How Games Turn Us into Nature Photographers

How Games Turn Us into Nature Photographers

When I play games, I take a lot of screenshots. 

If there’s anything I find to be cute, cool, cinematic, or otherwise emotionally moving in any way during my experience playing, I end up spamming the F12 button on it. Being an animal lover, a vast majority of those images tend to be of those cute creatures and the scenic wilds we find them in. 

If there’s one thing video games are good at, it’s showing us little guys. People can’t get enough of seeing creatures and critters of all shapes and sizes both in real life and in the art that they love. Whether it’s cute videos of our pets or being wowed by wildlife, nature has held the power of the sublime to us since our existence began. For all our modernity as humans, with big buildings and screens defining our environments, the natural world still retains its charm and whimsy. Video games can often be a simulacrum for that whimsy, a way to access the feeling of being immersed in flora and fauna while in a controlled, programmed digital format. I become a nature photographer when I play games. With how much I spam my screenshot button, I likely take more pictures in games than I do in real life. 

sword of the sea

Here we see a pod of dolphins in their natural habitat: a former desert now turned ocean oasis in the game Sword of the Sea, where a wraith skates alongside them in this liminal biome that jostles between water and sand. This is, of course, not actually a real pod of dolphins. It is an animated representation of these creatures, rendered with computer graphics, but remains, for all intents and purposes, visually faithful to its biological original. To see one of these creatures in real life would be a significant undertaking on the part of my person, and I certainly would never be able to skate alongside them like this, so this game and screenshot will have to do. And it does. Sword of the Sea also features a photo mode where I can pause and move around the space to capture such a perfect moment in all its pristine majesty from any angle. With all these handy technological features, I craft my digital taxidermy. 

Some games depict more fantastical or anthropomorphized variations of kingdom animalia. In Hollow Knight: Silksong, the world is teeming with bugs that speak and fight, experiencing pain and joy and desire just like human beings. There are also bugs that feel like the equivalent of “animals,” simple and primal compared to the more sentient life of Silksong. One of those is the Bell Beast, your loving companion and method for fast travel throughout the land of Pharloom. She purrs when you hit a bell, or impatiently shakes around when you take too long to decide where to travel, like a dog that gets the zoomies when they hear you say “walk.” Silksong’s playable character Hornet, like me, also seems to enjoy documenting all the strange creatures she encounters, even when they are hostile to her. She keeps a hunter’s journal, a compendium of her observations on all the various organisms she crosses paths with in Pharloom. 

Pharloom is not unlike our own world, on the brink of collapse if not having already crumbled due to the hubris of those who greedily attempt to rule it. This world is an apocalyptic one, and we witness firsthand what greed looks like all throughout this place. In an area called the “Underworks,” a large bug named Loam is found endlessly running on a machine, keeping the place functioning while tragically believing his hard work will allow him to reach The Citadel up above. In reality this area has been largely abandoned, and will only deteriorate further as the game goes on. 

There is something macabre that floats through my mind as I take my pretty pictures and document my video game safari. I cannot forget that the biological organisms responsible for these artistic recreations are not long for this world as it descends into ecological collapse. Recently I went on a walk and saw a clearly sick and injured pigeon; it stumbled along slowly with its head low and wounds along its body. I did not know what happened or how much time it had left, but I could tell that it would be dying soon. I’ve always been enchanted by birds, and seeing this sickly creature stumbling along the ground filled me with an immense grief. All these months later, I still remember my brief encounter with that small innocent thing at the end of its life. 

In games, these creatures will never grow old or die or change unless programmed to do so intentionally. They can be, if we want them to be (and often do), as pristine now as the first time we boot up the program. I often worry that I am selfishly archiving these digital encounters as a substitute for a real world that is going extinct. 

Everything in nature is of course ephemeral and meant to be so, but these days the natural world is becoming temporary in ways that feel increasingly undeserved. Back in the day, nature documentaries were largely inquisitive and scientific documents, but now they always carry a sense of dread and despair. You can’t press play on a new documentary without hearing David Attenborough’s famous voice tell you that the adorable animal you just saw is likely to go extinct soon due to the man-made devastations of climate change, pollution, and deforestation. The vibrant life of the earth that we love so much is decaying at unprecedented rates. 

Games themselves, and art broadly, sometimes feel as ephemeral and endangered as the creatures of the natural world. An industry is its own kind of environment, and its glaciers are melting too with every new layoff or studio closure. The seas are polluted, and it becomes harder and harder for the people who try to create and exist in this environment to keep their heads above water.

And so I take my photographs, not just of these dazzling creatures depicted in digital, but of the game itself, a fellow unique and endangered thing—a blue whale or a dodo in its own right. My camera roll fills up like that of an excited tourist in this alien world, and my hard drive feels just a little bit heavier than before. I hope they don’t all solely become pictures. 


Farouk Kannout is a Chicago-based writer and cultural critic who loves writing about games, film/tv, and how we make meaning from culture broadly. You can find him at @faroukk.bsky.social.

 
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