Exploring the Intersection of Leisure and Capitalism in 'The Path'

Exploring the Intersection of Leisure and Capitalism in 'The Path'

Document information

Author

G Pelurson

School

Leeds Beckett University

Year of publication 2019
Place Leeds
Document type article
Language English
Number of pages 34
Format
Size 776.02 KB
  • video games
  • cultural criticism
  • leisure and productivity

Summary

I. Introduction to The Path

The Path, developed by Tale of Tales, is a unique video game that diverges from traditional gaming norms. It is described as a ‘short horror game inspired by older versions of Little Red Riding Hood, set in modern day.’ The game allows players to explore a dark forest without the pressure of defeating monsters or solving puzzles. This freedom of exploration challenges the conventional understanding of video games as mere entertainment. The game’s structure contradicts Stallabrass’s assertion that video games reflect capitalist power dynamics. Instead, The Path offers a contemplative experience that invites players to engage with their surroundings in a meaningful way. The game’s funding, primarily from non-commercial art grants, further emphasizes its artistic intent rather than commercial viability. This aspect raises questions about the role of independent games in the broader gaming landscape, particularly regarding their potential to challenge societal norms and expectations surrounding leisure and productivity.

II. Leisure and Capitalism

The relationship between leisure and capitalism is complex and multifaceted. Stallabrass argues that free time is often intertwined with capitalist structures, leading to a division between productive and unproductive time. This perspective suggests that leisure activities, including gaming, are not immune to capitalist influences. The Path, however, subverts this notion by presenting a gameplay experience that resists traditional productivity metrics. The game’s slow pace and lack of conventional rewards challenge the perception of video games as a ‘waste of time.’ Instead, it positions gaming as a potential site for queer practices, allowing players to engage with time and space in non-normative ways. This exploration of leisure through the lens of The Path highlights the possibility of redefining gaming as a meaningful and reflective practice, rather than merely a form of escapism.

III. Queer Time and Flânerie

The concept of queer time, as discussed in the document, emphasizes the detachment from normative temporal structures. By positioning the player as a flâneur, The Path allows for a unique exploration of identity and experience within the gaming context. The fragmentation of the narrative and the shattering of heteronormative imagery create a space for players to engage with their identities in a fluid manner. This aligns with Halberstam’s definition of queer, which encompasses non-normative logics and organizations of community and identity. The Path’s gameplay encourages players to embrace uncertainty and ambiguity, fostering a deeper connection to their experiences. This approach not only enriches the gaming experience but also contributes to broader discussions about identity, community, and the role of leisure in contemporary society.

IV. Methodological Insights

The methodological approach to studying The Path highlights the importance of intertextuality in gaming research. By utilizing walkthrough videos and other media, researchers can engage with games in innovative ways that transcend traditional gameplay. This flexibility allows for a more nuanced understanding of the game’s themes and mechanics. The Path serves as a case study for examining the potential of independent games to challenge mainstream conventions. The ability to analyze gameplay through various lenses, including queer theory and cultural criticism, enriches the discourse surrounding video games. This methodological diversity not only enhances academic inquiry but also encourages a broader appreciation for the artistic and cultural significance of independent games.

Document reference

  • Flânerie in the dark woods: Shattering innocence and queering time in The Path (Pelurson, G)
  • The Path (Tale of Tales)
  • The Path (Harvey & Samyn)
  • The Path (Onyett)
  • The Path (Miniblob)