I Wanna Hold Your Hand: Exploring “Hand-holding” in Videogames
I’ll be straight with you: I don’t read a lot of videogame reviews. But every now and then, especially if GOG.com has a sale, I will find myself reading its user reviews—a good way to get a handle on, if not the game itself, at least some memories of it. I will end up reading a few reviews. A few too many. Several.
This time, there were patterns there, among these reviews of old games written by their long term-fans: a lot of nostalgia, a lot of “They don’t make them this way anymore!”
But there are always patterns in my mind; I try to ignore them but sometimes something unrelated provides the angle to solidify it.
Things started to come together after I started playing The Vanishing of Ethan Carter. After the download, the installation, the settings configuration—the rituals of PC gaming that open the portal to the game world—the first thing you see is a black screen with white text: “This is a narrative experience that does not hold your hand.”
It was the developer acknowledging what this group of GOG reviewers were so fixated on in their reviews of other games (not the Ethan Carter reviews, which were almost unanimously positive): that ‘hand-holding’ is somehow invalidating. Why does ‘narrative experience’ need to be explicitly stated; why promise the game will not hold your hand? Why does this bit of paratext need to occur after all the pregame rituals, before play begins?
Backing up a bit: Paratext is a term that originated in literature studies to talk about all the supplemental information that exists around (‘para’) the text (‘text’). Title pages, back-cover blurbs, knowledge of the author’s life or the publication history. A dust jacket with “A Novel” printed on the front will prime you to read what it wraps differently than one with “A Memoir” written on it. Betraying that paratext is a big deal; just ask James Frey.
Paratext is a powerful force, one that is barely undermined by the incantation-like cliché “don’t judge a book by its cover.”
Packaging and manuals, though on the wane, have filled this role. But PC games of the 1980s and 1990s also came with ‘feelies’—often printed newspaper clippings, or perhaps brochures. They established a sense of time and place long before the game was even installed for the first time. Paratexts are often completely external to the world they surround, but feelies were like part of the game world crossing over. You didn’t need a computer to examine them in the back of the car or on the bus or subway home.
Those rituals, the installations and configurations: They’re their own kind of paratext, just like the screen and the machine and the setting in which you play, or the website that today replaces packaging.
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