Staying Alive: in praise of survival games

Sometimes, the "trying not to die" element of a video game is the best part.

The Bush Tucker Man was a hero of mine as a kid. There he was surviving in the wilds of Australia, arguably the most hostile place in the world, crawling with poisonous spiders, giant mutant pigs, armies of vicious bandits and bitter cricketers.

It was The Bush Tucker Man that came to mind most strongly when I first started to play STALKER: Shadows of Chernobyl. There was a story to STALKER, there was a plot, but for me it was always about roaming the countryside, such as it was, nosing around and trying not to die. The AI system that governed wandering monsters and characters would mean that something interesting could happen organically, such as a bandit raid on a neutral group of Stalkers, or mobs of mutants might wander into each other. Periodically radioactive storms called blowouts would force everybody into cover and bring more mutants out of their holes. The day and night cycle also changed the game, being out at night, often without anything better than very grainy night vision gear, or worse just a torch, was rarely a good plan.

STALKER was a game that carried two significant problems from the get go. Firstly the developers fell quite a way short of their own lofty ambitions with the game. They had wanted a huge area for the player to romp around in at leisure, instead they had to settle for a succession of quite modest areas with each fenced in and connected via entry and exit points. Secondly the game was quite a trammelled experience, with rumours circulating that the publishers had demanded that it be softened in order to be commercially viable. Whether these rumours were true or not didn’t really matter because the game was not difficult to mod and the systems to make it as unforgiving and bleak as it really should have been were easily tailored for just this set up. The vanilla build of STALKER fell a long way short of its potential, but with a customised build the game became a cult classic.

When modified by players the STALKER series really came to life as wilderness survival games. The routine of searching bodies, checking weapons for rounds in the magazines, looting what could be sold, stashing what could be used, munching what could be munched, became more rewarding than bumbling around through the story.

In many ways the spiritual successor to the survivalist side of STALKER is the Arma mod Day Z. This is perhaps the definitive hardcore survival game by virtue of the fact that your prey is the most dangerous creature of all, Arma players. Existing now for both Arma 2 and Arma 3 this game sees the players confronting the threats of zombies, starvation and dehydration, all while in effect taking part in a colossal persistent death match game. Some people will tell you that Day Z isn’t a colossal death match, but they are probably only saying that so they can lure you out into the open in order to kill you and steal everything you own.

Mainstream games developers have never really embraced wilderness survival as a game mechanic. It was hinted at in the recent Tomb Raider, but after one meal of venison young Lara was good to go for the rest of the story. Fallout: New Vegas was one exception as this contained an optional hardcore mode, which included requirements for food and water, the consumption of which would almost always lead to an increased level of radiation in the character which would then have to be treated. This was a system that really had to be modified before it had any bite to it, but like the STALKER games the newer Fallout games have been easy to mod.

This repurposing of existing games via modifications is perhaps as much a part of the mind-set of the survival game player as the game itself. In much the same way as Ray Mears can change a small patch of forest into a third rate ship of the line with just his pen knife and saliva, games can be changed to suit the player if they are willing to put the effort in.

The lack of mainstream support for survival mechanics in games has not meant that survival games do not exist outside of mods however and indie games have stepped up to fill the breach. Don’t Starve has the player as a castaway style character, trying to stay fed, warm and sane alone in a world that is largely hostile but which can be tamed. Though there are monsters and a certain amount of violence is somewhat inevitable if a predator decides to munch you down, Don’t Starve is a very cerebral game, involving exploration, resource management and planning rather than the ability to stab things with alacrity.

Other indie games such as Sir, You Are Being Hunted and Shelter also deal with the problems of survival in the wilderness. One has you surviving in a very British looking world being pursued by unthinking killing machines dressed in tweed intent on shooting you for no good reason and the other one is about badgers. I think that’s the right way round anyway.

Although this simple idea of avoiding death is almost as old as gaming itself it is the way that survival games approach it that cements their appeal. Survival games are not inherently more difficult than ordinary games, Minecraft for instance is a survival game in many respects but it is not actually difficult to survive in it. What survival games do require however is a level of engagement from the player beyond the simple ability to shoot and dodge; they are a game type that requires planning, patience and improvisation. With this planning comes freedom: the freedom to make choices and the responsibility of dealing with the consequences. The narrative writes itself as the player shapes the game world and their place within it. These are the hallmarks of a more mature type of game, which perhaps is why we have yet to see this style really break into the mainstream yet.

This is okay though, really. Not everything that is good has to be popular, not every style has to become the norm, to be bastardised and absorbed into the next big franchise. Survival games will likely remain a niche, albeit perhaps a bigger one than developers give it credit for.

An abandoned industrial facility in STALKER: Shadows of Chernobyl.

Phil Hartup is a freelance journalist with an interest in video gaming and culture

Photo: Getty
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Poo jokes and pessimism – the scatological legacy of British humour

Is it simply a testament to our good nature, or a sign of a darker kind of cynicism?

Many Brits will have amused themselves this summer by packing a tent, stashing their narcotics and heading over to a muddy field in the middle of nowhere to brave the torrential rain at a music festival.

Wallowing in the mud and other more faecal byproducts to the soundtrack of up-and-coming bands is considered the peak of hedonism for many in the UK, and there is something quintessentially British about the way we willfully embrace the general state of depravity that most of our festivals inevitably collapse into.

One internet meme that perfectly epitomises the difference between British and American festival culture shows an image of a woman at a US event pulling a sad face as she reveals the worst thing she’s seen: “Spitting on the ground.” On her right, a British man slumped in a camping chair holds up his sign, reading: “A man covered in his own shit sniffing ketamine off his mate’s unwashed scrotum.”

There’s a cheerful pride with which Brits embrace bodily dysfunction as a part of our comic culture, and a common trope of British humour involves undermining the stiff upper lip attitude associated with English people, often with an act of complete depravity that dispels any illusion of class and respectability. Britons have always been partial to a good old-fashioned dose of scatological humour, from Chaucer’s bawdy fabliaux that celebrate obscenity, to Shakespeare’s Falstaff, or Bottom in A Midsummer Night’s Dream, or Swift’s "Scatological Cycle".

Much of the comic effect that these writers create derives from undermining high-brow intellect or spirituality with the low-brow of the rear end – for example the part in Chaucer’s Summoner’s Tale, where the division of an old man’s fart into 12 serves as a parody of the descent of the holy ghost at Pentecost.

Faeces has long since been ingrained in our past literary and historical culture – after all, as the great Shakespeare was writing some of the western world’s most seminal pieces of English literature, his chamber-maid was most likely throwing pieces of his own faeces out of the window next to him.

In English literature, scatological humour can be juvenile, but it has also been used to represent wider social anxieties. In turning bottoms up and exposing the rear end, "shiterature" is often about breaking taboos, and exposing the dirty underbelly of society. Part of the "civilising" process that societies perform to reach a high level of sophistication involves distancing oneself from one’s own excrement, and scatology reverses this by shedding a light on our dirtiest natural habits. Swift’s excremental vision asked us to peel back the mask of genteel individuals, revealing their true and disgusting selves.

Scatology can also represent collective self-disgust, and has been used to question the integrity of a British national identity that has in the past denied its colonial wrongdoings. In Tristram Shandy, the protagonist's porous and leaking diseased body has been interpreted as a metaphor for the British Empire, and indeed the whole being of the Shandean gentleman is sub-textually supported by British colonialism, being as they are descended from merchants who profited from eastern goods sold to the European bourgeois and aristocrats.

Scatology has been used to represent hypochondria, the crisis of the aristocracy, self-disgust and sexual disgust – incidentally all things that we might find at an English festival.

The onslaught of the modern era hasn’t managed to dispel our fondness for injecting sophisticated comedy with snippets of scatological humour. In Peep Show for example, a show largely appreciated for its dry wit and irony, a hilarious scene involves Mark suffering from uncontrollable diarrhea as his boss watches on in disgust. Another brilliant scene is where Jeremy’s employer at the gym confronts him with a plastic bag filled with a human stool, which Jez had used to frame another employee for pooing in the pool.

In a similar vein, one of the most famous scenes in The Inbetweeners is where the uptight Will manages to poo himself during one of his A-level exams. In the second movie, there is another disgusting poo in the pool scene.

In the dark comedy series The Mighty Boosh, characters reference "taking a shit" on objects ranging from a salad, to a swan, to even "your mum". Almost all of these characters (Mark from Peep Show, Will from The Inbetweeners and The Mighty Boosh's Howard Moon) see themselves in some way as representative of a modern British gentleman – prudish, well educated and well spoken. Each of them at points embarrasses themselves and their image with reference to their bowel movements.

It’s a cliché that British humour is about losers, and that we are more prone to self-deprecation than our friends across the pond – a cliché that is not without some truth. 

Admittedly nowadays, much American humour similarly relies on self-deprecation and laughing at the sorry fate of "losers", but cynicism and irony are more fundamental to British comedy. On commenting on the difference between the American and British versions of The Office, Ricky Gervais once said that in the UK: "Failure and disappointment lurk around every corner… We use (irony) as liberally as prepositions in every day speech. We tease our friends. We use sarcasm as a shield and weapon." 

It is certainly true that in Britain, we are particularly pre-occupied with laughing at the failures of the self, and this can manifest itself potently through deprecation of the body.

Maybe the general sense of pessimism that is alluded to so much in the UK is due to our dismal weather, and maybe our ability to laugh at ourselves and our dysfunctions is a simply a testament to our good nature, and something to be applauded. Perhaps it is just something in the air rising from our manure-ploughed green and pleasant lands that inspires in our British comedians the desire to return time and time again to the scatological trope. Or perhaps, if we dig a bit deeper into our dung-fertilised lands, we might find that an anxiety about the foundations of British identity is behind the relentless desire to represent the permeability of the personal and national body.

Should we be embracing our tendency towards self-deprecation, or does it lead to a more problematic kind of cynicism that is restrictive, making us resistant to the idea of radical change? Perhaps we are destined to remain stuck in the mud forever, grumbling about the bad weather as we desperately shelter from the rain under a gazebo, sipping on the dregs of warm beer, pretending we’re having a good time – and who knows? Maybe this is what a good time looks like. Swift once told us to bless the "gaudy tulips raised from dung" – British comedy continues to do so quite literally.