Posts Tagged ‘ art ’

“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.

均衡 – A first Attempt at Game (?) Design

Last year, for my Master’s Study and Development of Games discipline I developed, alongside with my dear friend Jorge Sousa, a little video game called 均衡 (yeah, it’s supposed to be in Japanese). For copyright reasons, I was obliged to gather enough money in order to pay for the licensed soundtrack, which is why I am only making the game public this week. Now, I would like to invite anyone who likes video games to play around with it and tell me what they think. Since this time I can’t review it, I would encourage anyone who feels like doing so to review the game on their own terms in the comment page. Time for payback, in other words 😉 Any insight you would like to give, or ask for, please do so as well. I will appreciate criticism as I always do, no matter how different your opinions may be of mine. Hopefully, you will afford me an interesting debate, as you always manage to.

So, to install the game, just download this package and use the “Install and Play Notes” file as guidance for any question you may have. The game runs in Windows, with near zero hardware requirements, so you only have to install some Microsoft stuff as described in the file, and then you’re ready to play.

I won’t explain anything about the game, though. It’s supposed to be experienced with a clean slate. That’s also why there are no tutorials, hints, text messages, objectives or score-cards in the game. Play it as you will, interpret it as you will – it’s your call. It’s a small, somewhat buggy game, that I admit, has some flaws and ingenuities that if I were to design the game today I would mend, but it still is something I am proud of. I really hope you enjoy it, and if you do… please spread the word.

[Also, from now on, I have an email for exclusive blog use. If you want to contact me, email me at “metavideogame@gmail.com”… And sorry for the shameless self-publicity.]

State of the Art pt.3 – “Touch of Evil”

Orson Welle's "Touch of Evil"

I left the last article with a prominent question: what is ludism, and why is it hurtful to the medium we so treasure? Ludism comes from “ludus”, the roman word that translates the concept of “play”. Playing can mean many things, but in this case, the dimension we’re looking for is that of “playing a game”.

A game is not like a toy, which allows children to fully author their own little fantasies and decide on how they want to entertain themselves. Kids can take an Action Man and make him fight against the evil Dr. X, as the box entices them to, but they can also play doctors with Dr. X and pretend Action Man is just a sick military man straight up from Iraq. For a child with a toy in hand, the sky is the limit – the toy is but a facilitator, or catalyst, to a type of play governed by his own imagination. It serves only as physical accessory that can help emulate fantasies, bringing them a step towards reality; but in the end, the real magic is happening in each kid’s heads.

A Chess board

A game is a different beast altogether. It’s structured – a pre-determined form of play that is static and unchangeable. It usually has a metaphorical background (war in “Chess'” case, or finances in “Monopoly”), a set of strict rules, goals and challenges, and also a number of rewards and penalties. It is, in its very essence, a competitive form of play, whether the competition comes from a direct opponent (“Chess”, “Tennis”), an indirect opponent (beating a pre-established record in a racing track), or just an abstract challenge (improving the number of elevations you can endure). There are many more aspects to what defines a game – from the voluntary choice of players to participate, to the possible cooperative dimensions, etc. -, but the key idea here is: a game is a structured form oriented towards a specific type of experience, with a specific type of entertainment that advents from that same experience.

What do you get from playing a game? When stripped to its barest, competition leads to certain psychological effects. Humans are biologically driven by goals, which is probably why Capitalism seems to drive people to work so damn hard. When people achieve goals and get rewards in the real world, the brain itself rewards the person on a psicobiological level, by releasing a specific type of pleasure hormone that makes the person happy, even euphoric – it’s the brain’s own way of saying “congratulations on the job well done”. The reverse is also true, so when you lose, you feel frustrated, angry and annoyed. Games are entertaining exactly because they tap into that whole “reward/penalty” dialectic of our mind. Our brain is wired to respond to that sort of experience, so when you emulate it with a game, you get the same results, despite not having the real life consequences. Video-games (for the reasons I wrote in the previous article) are exactly the same – they’re normal games, with the small exception that instead of playing them with a board, pencil & paper, or a football camp, you play them with a computer or computer-like device (such as a console).

Aeris' Death in Yoshinori Kitase's "Final Fantasy VII"

So, now that we know what a game is and what it accomplishes, let’s dissect its limitations. Games, and by extent, video-games, can really only transmit two sets of emotional responses: the sentiment of achievement and realization when you win (usually called “fun” in this context) and the infinite frustration you get when you lose. That is all. Some of you might say– What? , but I laughed in “Monkey Island”, cried in “Final Fantasy VII” and was in love with Yorda in “ICO”!!! And here is where we start discussing the importance of video-games being so much more than solely “games”, which is where I wanted to get all along.

Ever since the birth of the medium, it has evolved by merging with many other languages and mediums, giving birth to new landscapes inside the realm. “Monkey Island” makes you laugh because of its textual and literary qualities – its off-beat humor comes mostly in the form of dialog and narrative description, not game-play. Aeris’ death in “Final Fantasy VII” is a pure cinematic moment, translated through a wonderfully designed FMV, which acts as an emotional peak, also thanks to a text-heavy scenario. The actual games in “Monkey Island” and “Final Fantasy VII” had nothing to do with the emotions you felt. The added dimensions that were on top of those games, are what really made these, like others, highly emotional and, by consequence, memorable. But what about “ICO”? Wasn’t the act of holding Yorda’s hand a game-play mechanic that made you feel something? This is where it gets tricky, and where the barrier between what is a game and what isn’t starts to blur. For the sake of argument (and to avoid extending this beyond its already enormous length) I’ll leave you to think about this matter for now, and further on, I’ll digress on “ICO’s” exact nature as a “game”.

The fact remains: games are not expressive enough to encompass powerful feelings such as loss, sadness, fear, happiness, etc, etc, etc – none of you have ever felt these emotions while playing “Chess” or “Monopoly”, have you? But we know that the “video-game” (or whatever you wanna call it) medium is, in fact, capable of producing those same emotional reactions by using other mediums’ language, but with an added bonus, that of interactivity. However, we cannot harness that potential if we continue to merely create games, or complex forms of emotional cinematic/literary/visual/musical experiences with games underneath. If we do that, then we are wasting all the potential expressiveness of our medium by reducing it to its ludic or game-y dimension, which is severely limited.

"Touch of Evil", Orson Welles

And so, we come to the million dollar question: if games are so limited in terms of emotional expressiveness, then why are we still calling our interactive medium “games” or “video-games”, and more importantly, why are we using “games” as a model for our medium when it’s so poor compared to others? And the answer is so simple. Because in reality, we, as gamers and consumers, are happy that games are the way they are. We like the familiar, universal appeal of the ludic dimension, which has been present in the medium since day one (the tragic, original sin I’ve written about before). We, as players, designers and journalists, have come to expect games to be “games”. We do not envision a different, higher vision for “video-games”, closer to that of Art, for instance. Hell, we don’t even reward or buy works that are trying to achieve that higher concept. Quite on the contrary, the more polished and entertaining a game is, the better grades and sales it gets. However, if a game is artistic, it is usually dismissed by everyone for not being “fun”, even if it gives us so much more on an emotional level. We simply do not account for the added expressiveness the medium can offer, and thus we remain adamant that “fun” is the only emotion games can convey to us. And as long as this situation perpetuates itself, then “video-games” will remain “games”. And I’m sorry, but it’s not the fault of the industry, as much as it is our own fault for not telling it, as consumers, that we want more. If we want Art in video-games, then we must learn to support it whenever it arises.

[In the coming articles I will continue delving on these issues and explore how everyone can help change the current video-game landscape.]

And the winner is… “Mario Galaxy”?

Mario Galaxy

“Mario Galaxy” was voted by a vast majority of game sites as 2007’s Game of the Year (Gamespot, Gametrailers, 1Up, IGN, etc). Personally I found it disturbing. Not because I consider it a bad game, mind you. [Though I must admit, “Mario Galaxy” is the only game-of-the-year nominee I haven’t played from start to finish. I have however played and seen enough footage to know what the game is about…] The thing that bothers me, is not the actual award, but its justification. The main reason why “Mario Galaxy” allegedly gained the award over games like “Bioshock”, “Mass Effect” or “Call of Duty 4” was because it was considered to be “more fun” than any other game.

Now this really reminded me how immature the industry and its media really can be. Imagine, if you will, that during the next Oscars “Pirates of the Caribbean” won the award for best movie; that the Grammy for overall best record went to Shakira’s latest album… and imagine the Nobel Prize in literature given to JK Rowling. All, because that was the best entertainment of the year; all because those were the most “fun”. Forget about everything else: THEY WERE FUN.

Now, I know what you’re thinking: games are supposed to be “fun”, right? Hey, movies too. Music, books, paintings… they’re all supposed to deliver on some sort of entertainment. Whether in the form of contemplating aesthetic beauty, the conveying of powerful feelings, the telling of stories, or even the provoking of laughter, amusement and pure pleasure. Whatever the form, all art has one purpose: to entertain an audience. Now, the key thing is: there are many forms of entertainment, and many types of audience, and any medium has an infinite array of ways in which it can deliver entertainment… to an equally large number of different audiences. Think about the differences between a “Da Vinci” and a “Pollock” painting; think about what sets Mozart and Shostokovich apart; think about the work of Kubrick vs. that of Spielberg. Are they the same? No, they’re different; they all have different notions of entertainment, audience… and Art.

So, why is “Mario Galaxy” Game of the Year a problem? Because critics in the videogame industry only contemplate entertainment in one simple way: the amusement one gets from actually playing the game. Everything else: all the complexities, all the variety of possibilities a game offers, all the beauty… falls secondary. This year, the artistry of the graphics, the weaving of the narrative, the message games convey, were forgotten. Only “fun” was rewarded with the Game of the Year award. Now, this doesn’t happen this consistently in other mediums: magazines, websites and festivals consider many aspects beyond this abstract “fun” factor, when reviewing and criticizing art/entertainment. More so, the majority of awards go to works that challenge the audience into feeling or thinking about some issue or message; not the ones that are just more “fun”.

Bioshock - No gods or Kings. Only Man

Not that there is anything wrong with fun. I love playing games that excite me, that challenge me, that entertain me at a more basic level. But a game can, and (in my opinion) should deliver much more. Books, movies, comics, music, tv… all those mediums deliver on so many levels, so why should games be any different? Are they inferior? No, but I guess they are more recent, more immature, and as such, are still seen as “toys”. Because “toys” are the only objects that are all about being “fun”, nothing more, nothing less. Now think a bit: is “Mario Galaxy” just a “toy”? Is “Bioshock” a “toy”? Think about the games you liked the most: were they just “Toys”? Or were they something far more powerful? Something we usually call… Art?

The conclusion one can achieve from the justification of the “Mario Galaxy” award is that the majority of the game media still regard games as some sort of fancy “toys”; the same media that, supposedly, should be enlightening and uplifting people’s perceptions about videogames. And if they regard games as these “toys”, and not as something more, then who will?

[I will come back to the issue of what defines art (and games as art), as well as the lack of maturity most game journalists show, in weeks to come…]

The Darkness – “Chiaroscuro”

Darkness-Cover

The first thing one notices when playing “The Darkness” is the incredibly stylized visual aspect of the game. It seems fair to assume that a game called “The Darkness” would be dark… but the game isn’t just dark, it’s pure darkness. The game starts of in New York City and it’s a shock to see every street, corner and alley so gloomy and absent of light, with only a few lamps bursting small, but bright, rays of light. But even those are not warm pleasant lights; they’re cold, dry white lights that contrast perfectly with the blackness that surrounds them. The result is similar to the “chiaroscuro” (“lightdark”) style photography that will reminisce with anyone who has ever seen a “Film-Noir” or a German expressionist film like “Nosferatu”. Though it’s a common technique in cinema, this is the first game that actually was able to emulate it on a game (and so many have tried), and for that fact it must be commended. The way the lighting shapes objects and scenarios is superb, thanks to the quality of the volumetric lighting engine and the sheer detail of the sets. Whether it’s the New York subways, with its grayish and slab tones, or the hellish land of the Darkness, engulfed in its dead brown and fiery red, every environment of the game feels unique and organic, pulsating with life and death.

The dark visuals fit perfectly as the counterpart to a story of corruption that transpires in the soul of one man: Jackie Estacado. Jackie is a “wise guy” from a crime family ruled by his Uncle Paulie, and on his 21st birthday, he’s possessed by a demon-like being called “The Darkness”. Coincidentally, on the same day, his uncle decides to have Jackie killed. “The Darkness” will agree to save Jackie by giving him power, but in return, will demand a significant price to pay. The story is beautifully crafted, filled with fatalism and dread; in a nutshell: it’s “The Godfather” meets “Faust”. Not a bad combination, is it? And though it’s based on a comic book, don’t expect a cookie-cutter plot; it’s not revolutionary, but it’s engaging and deep. Narrative develops through dialogs and cut-scenes where the player has control of the character (“a la” Half-Life 2); and this is where “The Darkness” shines really brightly, with character animations bordering life-like, thanks to one of the best motion capturing ever seen in games. Add great voice-acting, and the result is a series of emotionally powerful sequences that actually resonate with the player, and thus give a whole new level of dramatic impact to the plot.

As a FPS, “The Darkness” fares well: it’s not groundbreaking, it’s not perfect, but it is enjoyable. The main character can use a lot of guns, which feel extremely powerful, thanks to the care given to model and sound design. But apart from the ability to use of some cool finishing moves, gun use feels a bit formulaic and shallow. Adding spice into the mix, are the “darkness” powers that allow the disposal of enemies in a number of “unpleasant” ways. Stick a huge tentacle through your enemies’ bowels? Check. Summon a kamikaze imp to blow everything to smithereens? Check. Darkness powers are fun, and do a nice job of adding a touch of dark-humor to the otherwise serious tale. The downfall is that most powers don’t seem well implemented, and more than once in a while, their effect will be unpredictable, either because the controls aren’t responsive enough, or because the AI just doesn’t cut it.

Darkness-Middle

Level Design is ok. Action sequences are balanced and straight-forward, allowing the game to flow smoothly. But, “The Darkness”, like the companies’ predecessor (“Chronicles of Riddick: Escape from Butcher Bay”) also has a few RPG/adventure elements that add variety: speaking to characters, finding collectible items, and performing small quests are just a few of the possibilities. The problem here is that, unlike “Riddick”, levels are enormous in size, and usually, have little going on in most of their areas. This means, the aforementioned elements become long and somewhat boring fetch games filled with backtracking . So unlike “Riddick”, instead of helping the game, these elements end up hurting it.

Like its “Chiaroscuro”, “The Darkness” is game of contrast; on one hand, there’s a powerful and moving story, beautifully told through the sights and sounds of the game, and on the other, an uninspired game, that doesn’t show the same amount of care and production value as the rest of the package. All in all, it’s a great game for those who don’t mind suffering some uninspired shooting to appreciate some great artistic design and a cinematic narrative. So if you don’t belong in this group, then forget about “The Darkness”, but if you do… embrace it.

Overall: 4/5