects Berry’s approach here and the design behind Diaries is in their willingness to place the reader or player in a state of productive uncertainty, over a fair proportion of the book or game’s duration. Where Mario and Heaney present their tools and related obstacles in such close proximity it’s impossible to miss the context in which they are best employed, Diaries and Stranger, Baby first provide a potentially confusing environment, and place their faith in the reader to adapt their strategies accordingly. That the title of the first poem in Stranger, Baby – its level 1-1 – refers to an inscrutable element within the poem (an anchor weighs one down? holds one steady? a ward? a warning?) prepares the reader for a book that resists easy summation, whose difficulty harmonises with its emotional complexity.
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A recent trend in single-poet collections – to my knowledge, at least – is the incorporation of relatively straightforward prose sections into the main body of the poetry book. Nuar Alsadir’s Fourth Person Singular (2017), Sophie Collins’ Who is Mary Sue? (2018), and Inua Ellams’ #Afterhours (2017), for example, all prominently feature critical or narrative prose. These sections make space for the poet to step out from behind the lyric curtain, to communicate in a register much closer to direct speech. The game of lyric interpretation, of the reader’s triangulation of meaning, is temporarily suspended.
As is the relationship between poet and reader: this kind of suspension could not adequately be performed by a poet like Heaney, who – for better or worse – figures the poet-reader relationship in similar terms to teacher-pupil, master-apprentice. However kindly and nurturing Heaney’s work often is, it is predicated on a power differential that is either absent or more fluid in Berry’s work (and that of many of her peers). For Heaney to step down from the lectern would necessitate an abdication of authority or control, which, for Alsadir, Collins and Ellams, seems less of a concern. While they have no fewer ideas to communicate and explore than Heaney, and certainly no less ambition to render them poetically, the means by which these ideas are communicated – plainly, conversationally, without the messy and vatic apparatus of lyricism – allows the reader to become something more like a collaborator, a co-conspirator. Here’s Alsadir in Fourth Person Singular:
‘Only to this you [a figure that allows the poet to speak into a “social imaginary”] can one speak as (I), in the fourth person singular. You are that indefinite stranger. Can you hear me? I’m writing from elsewhere. This book is for you (whoever you are).’
Ellams in #Afterhours:
‘I chose #Afterhours as a title because it summoned three aspects of the project: 1/ In poetry, the tradition of subtitling a poem informed by another poet with the word ‘After’ and the author’s name. 2/ Turning 30 and approaching the ‘noonlight’ of my years, frames my youth as ‘early hours’, and the subsequent years as after those hours. 3/ For writers, the stereotype of ‘burning the midnight oil’ – working late after the standard hours of work.’
Collins in Who Is Mary Sue?:
‘I note that, in literary fiction, when a female writer’s female protagonist is considered up to scratch, she is often taken to be a thinly disguised version of the author’s non-idealised self.’
For these poets, appearing out from behind the lyric mask (arguably into a lit-crit mask, which is at least a less cryptic mask) and speaking plainly about their artistic goals is no great loss of stature. It’s wonderful to see #Afterhours recognised in the Ted Hughes Prize shortlist; I do wonder, however, whether Ellams’ decision to include exploratory essays and memoirs alongside and in dialogue with his poems counted against him during the rest of prize season, challenging as they do the reader’s preconceptions about what a poetry book looks like, and what it contains. (It’s worth that the Ted Hughes Prize has a history of recognising formally unconventional projects.) Are such prosaic interludes a distant cousin of videogaming’s ‘casual’ modes, which take lengths to make games playable and enjoyable to everyone and not just the initiated, time- and resource-abundant few?
Broken fourth walls are somewhat harder to categorise in games, and it’s also rare that the game is the work of a single developer. A noteworthy exception on both counts is The Beginner’s Guide (2015). Here, real-life developer Davey Wreden voiced an in-game character named Davey Wreden who had stolen a series of short games made by a friend and arranged them as his own game with his own critical commentary, which he named The Beginner’s Guide. This briefly but embarrassingly short-circuited a critical community ill-equipped for drawing nuanced distinctions between game creators and their creations.
An altogether less metatextually fraught example is Getting Over It with Bennett Foddy (2017). Foddy is the developer and narrator of the game, and perhaps it’s no coincidence that, in a game so preoccupied with failure, loss and perseverance, that the player’s continual, massive failures are consoled by Foddy reading lines of poetry, by Blake, Dickinson, Rossetti, Gibran and many others:
(Yes, that is a man in a cauldron using a sledgehammer for locomotion. In a lovely twist, his name is Diogenes, the philosopher whose truth-seeking lantern Heaney takes as his symbol in his 1987 collection The Haw Lantern. A coincidence, sure, but a fun one.)
Schadenfreude is definitely in play here, but poetry also seems to have paved a way for the developer to speak seriously and plainly to the player, just as the game speaks to them mechanically. You make a mistake and fall, losing minutes or hours of progress with no choice but keeping going or giving up; Foddy persuades you to try again, with poetic wisdom:
“She smiled in defeat,
With unconquerable eyes.”
– Atticus
The two modes of communication work in harmony, serving the player at least the appearance of equal footing with the artist whose work is the site of collaboration, however frictive the collaboration might be. Throughout the game, Foddy intervenes to apologise for the game’s difficulty, comment on the disposability of much of digital culture, reassure the player that rest is necessary and important; he is a determinedly nurturing presence in a game he has designed to be punishing. In the final sections, Foddy narrates how, to get this far, the player must share certain priorities around artistic failure, and about the paradox inherent in how failure, sadness and frustration is something the reader-player avoids in life, but seeks out in art.
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I hope you can excuse a lack of a definitive conclusion here; I’m sticking to the roots of the word ‘essay’ – to weigh something up or test something out – and I think trying to tie a neat conclusive bow around these ideas might ask too much of them. Maybe it’s that approaches to critical reading that overlook poetry’s potential as a space for play miss a lot of what makes art worth experiencing, or that the poet-reader relationship is not necessarily instructional or confrontational. If nothing else, I hope they’ve given you a new way of thinking your way into poetry (and video games!), and I certainly hope you’ve enjoyed it.
Thanks for playing.
Works Cited:
Poetry
Kirstin Irving and Jon Stone (eds.) – Coin Opera & Coin Opera 2: Fulminare’s Revenge
Vidyan Ravinthiran – Grun-tu-molani
Harry Giles – Raik
R.A. Villanueva – Reliquaria
Karen McCarthy Woolf (ed.) – Ten: Poets of the New Generation
Jay Bernard – The Red and Yellow Nothing
Alice Oswald – Falling Awake
Sandeep Parmar – Eidolon
Seamus Heaney – The Haw Lantern, The Spirit Level
Emily Berry – Stranger, Baby
Nuar Alsadir – Fourth Person Singular
Sophie Collins – Who is Mary Sue?
Inua Ellams – #Afterhours
Games
Cardboard Computer – Kentucky Route Zero
Infinite Fall – Night in the Woods
Nintendo – Super Mario Bros
auntie pixelante – To the Right, Hold on Tight
Coffee Stain Publishing – Goat Simulator
tinyBuild GAMES – Diaries of a Spaceport Janitor
Everything Unlimited Ltd. – The Beginner’s Guide
Bennett Foddy – Getting Over It with Bennett Foddy