Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts

Sunday, January 16, 2011

Comments on the "video games as art" debate


      
Image source: Grim Fandango (1998)


      IN MANY WAYS, the word art is polyphonous. It has a large number of disparate meanings that we tend to invoke indiscriminately each time we use the term. It's not surprising, then, that when someone argues that so-and-such is not art, there is some kind of backlash, and the case of video games is no exception. Film critic Roger Ebert has kindled this debate over the years by arguing on various occasions that video games are an inherently inferior medium. “No one in or out of the field," he says in one interview, “has ever been able to cite a game worthy of comparison with the great dramatists, poets, filmmakers, novelists, and composers. That a game can aspire to artistic importance as a visual experience, I accept. But for most gamers, video games represent a loss of those precious hours we have available to make ourselves more cultured, civilized, and empathetic.”
      These and other statements of his have brought on a number counter-arguments—some good, some bad—from game critics, designers, players, and people with too much time on their hands. Many of them pointed to the artwork, music, and sounds in games while others identified storytelling techniques that are unique to the medium; some even gave offered examples which are personal favorites of mine like Shadow of the Colossus. But every refutation I've read seems to miss the point, as I see it, in one way or another.
      Recently, Ebert retracted his comments, graciously agreeing with numerous accusations that he didn't know much about video games in the first place and that he was wrong deny outright the artistic possibilities of a medium still in its infancy. Despite this, I find myself―as someone fairly knowledgeable about games―mostly agreeing with his earlier arguments. In truth, it's rare that any game comes anywhere near the mantle of “high art,” as haughty a notion as that is. But it's also rare that games approach the sorts of art that I consider to be the most valuable: art that opens up new conversations, that brings new light to the old and familiar, that has a profound impact on how we experience and make sense of the world. Of course, this sort of art is in short supply in other media as well (and, of course, it's partly because of its scarcity that it's so treasured). Yes, video games have no “Moonlight Sonata” (although the song appears in some of them), no Ulysses, no Ernest Goes to Jail. But, just as there are countless uninspired first-person shooters, there are countless uninspired mystery novels, love songs, and unexceptional paintings. Where I agree with Roger Ebert is with his argument and not with his irreverent use of the word art: that the core experience in video games, as a medium, is not an intuitive vehicle for art as he and I have defined it.
      In their early days, video games were thought of mainly as children's playthings. Grand Theft Auto and other titles have helped to change that perception over time, but the medium hasn't quite outgrown it. And despite the improved graphics and mature content, the center of today's gaming experience is still a kind of toy-driven exhilaration. Bioshock has some Ayn Rand inspired story elements, but they are ultimately a background for shooting things. Myst, Silent Hill 2, Shadow of the Colossus, and Braid are all excellent examples of subtle, evocative storytelling, but they are ultimately about exploration and puzzle solving. In the same ways that Chess is about warfare and Monopoly is about capitalism, their stories are lost in the “action,” so to speak―at best a host to their interactive elements. As Doom creator John Carmack once said, “Story in a game is like story in a porn movie. It’s expected to be there, but it’s not that important.”
      As Ebert has noted, there is a basic conflict of purpose between the conventional experiences of video games and the works of other established mediums. Games are usually about overcoming obstacles or playing within the parameters of the game world, while novels and movies are more concerned with characters and storytelling. This is not to say that no video games have taken storytelling seriously. Interactive fiction (text adventures) of the '80s and graphic adventure games and interactive movies of the '90s made story the central focus and reduced game play to a series of decisions to advance particular narratives, with mixed results. The problem with these has generally been that player decisions are mostly superfluous. One path leads to the end, the rest to impasses or “Game Over” screens. Some games have multiple endings, but they are usually analogous to a different final paragraph at the end of a novel. All told, very few game story lines necessitate meaningful player decisions. Most are essentially movies broken up by puzzles, hazards, and errands. Even ambitious titles like Heavy Rain, which offer up more complex choices and consequences, are still far from being considered exemplars of an art form on par with film and literature.
      As eloquently or poorly as some stories are told, high-quality stories in video games are extremely hard to come by. I suppose Grim Fandango is a decent love story; Rez is an interesting experiment with A.I. in existential crisis; and Andrew Plotkin's Shade has its flaws but could not be told in any other way. I'm not suggesting by any stretch that my tastes are universal, but anyone familiar with video games up to this point has to admit that there is a very limited number of games out there which competently—much less masterfully—explore contemporary issues or manage to impart a lasting emotional impression. Simply put, most video games do not focus on these things. They have amusing mechanics with challenges to overcome, and they generally don't need the social commentary and emotional resonance to be successful as games. But in so doing they cannot be so easily classified as art (as I've been using the word).
      However, I may be getting ahead of myself in suggesting that good stories are the only ways to get at these qualities. Some exceptional games are able to achieve these through the game mechanics themselves. fl0w, for example, presents a stylized glimpse into the experiences of tiny organisms, and I can't help but think that Katamari Damacy makes some kind of commentary on consumerism and all of the objects and clutter in our lives. As always, the line between art and not-art is tenuous and ultimately subjective, but I still believe that art which breeds empathy, emotion, and understanding is perhaps harder to come by for games than for novels and movies—due, in large part, to the medium itself rather than shortcomings in terms of what has been offered so far.
      All things said, though, my favorite game to this day is still probably Super Mario Bros. 3. It may not engender empathy or count as "art" based on what I've said, but it's damned fun.

 

Update:

Journey is probably for the best argument I've seen yet for games as art. Absolutely incredible.

Monday, August 2, 2010

Thoughts on Inception

I finally got around to seeing Inception recently. It was entertaining, but I was really put off by it overall. Here's why:

  1. The ground rules were really arbitrary. The Matrix worked so well to some extent because the premise did such a good job of justifying the action. Granted, the human battery business was laughable, but the ideas of computer-controlled reality, agents, and so on allowed for some good action scenes in that context without sacrificing too much believability.

    Inception went with dreamworlds rather than computer-generated ones, but in the process it still opted for a very prescriptive formula. There was some cool stuff with gravity here and there, but it still seemed to conveniently adhere to real-world mechanics. People appear strictly as themselves in their dreams—they can't fly, they age normally, and so forth. Meanwhile, the premise that justifies the action is that the "architect" of the entourage provides the locales, while the dreamer merely populates the world with characters from their subconscious to come to their defense. (This last quirk could have worked out really well if the movie had been a video game called Psychonauts.) Likewise, according to completely arbitrary ground rules, ***SPOILER ALERT*** the main subject had gone through the trouble of learning to militarize his subconscious defense, but didn't bother with lucid dreaming or anything of that sort (or even to use "totems" or other signs). ***END SPOILER***

  2. I think Inception is a prime example of a mismatch in medium. It would have been a great action video game. Instead it was a short two-hour movie that relied heavily on absurd premises in order to justify big-budget action sequences. If the movie had traded out its incessant gunfights and action scenes for character development, it could have been something amazing.

  3. The inception metaphor is ridiculous. A core idea in Inception is that one can insert an "infectious" idea into someone else's mind. Although it's a provocative metaphor, it's completely ridiculous and pseudoscientific in application—kind of like Richard Dawkins's meme metaphor. It's just another absurd facet in an already absurd premise.

Monday, May 10, 2010

"Ode to Gnome Chompski" (Poem 30)

How shiny you are,
my little gnome,
and how free you are
from the bloodspatters
surrounding us.

After we escape
to the helicopter
I'm going to ask you
about politics and
universal grammar.

But now we're down
and out, due to spit
and bad teamwork. . .