Some of you may have heard about Roger Ebert’s disparaging comments about video games. If not, I will sum it up for you here.
“The nature of the medium [video games] prevents it from moving beyond craftsmanship [however elegant or sophisticated] to the stature of art. To my knowledge, no one in or out of the field has ever been able to cite a game worthy of comparison with the great dramatists, poets, filmmakers, novelists and composers. For most gamers, video games represent a loss of those precious hours we have available to make ourselves more cultured, civilized and empathetic.” – Roger Ebert
Later, Ebert updated his opinions that games are art, just not high art.
“A year or so ago, I rashly wrote that video games could not be art. That inspired a firestorm among gamers, who wrote me countless messages explaining why I was wrong, and urging me to play their favorite games. Of course, I was asking for it. Anything can be art. Even a can of Campbell’s soup. What I should have said is that games could not be high art…” – Roger Ebert
This may sound blasphemous, but in a way, I agree with Roger Ebert’s assessment of our industry. Video games are currently not high art and they are an inferior medium to film and literature. I am not saying that video games can never be “high art,” it is that games have not yet reached that point. Video games have many challenges that other mediums do not have. Video games are a relatively young art form, are difficult to create, have to be “fun” and mass-market games have spiraling budgets, which cause a reluctance to experiment. If we are able to move past the video game industry’s self-imposed limitations, games have the potential to be the most powerful and important art form we have. In this article I will define what I believe “high art” is and discuss the challenges that the gaming industry faces to attain this important recognition.
Other gamers may challenge what I am saying by pointing to games such as Shadow of the Colossus, Ico, or Okami as “high art.” I would disagree. Stylized graphics do not make a game high art. High art is a work of importance. Works of importance are pieces of art that have cultural significance that include social commentary. Games as a whole are missing these key ingredients. Where are our games that deal head-on with themes like religious fanaticism, racism or the holocaust? While there are hundreds of films and books dealing with these topics, video games in the pursuit of fun and sales, avoid these touchy subjects at all costs.
Games = Fun
If you look at all the end of the year best of video games lists, what one word determines the placement of these games on those lists? Fun. If you peruse the talk schedule of the Game Developer’s Conference (GDC), it seems every other talk is based on how to make games fun. Being a game designer, the main discussion point in every game mechanic meeting is how to get the section of gameplay to be fun. Maybe all of this focus on fun is a bad thing. That possibility is just what Warren Spector discusses in his article; “Fun” is a Four-Letter Word.
But, the word “fun” has other problems. It kind of locks us into a “games are for kids” mentality. It implies that games are good for just one thing: passing time in an enjoyable manner, for want of a better definition.
And perhaps most damning to me is that all this focus on passing time puts a ceiling, of sorts, above us that separates us from other media, media that are allowed to strive for something other than simple “fun-ness.”
Movies, books, musical compositions and so on are – or can be – fun to watch/read/listen to, but there’s nothing in the definition or judgment of those other media that requires fun. We’re the only medium that says to itself, “This is what you must be and all you will ever be.”
– Warren Spector
The mandatory “fun” is what pigeonholes the video game medium into a escapist distraction and puts a self-imposed limitation on video games that prevents it from reaching the high art plateau. I recently watched the movie The Terrorist and asked myself the question, was that movie fun? The film was thought provoking, sad and even disturbing, but can hardly be described as fun. What separates films from games as a medium is film’s willingness to tackle difficult subject matter. In the case of The Terrorist, it chronicles the life of a pregnant female suicide bomber leading up to the assassination of Rajiv Gandhi. It is hard to imagine a video game based on the same subject matter. This drives home how mature an art form film is and how much further video games have to go to be considered high art. If we do not limit ourselves to games = fun, we could one day see video games encompass so much more. Perhaps video games could be relabeled as interactive media and we could then see games be on equal footing as films. We could have games that genuinely explore and tackle real cultural and societal issues.
Budgets and Sales: Willingness to Experiment
The reality we live with right now is that fun blockbuster video games receive all the press, accolades and most importantly, sales. Publishers make games to sell and games that tackle societal ills or are not “fun” are unproven. Game budgets are now commonly soaring into and beyond the 20 million dollar range and as games get more expensive, publishers are becoming less and less willing to take chances. It is difficult for game developers to tackle difficult subjects that may alienate or divide their intended audience of Western males age 12 to 35.
Here is an example of a game developer’s willingness to make decisions based off of sales. Seth Schiesel of the New York Times wrote an article questioning the Ubisoft Montreal’s decision to Anglicize the main character of the Prince of Persia.
“What are we to make of a “Prince of Persia” who talks and behaves like a 17-year-old American mall rat? A “Prince of Persia” with blue eyes, fully Anglicized facial features and what looks like a tan he picked up on spring break? Is it taking a video game too seriously to shrink in distaste from such characterizations?”
It was no mistake that the Prince of Persia is Anglicized. This was done to not alienate the developer’s intended Western audience. Yet the game gets a pass for blatantly disregarding reality, simply because it is a game. If we want games to be viewed as high art, we have to look more closely at our games and not take the approach that all that matters is sales.
It is this sales driven mentality and unwillingness to take chances that have placed a ceiling above this industry’s head and stymied the growth and acceptance of games by the mainstream. If we do not occasionally move away from the big-action-summer style of games, we will never reach that pervasive mainstream audience. Games may be expensive to produce, but so are movies and even large budget movies do not shy away from socially important issues.
The first step to having games be accepted as high art is to be willing to take on criticism and be held accountable for our decisions. We can no longer fall back on the excuse, “It is just a game.”
Complexity in Games
One of the major disadvantages of the video games medium is that games are very complex and difficult to produce. In order to create a mass-market game, it can take team sizes in excess of 100+ developers, each specializing in one of these four disciplines: programming, design, animators and artists well over two years. To a certain degree, independent filmmakers are on an even playing field with bigger budget film projects. The differences between a low budget independent film and a big budget film are much less discernable from the audience’s perspective than an independent video game and a big budget blockbuster video game. With film, anybody can pick up a camera and with post-production and editing software readily available, can make a highly polished mass-marketable film. This is not the case with the complexity required to bring a polished video game to market. It is much more difficult for smaller budget and more experimental games to gain acceptance by wide audiences because the production values between these types of games and games with much larger budgets are so wide and easily noticeable to even a casual observer.
Just as technology has made the independent filmmaker more on par with a studio production, I am hopeful that the day comes when technology closes the gap between independent games and big budget games. There are signs that this movement is already in progress with game development suites like Adobe Flash and Microsoft’s XNA studio. When independent gamemakers are able to remove the disparity between their products they will be more able to compete for the consumers’ dollars and it will empower our industry to push and experiment with new social themes and genres.
Video Games are a Young Industry
When film first took form, few would have called it a “high art” form. It took over a hundred years before it gained that distinction. Many parallels can be drawn from when film was in its infancy to video games of today. When film first appeared on the scene it was a spectacle, but frowned on as not comparable to live theater. The same can be said of games in comparison to films today. It heartens me that the video game industry has come so far and so fast on the technology front, but we cannot neglect our responsibility to our audience to move them to think. We cannot simply dismiss Roger Ebert’s criticism, but instead we need to take it as a challenge and use our medium to make our audience more “cultured, civilized and empathetic”. By doing so we elevate video games as a whole into the realm of high art. Games are a young form of media and in the years to come we will be given the opportunity to answer our critics and gain the respect of the mainstream, let us not waste it.
Conclusion
We are at a crossroads and must confront the self-imposed limitations we have placed on ourselves and start viewing video games as something more than mere escapist fare. It as a challenge to our industry as a whole to produce games that tackle difficult themes and strive for more than simple “fun.” Video games have boundless possibilities and are uniquely suited to surpass any other mediums that currently exist because there is a level of connectivity through open-ended and collaborative interactivity that no other media can hope to match. If we are willing to take head-on serious societal themes and not shirk our responsibilities, I believe we will see the day that the video game is looked upon as more than a way to mindlessly pass time, but as deeply important and socially relevant.
I would like to thank Amadeo Plaza for our discussions on this topic.
I finally made time to play through the campaign of developer Epic’s Gears of War 2 and wanted to share my thoughts on the game. I will begin by saying that this post is not so much a review of the game as a slightly more organized version of my notes taken while I was playing the game. With that being said, there will be spoilers. Continue reading at your own risk.
Gears of War 2 continues the nearly non-existent story of Gears of War. The Locust horde has been sinking entire cities and steadily pushing humanity back. The game begins with humanity clinging to their last stronghold of Jacinto and the Gears setting out on a counter-offensive to prevent their last bastion from being undermined.
In the following sections I will outline the aspects, levels and events in the game that left a more lasting impression on me.
A nice lengthy starting video helps to catch the player up on the setting and events. This video is something I felt was missing from the original Gears of War and does a great job in establishing the setting.
After the video, the player gains control of the protagonist Marcus Fenix and can choose to go through training or skip it entirely. Training is handled in a very novel way. Fenix takes on the training of a rookie recruit. The player, as Fenix, orders the rookie to perform each of the game’s mechanics, before the player performs the actions himself. The advantage of this is twofold. The first is that it maintains that Marcus Fenix, being a badass veteran, does not need training.
The second is that as Fenix orders the rookie around, the rookie AI shows the player the action before the player has to perform it himself. For example, Fenix will bark out, “show me how to take cover rook!” The AI takes cover and the player is shown how it is done, before he performs the maneuver himself. If you want to see another great tutorial that uses the AI to show the player the mechanics and controls of the game, look at Lost Planet.
The first real level of the game takes place in a hospital and starts out fairly slowly on the action quotient. The interior corridor setting does do the job of familiarizing the player to the basic cover mechanics without a lot of distractions. The developers placed dynamic flat panel monitors on top of the desks used for cover. The well-placed monitors were often shot off during the firefights and gave the action sequences more movement. The other thing that I noticed was when certain events occurred that would bring you closer to an accumulation achievement, such as performing 30 Active Reloads, the game would display a progress indicator to show you how far you are along to gaining the achievement. While I generally do not go out of my way for achievements, I found that these indicators would dictate the way I played the game. I would purposely keep specific weapons in order to get the achievements. I have a feeling this will not be the last time we see this mechanic used in other games. Epic also replaced their collectible dog tag system from the original Gears of War with a journal collection that serves the same function as dog tags, but they also give the player additional back-story in text format.
The one great bane of developers in first and third person shooters is that when we place down scripted events, we can never guarantee the player will witness the moment because we have no control over where the player’s camera is facing. Gears of War got around this problem by inventing the third-person-look-at (Y button) mechanic. This ensured that players knew where to go and are able to witness the scripted events that the developers spent so much time implementing.
One of the moments that are keyed off of Epic’s camera look-at-system is later in the mission when the action moves to the exterior. Locusts have taken over the high ground and are bunkered in on a turret. The turret is just out of the range of the weapons you have been introduced to at that point in the game. Just when the hail of fire from the enemy turret becomes frustrating a friendly helicopter flies in and takes out the enemy turret. The Y Button pops up on the screen during the event and when pressed by the player moves your camera to frame the event ensuring that none of the action is missed.
Another annoying thing about having friendly units with the player in other shooters is that when they run in front of your gunfire, they always scream at you like it is your fault for hitting them. This is different in Gears of War 2 in that when Marcus Fenix shoots his friends he is the one that screams, “Would you get the fuck out of the way please.” This really makes the player feel more like the hero.
Later in the game there is a sniper mini-game that was so well executed you just had to smile as you played it. There is a squad of Locusts who are moving and at range. A conveniently placed sniper rifle allows you to pick them off. Once you start firing, the surviving Locusts run off the screen out of your line of sight, which adds a timed element to the mini-game. Marcus counts out each kill with the sniper rifle. This mini-game did not have any bearing on the story, but it was just a simple moment that tests your sniping skills and was fun. More games need to add moments like these.
The next fun scene was when you are approaching a shut door and without cutting to a cinema the door opens on its own with a loud audio stinger and a bunch of creepers burst out of it rushing the player. This is one of those surprise moments that make you immediately slam down on the gun trigger and flail your weapon around spraying everything. Experiences like these remind me why I am a gamer.
The tank level had the player driving through a dark tunnel with the only illumination coming from the tank’s headlights. After landing the tank from a steep drop, the tank’s engines and lights malfunction and shut off. For several moments the only things you can hear are Locusts and then you begin to see the iridescent glow coming off their carapaces creeping closer. Meanwhile the tank’s crew is frantically trying to repair the tank. This was a suspenseful moment and was just awesome when the tank crew manages to fix the tank just in time.
During the locust queen’s castle mission you enter into a room where the enemies are not yet aware of your presence. There is a flamethrower-wielding locust on the bridge with his back turned to you. Since the player has already run into these locusts prior to this moment they have already been taught that these locusts carry flammable fuel in their backpacks for the flamethrowers that blow up if shot. In this case, if you shoot his pack he blows up and the bridge he is standing on collapses in glorious fashion with him. Having cool stuff happen when the player shoots is great because it almost guarantees that the player will see it.
There are a lot of different enemies in Gears of War 2. They vary greatly from one another in both their silhouettes and sizes, making them easy to differentiate from the varying types of enemies. The lesson here is that when each enemy type is dramatically different in size and silhouette it helps players quickly assess the threat of the situation and decide how to tackle the different scenarios designers create.
Chapter four of the last act is one of the most enjoyable levels because of how ridiculous everything is. As the game progresses the action continues to ramp up and by the end it is just out of control. This level has you falling through the floors of a building. You survive another falling building, which lands on its side and then you ride an elevator sideways through the building. It is so crazy, but you are having so much fun it that it does not even matter. The level ends with you and Dom commandeering a giant Brumak and using him as a mobile weapons platform to wreak havoc on the Locust hordes. It is just the absurd fun you can only have in a videogame.
The overall design theme of Gears of War 2 was unique and fun ways to introduce and use cover. This is a list of the different ways that I can remember that Epic introduced or had the player interact with cover.
A living rock worm that is attracted to red colored fruits that hung from the ceiling that the player can shoot down to entice the worm to move.
Player operated switches that turn cover on and off.
Enemies that attempt to remove your cover through the use of these switches.
Pillars that fall and create additional cover.
Rolling destroyed cars into place for cover.
The Boom Shield portable cover.
Picking up injured enemies to use as cover.
The sheer number of different locales and art pieces for the game are also amazing. Just off the top of my head.
Above ground forest
Hospital
Underground city
Underground cave
River
Inside the worm
Research facility
Snowy Forest and frozen lake
Locust home city
Jacinto city
All of the settings were very different and distinguishable from the others. The amount of art required to pull this off makes my head hurt. The artists at Epic are simply on another level.
The gameplay pacing was excellent. There was an incredible amount of gameplay variety and the designers constantly mixed things up so you never did anything for too long. There were on-foot segments, various vehicles that felt really different from each other, and rail shooting.
As I mentioned already, Gears of War 2 keeps outdoing itself over and over and reaches a great crescendo. The gameplay is lengthy and there was more than one time where I thought I was nearing the end of the game only to find the story twisted and offered so much more. The greatest accomplishment for this sequel was that I actually found myself caring about and getting involved with the story, which is really amazing considering how little I cared about the original Gears of War story.
Finally, it is very fitting that Gears of War 2 was EPIC. There are explosions, buildings collapsing and helicopters flying overhead everywhere you looked. You felt like you were part of a bigger war.
Issues I saw and improvements I would have liked to see in the game:
1. Bugs:
The number of obvious bugs that the game shipped with surprised me. While none of these were game breaking progression stoppers, I just expected better from Epic and because of these bugs the game does not feel polished. During my single play through of the campaign I saw all the geometry disappear and all the dynamic objects including people fall through, my squad warping everywhere in my line of sight dozens of times and lots of floating objects and players.
There are noticeable hitches when the game saves.
I saw Dom standing in front of a sentry gun blasting away at him and he just stood there not dying or even reacting.
The AI on a few occasions got hung up on static mesh and just kept running into walls over and over.
The flamethrower wielding AI would fire their short-ranged flamethrowers at me even when I was 200 meters away.
There are no interaction animations when carrying turret weapons. These include the kicking of doors and using switches. It is just bizarre when you are wielding a turret and the doors open by themselves. A minor issue, but noticeable nonetheless.
2. When you are alone, which happens very often in the game, the reviving mechanic does not work. In these segments, when you are injured, very often the enemy AI will ignore you after you have fallen and you are forced to wait until you bleed out and die before you are able to play again. This is very annoying. A very simple solution would have been to kill the player outright if there is no partner in the vicinity to rescue them.
3. Having the pick up a downed enemy to use as a human shield and the dive for cover move on the same button is just frustrating; especially when you accidentally do the opposite of what you intend to. The controller mapping on this is just bad. When an enemy is downed X, Y, and B buttons essentially have the same effect (different ways of killing the enemy). The only different option is on the A button (same button as dive), which picks up the downed enemy to use as a human shield. Having 3 options doing the same thing is redundant. Drop one of these killing moves and replace the button press with the human shield option. This would prevent the player from mistakenly diving when they mean to pick up a human shield or vice versa by only having the A button for dives.
4. Seeing the scene through Dom’s eyes as he is reunited with his wife is very jarring as the rest of the game is told through Marcus’ perspective. When telling a story, you have to be careful of not breaking the perspective from which the game is told.
5. The voice acting fluctuates in the game from bad to good. The voice actors for Dom and Carmine are noticeably worse than the rest of the cast.
6. Lastly, how does your robotic companion Jack just appear and disappear into and out of thin air like that?
I have to say that I am more than impressed by the game. Epic really outdid themselves on this title. The scope of the game and the variety of gameplay in Gears of War 2 is mind-boggling. I do not say this of many games, but the sheer amount of content in the campaign alone makes this game worth the $60.
My thoughts and impressions of the game were based off of a play through of the single-player campaign at the Casual difficulty.
As I was stepping on the plane for a holiday visit to San Diego, I went on the Apple App Store on my iPhone and downloaded the free game TapDefense. As a rule I generally do not expect much from free games, especially for the iPhone and just got the game because it was high on the popularity list and to waste some time on my four-hour flight. I was very surprised by how good this unassumingly named game was. The game itself is a tower defense strategy game that is surprisingly deep.
The Premise
Your job is to defend the gates of heaven from 41 waves of invading demon hordes through the strategic placement of a variety of different defensive towers. There are three different difficulty levels in the game and the only difference (and it is an important one) between easy, medium and hard is the path the demons take to the gate. Easy mode’s path is very circuitous and the map provides a number of great choke points to place towers, while medium mode has fewer turns and a more direct path to the gate and hard mode is nearly a direct path. At the start of every level the player may place towers without the threat of the demons. The player may also pause the action in the game at any point and upgrade existing towers or place additional towers.
The Gameplay Mechanics
As I play games I am always analyzing the gameplay mechanics and boiling it down to a few tenants of game design that I believe the developers had in mind when creating the game. The game mechanics are designed to work in a certain way to encourage the player to play in a certain manner. Here are the two game design tenants that I see the game mechanics supporting.
1) The first tenant is that the player must strategically place towers and properly allocate resources.
This means that the player must maximize the effectiveness of each tower he places down. The towers themselves have strengths and weakness that the player must take into account. The game reinforces this tenant by rewarding the player for using the fewest and lowest cost towers to defeat each of the waves.
How TapDefense accomplishes this is through the way the game gives money to the player by using compounding interest after each level is complete. At the end of each level the player receives interest on their remaining gold. The rate is 10% at the start of the game and can be raised to higher rates by spending Halos.
The interest rate game mechanic is an interesting one and certainly has its tradeoffs. The mechanic weights its punishment of mistakes made at the start of the game heavily, making it nearly impossible to recover during the later waves. Perfecting the opening is much more important than the ending. I call this feature out because it is exactly the opposite of what most game difficulty curves are like. In general mistakes at the later levels are punished more gravely than at the beginning.
In the end, I believe that it was a good choice because it furthers the design tenant by rewarding players who scrutinize their tower placement and to win each level with the minimum resources necessary. It also encourages replay value as players attempt to maximize their money totals.
2) The second game design tenant is that the player must utilize a variety of towers.
TapDefense achieves this through the use of the different varieties of demons that the game throws at you each have their vulnerabilities and resistances to different kinds of towers. In order to be successful the player must use a variety of towers.
These game design tenants in TapDefense keep the gameplay interesting and varied. So based off of the design tenants the key to winning is the proper allocation of resources to maximize effectiveness and the use of a variety of towers.
Tower Variety
I will list out the various towers the game has available. TapDefense begins with the player only having access to the Arrow Tower, Bomb Tower and Water Tower. Additional towers are unlocked through the use of Halos, which are earned at predetermined level intervals.
Arrow Tower
These are cheapest towers to place and upgrade. They have good range and have a fast firing rate.
Bomb Tower
These towers are more expensive than the Arrow towers and have a slower firing rate and range, but more than make up for it by doing very good area effect damage.
Water Tower
This tower slows enemy movement and when fully upgrade does decent direct damage.
Storm Tower
These towers have short range, but they take off a percentage of a demon’s life. Storm towers scale incredibly well. While these towers are not useful early on, since most of the enemies do not have a high health total, in later waves when enemies have outrageous hit points these towers become essential to victory.
Ice Tower
This tower slows down entire enemy groups.
Magic Tower
This in my opinion is the most important tower to have during the higher waves. The Magic tower has a high rate of fire, the best range in the game and when fully upgraded do very good area of effect damage.
Earthquake Tower
This tower has decent range and causes very good damage, but it takes up the equivalent space of four towers. The Earthquake Tower is also special in that it is the only tower that requires the player to manually operate it by shaking the iPhone.
Problems I would like to see addressed in the game
1. Occasionally the game will stall and not load
This issue was not just isolated to only my iPhone as my girlfriend’s phone had similar issues with the game.
2. Frame Rate Issues
When there are a lot of demons on the screen and lots of towers shooting at them, the frame rate can drop very significantly. This can hurt the game to the point where the game will not respond to your command to pause.
3. The sell tower button is in the same spot as the pause button
Since the pause button is such an important button (used frequently to assess the situation), the UI choice to place the sell tower button in the same spot with no confirmation leads to some very unhappy accidents. Selling a tower only recoups a small fraction of the cost to build the tower so this is simply unforgivable.
4. No Undo
If you do manage to sell a tower or place a tower down by accident, there is no undo button. Not a killer, but occasionally annoying.
5. Add a level rewind feature
As far as I could tell there was no level save feature, even if they had this feature it would not resolve the issues, because mistakes early in the game ripple throughout the rest of the game. I would suggest the inclusion of a per level rewind feature to go back in time to the spot where the mistake occurred. Currently, in order to atone for mistakes the game must be restarted from the beginning.
TapDefense is an ad-supported game and there are ads after every level played. They are small and out of the way though and really never bothered me. If we can have more high quality games like TapDefense made free through ads, I am all for it.
If you have an iPhone, you should download TapDefense. The gameplay is addictive and provided me with hours of entertainment. It is free so what have you got to lose?
If you are still looking for some gifts or something for yourself, here are my recommendations for games and books that I have enjoyed. I’ll be updating this list from time to time as I think of more stuff to include.
Roger Ebert is Right: Games are Not High Art…Yet
Monday, January 19th, 2009
Some of you may have heard about Roger Ebert’s disparaging comments about video games. If not, I will sum it up for you here.
Later, Ebert updated his opinions that games are art, just not high art.
This may sound blasphemous, but in a way, I agree with Roger Ebert’s assessment of our industry. Video games are currently not high art and they are an inferior medium to film and literature. I am not saying that video games can never be “high art,” it is that games have not yet reached that point. Video games have many challenges that other mediums do not have. Video games are a relatively young art form, are difficult to create, have to be “fun” and mass-market games have spiraling budgets, which cause a reluctance to experiment. If we are able to move past the video game industry’s self-imposed limitations, games have the potential to be the most powerful and important art form we have. In this article I will define what I believe “high art” is and discuss the challenges that the gaming industry faces to attain this important recognition.
Other gamers may challenge what I am saying by pointing to games such as Shadow of the Colossus, Ico, or Okami as “high art.” I would disagree. Stylized graphics do not make a game high art. High art is a work of importance. Works of importance are pieces of art that have cultural significance that include social commentary. Games as a whole are missing these key ingredients. Where are our games that deal head-on with themes like religious fanaticism, racism or the holocaust? While there are hundreds of films and books dealing with these topics, video games in the pursuit of fun and sales, avoid these touchy subjects at all costs.
Games = Fun
If you look at all the end of the year best of video games lists, what one word determines the placement of these games on those lists? Fun. If you peruse the talk schedule of the Game Developer’s Conference (GDC), it seems every other talk is based on how to make games fun. Being a game designer, the main discussion point in every game mechanic meeting is how to get the section of gameplay to be fun. Maybe all of this focus on fun is a bad thing. That possibility is just what Warren Spector discusses in his article; “Fun” is a Four-Letter Word.
The mandatory “fun” is what pigeonholes the video game medium into a escapist distraction and puts a self-imposed limitation on video games that prevents it from reaching the high art plateau. I recently watched the movie The Terrorist and asked myself the question, was that movie fun? The film was thought provoking, sad and even disturbing, but can hardly be described as fun. What separates films from games as a medium is film’s willingness to tackle difficult subject matter. In the case of The Terrorist, it chronicles the life of a pregnant female suicide bomber leading up to the assassination of Rajiv Gandhi. It is hard to imagine a video game based on the same subject matter. This drives home how mature an art form film is and how much further video games have to go to be considered high art. If we do not limit ourselves to games = fun, we could one day see video games encompass so much more. Perhaps video games could be relabeled as interactive media and we could then see games be on equal footing as films. We could have games that genuinely explore and tackle real cultural and societal issues.
Budgets and Sales: Willingness to Experiment
The reality we live with right now is that fun blockbuster video games receive all the press, accolades and most importantly, sales. Publishers make games to sell and games that tackle societal ills or are not “fun” are unproven. Game budgets are now commonly soaring into and beyond the 20 million dollar range and as games get more expensive, publishers are becoming less and less willing to take chances. It is difficult for game developers to tackle difficult subjects that may alienate or divide their intended audience of Western males age 12 to 35.
Here is an example of a game developer’s willingness to make decisions based off of sales. Seth Schiesel of the New York Times wrote an article questioning the Ubisoft Montreal’s decision to Anglicize the main character of the Prince of Persia.
It was no mistake that the Prince of Persia is Anglicized. This was done to not alienate the developer’s intended Western audience. Yet the game gets a pass for blatantly disregarding reality, simply because it is a game. If we want games to be viewed as high art, we have to look more closely at our games and not take the approach that all that matters is sales.
It is this sales driven mentality and unwillingness to take chances that have placed a ceiling above this industry’s head and stymied the growth and acceptance of games by the mainstream. If we do not occasionally move away from the big-action-summer style of games, we will never reach that pervasive mainstream audience. Games may be expensive to produce, but so are movies and even large budget movies do not shy away from socially important issues.
The first step to having games be accepted as high art is to be willing to take on criticism and be held accountable for our decisions. We can no longer fall back on the excuse, “It is just a game.”
Complexity in Games
One of the major disadvantages of the video games medium is that games are very complex and difficult to produce. In order to create a mass-market game, it can take team sizes in excess of 100+ developers, each specializing in one of these four disciplines: programming, design, animators and artists well over two years. To a certain degree, independent filmmakers are on an even playing field with bigger budget film projects. The differences between a low budget independent film and a big budget film are much less discernable from the audience’s perspective than an independent video game and a big budget blockbuster video game. With film, anybody can pick up a camera and with post-production and editing software readily available, can make a highly polished mass-marketable film. This is not the case with the complexity required to bring a polished video game to market. It is much more difficult for smaller budget and more experimental games to gain acceptance by wide audiences because the production values between these types of games and games with much larger budgets are so wide and easily noticeable to even a casual observer.
Just as technology has made the independent filmmaker more on par with a studio production, I am hopeful that the day comes when technology closes the gap between independent games and big budget games. There are signs that this movement is already in progress with game development suites like Adobe Flash and Microsoft’s XNA studio. When independent gamemakers are able to remove the disparity between their products they will be more able to compete for the consumers’ dollars and it will empower our industry to push and experiment with new social themes and genres.
Video Games are a Young Industry
When film first took form, few would have called it a “high art” form. It took over a hundred years before it gained that distinction. Many parallels can be drawn from when film was in its infancy to video games of today. When film first appeared on the scene it was a spectacle, but frowned on as not comparable to live theater. The same can be said of games in comparison to films today. It heartens me that the video game industry has come so far and so fast on the technology front, but we cannot neglect our responsibility to our audience to move them to think. We cannot simply dismiss Roger Ebert’s criticism, but instead we need to take it as a challenge and use our medium to make our audience more “cultured, civilized and empathetic”. By doing so we elevate video games as a whole into the realm of high art. Games are a young form of media and in the years to come we will be given the opportunity to answer our critics and gain the respect of the mainstream, let us not waste it.
Conclusion
We are at a crossroads and must confront the self-imposed limitations we have placed on ourselves and start viewing video games as something more than mere escapist fare. It as a challenge to our industry as a whole to produce games that tackle difficult themes and strive for more than simple “fun.” Video games have boundless possibilities and are uniquely suited to surpass any other mediums that currently exist because there is a level of connectivity through open-ended and collaborative interactivity that no other media can hope to match. If we are willing to take head-on serious societal themes and not shirk our responsibilities, I believe we will see the day that the video game is looked upon as more than a way to mindlessly pass time, but as deeply important and socially relevant.
I would like to thank Amadeo Plaza for our discussions on this topic.
See my other related articles:
Become a Video Game Designer: Everything You Need to Know Part 1
Top 5 Greatest Moments in Competitive Gaming (eSports)
What Video Games Taught Me About Life
Low Skill Cap and Luck (RNG) in World of Warcraft PVP
Best Games of All Time by Genre Part 1
10 Greatest Video Game Designers Part 1
Call of Duty: World at War Through the Eyes of a Game Designer
What’s Bad About Call of Duty 4: Modern Warfare Multiplayer Mode?
Dead Space Through the Eyes of a Game Designer
Gears of War 2 Through the Eyes of a Game Designer
8 of the Most Underrated or Overlooked Video Games of All Time
Best MMA Fights & Genki Sudo: Real Life Video Game Character
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