When Is Minimalism in Videogames a Cop Out?

Last week I had something of a crisis. I had absolutely nothing to write about. January is a slow month for games. So I did what any self respecting games critic does, I went over to Itch.io and threw money around like a mobster in a casino, buying everything that looked even remotely interesting. Sometimes the only way to refresh your creative and critical batteries is to take a chance on what might be pure crap.
I ended up getting about eight games and, due to their length, ran through most of them within a day. Two that stuck out for comparison were FAITH, a retro style horror game, and A Fine Mess, described as an adventure walking simulator. They share absolutely nothing in common, except that I saw them on the front page of Itch.io in the Top Sellers section. They are different in everything from premise to genre to quality and art style. But each make a claim to minimalism and achieve it to varying effect, prompting the question: when is minimalism a valid artistic decision, and when is it a cop-out?
As a narrative device, minimalism is a beautiful exercise in restraint. Providing a framework for the audience’s imagination is just as valid of a narrative choice as orchestrating every step of their experience from start to finish. There is, however, a difference between writing a story and asking the audience to write it for you. Some works of art are very good at knowing the difference. Others, not so much. What can we learn from these two games?
FAITH is a horror game based, visually and narratively, on the 1980s, in that the graphics are dated and the story itself is pure religious pulp, based on the “satanic panic” that peaked during the decade. Its use of minimalism is partially an homage, harkening back to the Apple II, Atari, MS-DOS and ZX Spectrum games that inspired it. Whereas those games were simple out of practicality and technological limitations, FAITH adheres to it out of sheer creative commitment: it was even developed using software from the ‘70s. Of particular note is its remarkable use of negative space to convey a foreboding sense of atmosphere. The player, upon arriving at the edge of the woods where a demonic possession previously took place, cycles almost endlessly through panel after panel of forested black, punctuated by scant landscape details holding secrets to the events of the game. The repetition and the indistinguishable features of the environment together reinforce the actual terror of walking through such a place at night: the confusion of trying to find the familiar in the dark, the growing sense of panic as everything blends together and becomes the same and you realize you are hopelessly lost. In the case of FAITH, less is more.