The Dead City and the Giant Crocodile
In my teenage years I mentally crafted my own computer game. My mind’s eye envisioned this game to be set within the limitless confines of a city, whether contemporary or archaic was not set in stone. Certainly it would be the sort of city whose buildings blossomed with cracked plaster sconces and ivory-framed windows, and maybe a Victorian lamp post would occupy a street corner or two. The player would have absolute free reign of this built-up utopia – none of the invisible walls prohibiting entry to certain alleyways would exist, neither would the sudden cut off points at which the gaming universe simply stops. The protagonist could not suddenly have a spasm in an oddly angular doorway, limbs jigging out like a demented clockwork toy. What appealed to me was the ability to go absolutely anywhere (this was at a time when computer game cities could only handle one painted frame at a time, as in the Resident Evil series, and all notions of freedom were a designer’s pipedream).
This unnamed city would perhaps be entirely empty.
Save for the crocodile.
I envisioned a giant crocodile the width of a New York street and easily the height of a double-decker, roaming free.
So all-encompassing would the gaming world be that you might not even come across this crocodile for days or even weeks of playing the game, the same as if you were to roam a real life city the size of a small island in search of your favourite adversary (an ex lover, say). You may feel his padded feet trembling the earth a few miles off, or come upon a damaged section of street in which the crocodile had apparently wreaked havoc and over-turned a few cars. His suggestion, his pervading threat, would be everywhere.
Should you swivel round a corner and find yourself face to face with the beast – and here was a joyful thing to my teenage mind – you could duck into a little kiosk and cower behind a frozen dessert stand and wait, enduring that tense moment in which you observe a scaly foot stomping past the dusty windows.
Now, the player would automatically assume the goal of the game was to somehow destroy this giant crocodile, and he/ she would scavenge the shops and apartments in search of weapons, ammunition, anything that might accomplish the killing. I imagined it would be possible to injure or wound the crocodile, maybe to even knock him out for a bit and witness him collapse in a quaking eruption of concrete and dust.
But the crocodile WOULD NEVER DIE. You could shoot or blow him up or throw as many things at him as possible, but he could never be killed, and upon realisation of this the player would experience a terrible uncertainty, as in life when we step for a missing stair. Suddenly all direction and hope would dissolve, and they’d offer up their controllers and ask But what am I supposed to do? Well, I wouldn’t tell them. The point of the game would never be dictated, or told, or even hinted at, but remain a mystery, possibly forever. The player would simply have to find his/ her own point to the game.


