Archive for the ‘ Editorial ’ Category

State of the Art – “Teenage Wannabe”

 

A while back, I had an argument with a video game scholar who had a background in the study of cinema. He advocated that if film achieved its pinnacle with “Citizen Kane” 40 years down the mediums’ lifetime, then by juxtaposition, it would mean that by now, the video game medium’s language would be completely firmed. Then he went on to call “Ocarina of Time” the “Citizen Kane” of video games. Punch-lines aside, his argument wasn’t that illogical – if cinema allegedly grew up so fast, why shouldn’t video games? There are many flaws in this reasoning, most of which you can probably spot in a mile – video games are not film and they originated in a different social, cultural and economical environment. However, his argument, like that of others who stand by similar principals, was not naive. He seemed to be using it as a rationalization for the fact that he could not justify the immature content present in contemporary video games. By stating that video games had to be mature by now, he could find comfort in his mind while stating that “Half Life 2” had to be video game’s “1984”, that “Grand Theft Auto” had to be video game’s “The Godfather” and so forth. Video games have to be mature. Comparisons aside, are video games a mature art form? Should we even expect them to be by now?

Film can represent practically all objects without a need to craft them in a specific medium. You can shoot an entire film with a few actors, real-life locations and objects, and knowledge of cinematography. The processes of lighting a scene, choosing the proper POV, the right lens aperture, editing footage, etc, were speedily improved so that 40 years down the line you had what this particular scholar called “the pinnacle of film”. And in terms of cinematography he was probably right. But cinema may also involve sets and props and virtual characters – art design, costume design, make up, sound mixing and editing and special effects are also part of the cinematic language and have not evolved at such a brisk pace. CGI for instance, practically started a new cinematic language that has little in common with the film concept associated with an object such as “Kane” (some may even call it a new art form within film itself). More so, art forms are the product of human creativity and therefore reflect human’s cultural, ideologic and social evolution. Can we really say when an art form has matured?

Cinema may not have been in its “pinnacle of maturity” in the 1950’s, but it is true you could already feel that its basic narrative pillars were sound. But it did manage to keep evolving, continuing to grow as both medium and language. A distant parallel exists for other art forms. For example, by the nineteenth century, paintings were at their representational apex; painters could already represent with surprising detail practically every object, character or scene, and yet painting continued to change – impressionism, expressionism, cubism, surrealism, abstract expressionism, etc, etc, etc, etc. Who’s to tell, when painting had ‘matured’? It’ll take many, many, many decades for video games to even achieve the meccha of photorealistic representational power. Crude polygons and animation techniques can get you this far, but are still miles away from tricking our senses into believing that those are real characters and locations. Even after that representational peak is achieved we can only dream what will lie ahead. Not to mention what new means for interaction with video games might exist in the future – VR controllers, Natal-like direct input, “Matrix” plugs? Will these not dramatically change and deepen the semiotics of video games?

What I am sure of, is that the content in video games, not its form, is usually infantile and not at all directed at an adult and critical audience. Debate all we want about technique, this is a fact hard not to acknowledge. It’s fine to try and elevate the medium to “a mature art form”, but where is the basis to support such an argument? Video games are commercially oriented, products in a vast mass market which is geared towards an audience that isn’t interested in games as a cultural vehicle or a means of human expression: we are happy with our little “Facebook-apps” and “Wii-Gimmicks” and “FPS’s”. So there’s no point in telling ourselves that if cinema had Welles, then by necessity we should have one too. Because nobody seems to know who he might be, and that assures me that video games, at the very least, are still not understood, criticized and studied as a mature art form. So whether or not they are ‘art’, nobody could care less. Ergo, they aren’t art.

P.S. If anybody knows the scholar who I address in the text, please don’t view this as an attack on his opinions or any form of insult. I only mean to diggress on a particular reasoning which I feel many people defend.

State of the Art – “Canabalt”, or everything that’s wrong with video games

[If you haven’t played “Canabalt” yet, do yourself a favor and play it: it’ll only take a few minutes to understand what I’m writing about.]

There’s a reason why I normally don’t write about indie games such as “Canabalt”. In fact, “Canabalt” may the best example of why I don’t ever do so. If you haven’t noticed, “Canabalt” has become a sort of poster-child for indie development. It was mentioned in both Destructoid and Eurogamer on game of the year lists, and attracted considerable attention from nearly all media outlets, even going as far as getting a review from über-mainstream IGN. Let’s discuss its merits. First, it is obviously an exercise of extremely elegant game-design – the only interaction with the game is through the one button that makes you jump. Like Ulrich’s character in Metallica’s cinephile music-video “I Disappear“, your character is trapped in some random metropolis skyscraper, trying to escape the impeding doom of collapsing buildings. So, he’s continuously on the move, running game style, forcing you to time your jumps in order to go from rooftop to rooftop, while avoiding incoming obstacles and pitfalls. The desolate world that surrounds you, painted in a mono-chromatic palette, is always crumbling, victim to some unknown Wellsian menace, as ships and tripod-like machines pass by in the game’s backgrounds. And so, your character is always running and running and running, as the soundtrack’s electronic beats keep pushing the tempo higher and higher, running and running and running for his life, ever faster, ever quicker, and ever more dangerously, as obstacles keep hurling through the air just to bar your path. Once you die, you just start again, playing the pattern memorization game to push further in your harrowing escape, and then die again, repeating this cycle for all eternity: there’s no end to the game, you just receive a better score for staying alive for more time.  “Canabalt’s” simplicity is its stroke of genius: an accessible game, with minimalist interaction and aesthetic – one button,  one objective, one color, one music – all playing in unison to make for a superlative entertaining, addicting experience. Its authors deserve all the credit they can get, for doing so much with so little.

OK, by now I have surely got you wondering, if “Canabalt” is that good, what’s with the article’s title? Why would anyone deem “Canabalt” a symbol for  everything that’s wrong with video games?  The reason is simple, “Canabalt”  is incredibly fun, but… that’s it. There’s no point to it, no message, no aesthetic experience, no nothing. It’s as innocuous as most video games. This isn’t bad per se, it’s a wonderful game in its almost offensive superficiality, but that’s precisely because we’ve become acquainted and appeased by video games’ lack of anything beyond their pleasurable, shallow exteriors. It’s remarkable, and I’d think almost insulting to creators, that big company design logos can be so easily replicated with such simplicity and scarcity of means. You see, “Canabalt” isn’t really indie. As much as it is designed by independent developers, its game design philosophy is nothing but a thin, slimmed down version of mainstream video games’. This is why it so easily resonated with the mainstream – it’s language was immediately understood by both journalists and players, and its elegance garnered it praise for still being able to achieve that which all games are measured by: fun. This should get people who love video games thinking… and thinking really hard, for if something as naked as “Canabalt” can relate to people in as a powerful way as big budget titles… then what are big publishers spending their millions on? What is the point of throwing all those dollars into creating complex three-dimensional engines in service of bland aesthetics, over-long scenarios for botched narratives and super complicated game designs… if it can all be reduced to such an elegant little video game?

Wave Foam – “Art vs Games…????”

Last month, there was this heavy clash of discord on the internet surrounding Jim Sterling’s truculent hubris on artsy indepent games [GameSetWatch has a nice overview/defense column on the matter, thanks Pedro!]. As someone who appreciates indie ventures such as “The Path”, my immediate reaction was as brash as Jim’s. But at the end of the day it got me thinking: why this binary, fundamentalist, with or against us logic behind all these columns and reactions? Has game logic – win or lose, true or false, 1 or 0 – reached game studies, journalism and criticism? Look at the big picture: is it not possible, considering that one single truth which we can all agree with – that video games are a rich new form of media – that we can have different conceptions of what a creative, captivating and entertaining video game is? Is it that hard for everyone to accept that we can love or hate both “The Path” and “Half Life 2”, and all those little things that go in the middle, all for very different reasons? Gosh, have we really entered a battlefield of uncompromising faiths, where no one accepts different views, and everyone dismisses what the other side is saying? Think about it, it would be like watching movie critics debating on whether true film expression is limited to Stanley Kubrick or George Lucas. Either one or the other. No compromise: only one of them can be deemed film, only one is worth of merit, whoever says otherwise is a biggot. Come on, aren’t they both compatible, interesting, and their merits subjective and debatable? Why shun a whole different outlet for expression, on the basis of one’s own personal taste? Why confine ourselves to claustrophobic definitions of what is a good video game? Why is fun everything, or nothing, for these two conflicting sides? Why are pure games the only accepted expression for some, and pure artistic ventures for the others?

I want a medium where “The Void” gets as much praise as “Bioshock”, where I can play “God of War” followed by “ICO” and love both experiences, where Jim Sterling and Jaffe can understand that fun might be enough for them, but isn’t for others, and where we can all debate these issues in a rational, non-confrontational, calm debate. Is that too much to ask?

Wave Foam – “Endless Cycle”

Sad weeks for video games. I keep realizing nothing ever changes for the better in this land. When “Heavy Rain” hit, and I  started to see its value, I foolishly considered it would be a great banner for a different sort of ‘video game’. But whilst there seems to be a general adherence to the game, critics have been reluctant to give merit to Cage. I mean, “Heavy Rain” commits many sins, sure – interactive narrative, less-than-perfect voice-acting, over indulgence in Q.T.E.’s and cutscenes -, but it strives at something more, something else, and does that while remaining immensely accessible and fun for everyone, including these pseudo critics who live out of praising games that sell well no matter what. Some love for a game that is different, would be reassuring that there was  still some hope. But no, no luck there. “Heavy Rain’s” average meta-critic is decent, though on par with that of “Bioshock 2” (go figure), and all the columns I’ve read are flaring out against the game [see this and this]. “Deadly Premonition”, an off-beat “Twin Peaks” inspired, crazy japanese horror game, also got the heat from western press, (here and here) and if that wasn’t enough, today, the company behind “Hotel Dusk” is filling for bankrupcy, and you confirm the notion that even those simple, conventional, but still interesting games don’t have much space to live in this industry. Ah well, I’ve heard it was Oscar season, so maybe I should go catch up on film, see how they’re doin over there.

P.S. I forgot to mention, but the new “Tomb Raider” is a downloadable, co-op, isometric action adventure game… God, I love video games!

“Why we need a ‘Citizen Kane’… and why we may never get one.”

“Video games are art? Please, don’t insult yourself” – these are the thoughts that cross people’s minds. It’s true. Video games as a whole, have never held up to any form of mildly analytical, critical analysis from an art perspective.  That is why (almost) no one reviews games from a purely artistic perspective… hey, not even me, despite my somewhat pretentious goals. The truth is, if I were to do that, I would only employ half the compliments of my limited vocabulary, double the insults of my extensive verbiage,  and there would be no grade superior to a 3, except for maybe one or two games per year. And even if one admits that some video games are worthy of high brow status, that still leaves out 99.999999999% out in the woods to die, as mildly amusing entertaining products with zero cultural relevance. Why is it thus? Why is it, that when someone poses the Citizen Kane conundrum, the answers unequivocally end up being – “Metroid Prime”, “Ocarina of Time”, “Half Life 2”, “Super Mario World”, “Grand Theft Auto 3”, “Bioshock”… as if any of these games could really be seen as legitimizers of an art form. Don’t kid yourself, they aren’t art.

It’s been too long. We’ve spent 40 years of the medium’s lifetime sinking in its flaws and short-comings to the point we’ve grown to accept them. We love video games, do we not? And we love what they are, not what they can be! Forget what we think we believe in – that games could be more intelligent, provocative, emotional – we don’t want that. We want the saccharine aesthetics, the frantic rhythms, the noisy soundtracks, the childish narratives, the twitchy interfaces. And we are many. In the mid 90’s, Mac and PC CD-ROM grabbed part of the male adult demographics, and the Playstation grabbed the male young adult demographics. PS2 dug the casual audiences for the first time, and the Wii and Facebook took the vantage and grabbed the last bastion of hope – the girlfriends, moms, dads and gramps. No one is left to adhere. And all of them know what video games are good for – hedonistic entertainment, devoid of artistic expression, message, story and authorial verve. Hardcore or softcore, it’s all the same in the end: they’re merely different sides of the same expression, none of it high brow, none of it artistic. Admit it, there is nowhere left to run. We have told the world what to expect of video games. The world heard the call, came along for the ride, and the world doesn’t mind at all that games aren’t what we think we would like them to be. Heck, WE don’t mind. Video games are what they are, and everyone’s cool with that.

If a video game equivalent of “Citizen Kane” exists or comes to be in the future, it is hard to imagine anyone caring about it.  Really, think about the qualities I’ve pointed out in the previous article. Do you think that a truly thought-provoking work that’s interactive, deep, hard to really put your mind around it, that’s about real people’s lives, not some ridiculous fantasy, sci-fi or epic fiction, but a human drama about life, which has no genre or mediocre tropes about, and that didn’t care about entertainment value as much as it cared about its authors visions on life — do you really think gamers would buy it? It wouldn’t fit with our pre-conditioned notions of what games are, it wouldn’t be as ‘entertaining’ as we expect games to be and it wouldn’t give us what we’re accustomed to experience. It’d be dull, insipid and completely opaque to our soiled minds. Want proof? Just see the sales figures and reviews regarding a game that aspires to be art, and you’ll understand that we’re fighting a battle that cannot be won.

Meanwhile, the industry is giving us what we want. Shallow experiences. Game designers can’t risk one tick to make an interesting game, lest they not make enough money to maintain their jobs at multi-million dollar company number one thousand and thirty five. The scientists are investigating how to make the design process more efficient and lucrative for said companies, and also attempting to find out how to better light a pool of blood, texturize a gray rock and increase polygon count in a machine gun. The journalists are debating on how much “fun” the recently hyped triple AAA game really is, which game is actually game of the year, and when is too much violence just too much. Players are twitching like drug addicts for the next fix: hardcore’s eagerly expecting the new FPS, the new RPG, the new Action Adventure; the moms and dads all pins and needles to throw five bills at the new family entertainment set piece which will make them all grow thin and happy at the same time; and the wee-little girls are having a blast gossiping about the next big avalanche of casual, social games. Who exactly is expected to play the artistic game that will tell the world that video games can be art?

We can’t really afford to wait for a “Citizen Kane”. We need to mature as gamers first, because “Citizen Kane” is only a symbol for a collective change in perspective that has to start inside ourselves. If we change, we will find Kane, either in the present, past or future. If all else fails, we’ll create it ourselves. As long as we’re ready to understand it, to decode it, and to value it, someone will tell the world where it is. If we don’t, it’ll go by unnoticed. And right now, nobody is ready or paying attention. There aren’t enough gamers out there ready to embrace a new concept of ‘video game’. Of course, maybe there will come the time when some visionary geniuses pave way for an artistic model of what a video game can be. Or maybe the industry will crash so hard we’ll be obliged to look for interactive art, because there will be no entertainment left to experience. Perhaps capitalism will perish and games will be funded according to a grand communist committee that decides what is worthy and what isn’t, like cinema was in the Soviet Union. Perhaps we’ll magically realize that by not buying the latest FPS, in the long run, we’re telling the industry to change. Personally, I don’t buy it. We need to change first. Start now.