![]() ![]() ![]() But it is hard to fight the feeling that I am less stressed out when I am placing plants on the abandoned landscapes of Cloud Gardens, which came out of early access this year. I’m as cynical as they come with these things. Japanese researchers have also claimed, based on two test subjects, that the traditional flower-arranging method of ikebana has direct benefits for stabilizing emotions and decreasing anxiety. A group of South Korean researchers have claimed that older people who garden regularly have better mental health, broadly speaking, and lower experiences of cognitive impairment (they also get more buff). When I dug a little deeper, I noticed that there has even been research on the positive effects of aesthetic arrangement in experimental work. This makes sense to me, given that some of the pleasure in Unpacking or Dorfromantik is in the variety of a grand unifying game system: You can pick up anything and place it everywhere in the former, and in the latter, there is a uniformity to the tiles that allows the little tiny hamlets and forests to fit together. Other researchers have honed onto unity-in-variety, or the idea of assorted stuff that is perceived to be related, as an inherently pleasant way of seeing things in the world. The answer, unfortunately, seems to contain a lot of “who knows?” Lots of researchers have made claims that people seem to enjoy looking at complex things, for example, but it seems like there’s broad experimental disagreement about how much complexity is too much. I’ve been curious about why I find these games so pleasing to play, so I did some research about how we enjoy the things we look at. Many of us are feeling as if we’ve lost control, and these games give a little bit back It is about making a thing that looks and feels good. For the most part, however, the game is just about sketching a little world in the shape that you want to. Sometimes you receive quests to create rolling fields in a neat row, or a massive forest to dominate the map, and that constrains how you place your tiles. The game is entirely centered around using tiles to create a gentle, idyllic countryside. Dorfromantik, which appeared in early access last spring, takes this notion to a whole other level. ![]() While they all have the basic goals and mechanical interfaces that we associate with video games, those mechanics do not exhaust their value in the long term. Placement games thrive in this contemplative space. We’re meant to create a baseline of what it means for this character to live in a new space, and to think through and consider how, and why, they might place things to make their new home as pleasing to them as possible. In a very The Sims way, this game seems to want players to consider the arrangement of action figures on a shelf or books in a stack as a way of role playing the life of this character we only know through their possessions. While I am sure that some people are happy to blitz through Unpacking doing the bare minimum of manipulation to get to the next level, it seems clear to me that Unpacking wants its players to consider, maybe even interrogate, why they placed certain items where they did. The player, looking at the room and judging how it should look as the protagonist moves in, is simply fulfilling their own organizational desires. The exact location of books, stuffed animals, video games, and a whole host of other things is not directly dictated by the video game. The second step is almost entirely aesthetic. Some things are intended for certain places - the toothbrush can only go on the bathroom counter, for instance, while the desktop computer cannot be placed in the kitchen. Deciding where things go in Unpacking happens in two steps, the first of which is entirely mechanical. Entirely achieved through one simple mechanical conceit, Unpacking’s narrative was praised for how cleanly and clearly it approached its topic.Īt the heart of all of this was placement. ![]() Over the course of the game, the things you unpack, and the locations you unpack into, tell a wordless story about one person’s changing life conditions in the early 2000s. Unpacking is probably the most notable, sliding onto the scene this fall with a simple task: open up cardboard boxes and unpack the contents. I call them placement games, and they’re all about putting things into a little digital world and feeling good about it. However, underneath those big, bold, brassy games and their dozens of hyped-up brethren, was another, much stranger sub-genre that kicked into high gear in 2021. This year, we guided Master Chief around yet another Halo and took on evil Nazis in Call of Duty: Vanguard. A lot of games get sold on their pulse-pounding action or their deep, lush stories. ![]()
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