Thought and Memory (The Lost Vikings)
They are, in truth, not lost, although they have gone far more astray than even Vinland. Were one to locate it on a map of genre, it would rest near Lemmings in the genre of action-puzzle. Like Lemmings, it is a game about navigating some characters through a series of traps to a goal. Also like Lemmings the characters are each given unique abilities. There are major differences – Lemmings’ central mechanic is based on the idea that the Lemmings are going to behave the same regardless of what you do, and on assigning special abilities to specific Lemmings at the right time, whereas The Lost Vikings gives you a trio of norsemen, each with their own special abilities, and has you alternate among controlling them. But the basic mechanic is the same.
First is Eric, swiftest of the Vikings, and the only one who can jump. Nominally, this means that he is the one with whom one explores the level to figure out what you’re supposed to do. And in this, he represents a crucial drive. Indeed, exploration is one of the basic types of gameplay in some models of how players interact with games, and it’s certainly one of the basic psychochronographic drives.
This is, perhaps, inherited from psychogeography, which is, after all, first and foremost a means of exploration. Although in both cases (as with Eric) it is not pure exploration, which is to say, it is not driven simply by a desire to find something that is new. Instead it is exploration in pursuit of a goal – a promised land, of sorts. The literalness of this shifts in context – Eric, for instance, very literally seeks a new land with every level, that being what an exit is. Similarly, the psychogeographer’s quest is necessarily defined by the physicality of land, even as they seek to conceptually reconfigure it, as opposed to abandoning it in favor of a new place. The psychochronographer, meanwhile, does not explore land in the conventional sense at all, instead looking for new modes of being and ideas.
In every case the pursuit is at its heart a tragedy. To find the promised land is always to despoil it. The psychochonorapher finds a new idea only to have it snap into place with relation to all other ideas, to become a spot on the psychic map like any other. The psychogeographer reconfigures space to his whims only to see it endlessly recuperated as the oppressive ordering of things takes hold. And even Eric will find that every exit is, in reality, simply an entrance to another map. Discovery is and always will be the death of exploration.
Although that one’s a bit dodgier with relation to The Lost Vikings. This is not so much because discovery is not the death of exploration as because there’s just so many other ways to die. The traps, generally speaking, aren’t a huge problem for Eric – more often than not, with his ability to jump, he’s actually the one who’s supposed to navigate those.…