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Darius Kazemi's recent piece "Fuck Videogames" talks about how videogames are not necessarily a medium suited for expressing all the sorts of things we'd like to use them for. Ian Bogost summarizes the aim of this piece in his short response:
- It's not necessarily more "noble" or whatever to express something in videogame form, particularly if it's not working for you.
- Often expressing something with videogames primarily serves a meta-rhetorical purpose or benefit ("Look, X made a game about Y"), which might actually detract from or even reverse the desired expression.
- Often the desire to express something with videogames is really just a desire to gain approval from a particular audience associated with videogames (he uses Twine games as an example), which may or may not be a valid goal but it's wrong to bind it to videogame expression.
an issue that i see underlying the whole piece that is never really expressed explicitly - it's the case with many "gamers" and techies in general that so many who have constructed their lives and identities through videogames often have a hard time accepting that there are other valid means of expressing or legitimizing their own emotions outside of technology. the world of technology is, after all, what they know. they want to make personal videogames because they understand how videogames work (having played them a lot) and that they can express deep emotions through play, but they don't have the kind corresponding experience with other forms of art to understand how those work. this lack of understanding combined with videogames' newness means they get raised to the top of the pantheon as the all-encompassing, clearly superior, art-form-to-end-all-art-forms. and that defines conversations among people passionate about games more than anything else - a spirit of "we can do anything with games". one that can take on a socially progressive angle, but is often really driven by the same ultra-capitalist, highly fascist idea of tech culture's that humankind can overcome any kind of obstacles facing it through better technological products - or building more "perfect" systems. but let's talk about points 2 & 3 of Bogost's summary in more detail. here's a direct quote from Kazemi's piece: "Some people make games because games are cool, or sexy...if you write a blog post about your cat, probably nobody will care. But if you make a GAME about your cat, it’ll get covered on a blog or something!"

i love Twine. it has plenty of issues, but it is a very accessible tool that has allowed many to make games who would otherwise not have the patience or understanding for it. this is a good thing. i have mostly avoided doing my own Twine games, though, because if i usually feel like if i want to write something personal, i'd rather just do it here on my blog - instead of presenting players with some vaguely game-like, and ultimately not very meaningful set of choices. plenty Twine games don't do this - but it's always a danger of making games in that (or any other) format. making a Twine game does not divorce you from all of the trappings of videogame culture and substitute it with something more pure, and it certainly doesn't absolve you of artistic responsibility as the creator. using a Twine game as a way to write about your own personal experiences doesn't absolve you of artistic responsibility, either. a game, like any piece of art, is a subjective window to reality - not reality itself. presentation is always the key, and it always defines how others will interpret and respond to your experience. a lot of people also make Twine games as a social activity, and to have their experiences accepted and legitimized by others. and that's alright, but i find it highly peculiar that it seems to be treated as a somehow more momentous or more deep medium to express one's own emotions. we are a culture that defines itself through words. the "important works of art" we're exposed to in school are novels, and maybe poetry. we inherently value words as way more deeper and insightful signifiers of meaning than images or sounds. anything that doesn't fit into that way of thinking is either treated with suspicion, or seen as vague, or strange, or manipulative, or incomprehensible, or frivolous. and i think this is a toxic idea. it is very easy to wrap oneself up in a cloud of words, or to build a tower out of them, convinced their ultimate rightness and trueness. but there is nothing inherently more right and true about words - in fact, they often serve to obscure meanings much more intuitively communicated through images or sounds. Twine games - and "personal" games in general, of course, can be a great avenue for fostering empathy, and letting us explore aspects of ourselves and others we couldn't otherwise. but they're only one avenue. i worry that we're more used to connecting with systems in videogames than with people. we tend to have trouble understanding how to make choices unless they are presented in a game-like manner. so we're using these games as a way to better understand ourselves and others through a way that we can connect with. and that's not necessarily a bad thing at all. but games are often not the best mirrors, either - particularly when creators aren't very thoughtful about the choices they provide their players. it's easy to misrepresent personal experiences in all kinds of awkward and manipulative ways and undermine your ultimate goals. i have to admit - "personal" games have been a real thorn in my side. i did the music for Dys4ia, a game i love by a game designer (and human being) i love that has done many wonderful things for many people. but i don't know if critics would've understood at all what the game was communicating if the text wasn't there to tell them exactly what each little minigame was about. and maybe that's underestimating their intelligence, but i haven't given much reason to suspect that most critics have any ability or desire to comprehend subtlety in the thing they're experiencing either. i am extremely skeptical that making an on-the-surface "personal" game is an inherently more valid or emotionally honest way to express oneself. i have seen too many times where clueless critics only construct meaning of works of artists as either a form of political protest or some kind of evocation of personal demons. these are the two pre-baked avenues allowed artists in a society that doesn't really understand or value artistic expression very highly. in an effort to expand the expressive and empathetic range of the medium i feel like we've made a mistake in what we've chosen to highlight the most. to put it another way: i am tired of the lazy way we talk about these games. i'm starting to feel like i won't be taken seriously unless i make a game that is viewed as "serious" or as "personal". i am starting to feel like unless i say my game is "about rape" or "about transphobia" or "about misogyny" (three things i know a lot about) and clearly articulate why this is the case, that i won't be taken seriously. i must be trying to achieve some kind of articulable political goal, and/or the things featured in the game must be "my" experiences. otherwise, i'm just making another stupid cartoony videogame. "Buying into the idea that validation can/should/will come from a given culture is way more nourishing to that culture than it is to you."

let's not beat around the bush: the culture around "indie" games is classist and racist as hell. yes, i said it. those who have the most access have the time and money get to control the distribution and the conversation for everyone else. they also get to run the events and choose what gets talked about at those events. we may try to do all we can to fight against this and subvert it, but they're still controlling the outlets for discussion in the end. major events happen in places like the SF bay area, or NYC, or LA, etc etc - these are where the real connections are made and relationships are built. if you're not around at events like GDC networking and meeting new people (because, let's say, you can't afford them), then you probably won't be taken very seriously or have access to many resources. people trust people they know. i know this because i've experienced it firsthand. any degree of success or exposure i've had has been a direct result of the people i've surrounded myself with after moving to the bay area. and i'm privileged for that. the more i've gone to events and met new people, the more i've begun to realize that everyone in this community knows everyone else. and i find that incredibly disturbing. why? because it means we, as participants in this culture lack the ability to be critical of ourselves - because we don't want to hurt our friends' feelings. once you start to greatly prioritize their needs above the needs of people you don't know, you stop becoming critical of yourself and the people around you. and this leads to cliques and increasingly greater and greater conflicts of interest. one high-profile example that most people know about: Brandon Boyer, chairman of the IGF is friends with Phil Fish, whose game Fez won the overall award in the IGF in 2012, despite having already won an award back in 2008. and yes, i have interacted with Brandon a bit and have seen that he is a swell guy in many ways who cares about a lot of important stuff. and Brandon is no means the only person in this position. i've seen many journalists become close friends with their subjects. but with a lot of power comes a lot of responsibility. being a nice person doesn't mean that he has the ability to take on his friends to do what is needed in that situation. because he hasn't shown that he does. and yes, i understand that artists tend to connect with like-minded artists. the internet assists greatly in bringing us all together. and the world around "indie" games and thereabouts is a small one as it is. i know that it's inevitable that many of us will make friends with each other. but i don't think it's a desirable situation for everyone to be friends with everyone else. why? because i don't think there are any adequate incentives for people to be critical of their own friends. i certainly don't need to be friends with everyone. i already feel like i'm stretching myself thin a lot of the time, and i constantly worry about hurting other people's feelings with my opinions. the bay area is a wonderful place in many ways, but i don't think everyone should move here either. i want to see all kinds of people who are not in positions of privilege, who are poor and non-white, who live nowhere near the power centers of this world do vastly more insightful and interesting things than anything i or my friends could come up with. i know this is very possible, or at the very least, is desperately needed. a vaster breadth of culture would certainly help save us from the increasingly narrow western frontier of highlighting expressive innovations in games built around new mechanics and novel subjects. we're not really respecting these games, as it is. they're ultimately treated as objects for us to feel better about ourselves as self-respecting educated white people who like videogames. they're monuments to a medium we still think of as ultimately stupid and immature. the worst part is that we secretly don't even like them that much anyway. we say we love Cart Life but we don't actually want to play it. it's just there to make us feel good. we'd much rather sink our teeth into some flashy, mass-marketed sludge by an egomaniacal dilettante.
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Writer: I just finished writing a novel that explores power dynamics between individuals and groups of people in the past, present and future and how these same themes manifest themselves time and time again throughout the course of human history. Won't you come celebrate with me?
Game Developer: Sure! We can both celebrate our respective project completions. I just finished writing a game where you toss a ball of yarn about the screen and watch as cats stalk and tackle it.
I think this insecurity is why so many game developers like to perceive of themselves as "artists."
Personally, i opt for the first option, prototype a lot and play test with other people as much as possible. I guess i'm too mainstream to be recognized as creative. Bummer.
There are a lot of indie companies, many that get enough attention, coming from outside what you called power centers. Not sure about their ethnicity, or class, and while I do see how this can matter I don't assume that by merit of these two things a game would be more insightful or interesting, if that's what you meant.
Anyway, you have Ice-Pick Lodge, Ace Team, Frictional Games, Playdead, Arrowhead (IIRC), Amanita Design, Frozenbyte, Tale of Tales, Petri Purho (developer of Crayon Physics), Thatgamecompany (LA headquarted, yes, founded by a Venezuelan lady and a Chinese guy), Almost Human, Mojang, Dennaton Games.
To be frank I'm not sure how indie all of these are because I'm not sure what indie's even supposed to mean. But at least all of these developers I say could pass for indie devs. Because really, despite whatever relevance IGF has, it isn't the end all be all. Neither are the circles that talk about twine games or whatever. You can also include here the English speaking audience. I mean we have the entire universe of mobile games which I didn't even approach here, plus British indie studios or devs I specifically left out in case that could pass as being close to a power center and a lot of what's going on in China, Korea and Japan because I'm not knowledgeable enough.
Like, I get your point, but games are becoming more global every year, ever since digital distribution became so accessible to those selling or buying. Although I don't want to underestimate whatever value networking has, for good or for worse, when it comes to games having something to show really goes a long way, regardless of who you are friends with. At least that's my perception but what do I know.
Also, I don't see a good reason why this discussion should be limited to indie games.
By all means, but those people aren't driving the discourse in writing, photography or movie-making either, and the barriers to entry are much lower than they are for games. I believe your issue may be more with culture in general than with games in particular.
Lol, movie industry and writing not driven by fluffed white boys/girls, be it foreign or domestic.. nice try. She did say cultural BTW.
"a vaster breadth of culture would certainly help save us from the increasingly narrow western frontier"
Not many studios out there that doesn't include a skinny or fat bearded poster child white kid.
I completely agree with the writer. I'm a poor white guy though and I've been in every type of neighborhood, including the super wealthy - be it from living conditions or odd jobs. I think this ego-centric fat pampered white boy bullshit just needs to go. Oppressive regime of subversives that would rather give all their wealth to the Chinese than an American Indian or black American.
Oh yeah, I went to a school, 8th grade, where a white old man picked up a dark skinned kid and carried him by the throat across an auditorium and slammed him up against a wall (for nothing). I've also went to 13 different schools, not including higher education. Went to a white boy rich school where all the lucky black kids(who had the opportunity at going to a photoshopped white school) lived in the ghetto. Wealth is the breeding ground for greed, hate, oppression and a plethora of pampered bitches, fakers and liars - but that I can say is inevitably for anyone.
Even this ouya/twine time will still be only for games what the earliest niche handheld camera was for movies in the 1960s. We have a long way to go until games youtube - anyone easily cobbling together effective creations about any stupid/beautiful/personal/random thing.
I bet we could get there faster than they did.
It appears you misunderstood me. What I meant is that the people who aren't driving the discourse in games aren't driving the discourse in other forms of media either.
That's not to say it isn't worthwhile or important to talk about the same problems that exist within other art forms and display how they are manifesting in game culture as well. I'm also thinking Liz makes an extremely important point (which I think connects back to Raph Koster's post) when she states:
"I must be trying to achieve some kind of articulable political goal, and/or the things featured in the game must be "my" experiences. otherwise, I'm just making another stupid cartoony videogame."
I feel ALL games have meaning that can be "read" just like critics read pop culture. The thing is, these are cultural artifacts that carry meaning regardless of authorial intention. Just like a good memoir isn't "about a subject" and instead it is "about the cultural representation or discourse surrounding that subject." We just need to be better at reading how these games are situated contextual and what they are doing through their systems, intentional or not. Which, and I think this is what you are saying, means we have to learn and teach how to read a game.
Anyway, thanks Elizabeth for articulating this sentiment.
"we're not really respecting these games, as it is. they're ultimately treated as objects for us to feel better about ourselves as self-respecting educated white people who like videogames. they're monuments to a medium we still think of as ultimately stupid and immature. they're ultimately treated as objects for us to feel better about ourselves as self-respecting educated white people who like videogames."
It's all good and fun to tear down the games that are put forth as "monuments" of gaming, boo down with the man etc. Rather than calling out "self-respecting educated white people" (the horror), why don't you point to some work that deserves to be seen, made by anyone else?
If you can't find any games to point to, then this article could have been used as a call to arms for those people to create games, rather than an attack on a perceived elite conspiracy to control distribution of indie games and get Phil Fish extra awards.
Make the games you want to see in the world, people.
But actually, I *did* personally invite Liz to repost this on Gamasutra, because we embrace a variety of perspectives and ideas that contribute to the discussions happening around games right now. Y'know, because.
In the eyes of some people, inherently anything personal has an egotistical quality (even if only a small one). The idea of making a game about something personal is kind of like saying that you feel a certain way and everyone else should as well. Right or wrong, personal games are not for everyone. Some people don't want to play the game of life, we get that every day that we check the mail and there's another bill waiting inside.
I don't think games like that should stop being made, but there is a parallel here. The Oscars are full of movies that nobody watched but reached wide critical acclaim.
Beyond that, a lot of times people can create intensely personal works that aren't necessarily about how they feel in any broad sort of way, so even saying "this is how I feel" is a bit of an inaccurate statement. More like "this is a way to feel."
"that defines conversations among people passionate about games more than anything else - a spirit of "we can do anything with games". one that can take on a socially progressive angle, but is often really driven by the same ultra-capitalist, highly fascist idea of tech culture's that humankind can overcome any kind of obstacles facing it through better technological products - or building more "perfect" systems."
You made this point, but I never really saw you coming back to it, per se. The other problem with this statement is how vague and broad it is. The same statement could be said about any form of expression, from sculpture to literature to interpretive dance.
"let's not beat around the bush: the culture around "indie" games is classist and racist as hell."
"if you're not around at events like GDC networking and meeting new people (because, let's say, you can't afford them), then you probably won't be taken very seriously or have access to many resources."
So these two statements really sound like "first world problems" and your entire article seems to be grasping toward the real issue, but kind of skirting it until the end.
"i want to see all kinds of people who are not in positions of privilege, who are poor and non-white, who live nowhere near the power centers of this world do vastly more insightful and interesting things than anything i or my friends could come up with."
I don't think the indie culture has much of a problem. I've always felt like there's a lot of acceptance, or rather the same amount of acceptance as anywhere else. The racist, classist, sexist problem isn't limited to games by a long shot, and is much bigger and deeper than anything else. I mean, speaking to games specifically, computers, which are largely required to make games, are still largely considered luxury, and most poor and/or nonwhite families see them as exactly that. You can get a job without a computer, you can go to school (mostly) without a computer, so playing, making, and talking about games isn't always on the radar. I mean, what better sign of disposable income is a $700 computer that isn't strictly 100% work 100% of the time? Also games are even *more* of a luxury.
And lastly, your final words made no sense to me at all. I'm sincerely and genuinely interested to know why you feel that way, not necessarily about BI, but about Ken Levine. I've mostly seen him at panels, etc. and he didn't come off this way. Unless I'm confused.
"the worst part is that we secretly don't even like them that much anyway. we say we love Cart Life but we don't actually want to play it. it's just there to make us feel good. we'd much rather sink our teeth into some flashy, mass-marketed sludge by an egomaniacal dilettante."
Also, I loved Cart Life the bit of time that I got to play it. Then I loved BI. Then I loved fez, and minecraft, and Don't Starve, and many others.
I think sometimes the same is true in this arena. When someone makes a serious game, everyone focuses on the fact that it IS a game. Why did he use a game to convey this message? Are games the right choice for this controversial topic? Doesn't matter. The artist used games because games are what he's good at making.
Not everybody can be a master of all art-forms. Sometimes you use the tools you've got.
I also think you make a good point about people who "live nowhere near the power centers of this world". It's a bigger problem than video games but it is still a massive problem. I think Malcolm Gladwell talks about this in Outliers. It's a pretty challenging thesis he makes, because in many ways it challenges our idea that we are masters of our own destiny, so to speak. But I think there's a lot of validity to it. Sure digital distribution helps, but even then it seems like it merely shifts the problem to one of subcultures, instead of one of physical locality. Also I think the privelidge of growing up in an area is even more so than the physical locality. It's also growing up in an area where you are not constantly told that you don't stand a chance and should go to back to the mines (for example). You can site exceptions to this rule (like any rule), such as Black Sabbath. But even then it usually takes exceptional talent. Black Sabbath, to use my example, had only to be one of the greatest bands in the history of music to overcome their traditional background. Imagine being in an even worse cultural situation?
Sorry for rattling on a bit there I guess I have a lot to say about some of those things and your post got me thinking.
Seems very odd to me that there's apparently a large amount of people who feel like they HAVE to like the art side of gaming (indie or otherwise) when "secretly they prefer" playing something like Bioshock Infinite or Call of Duty. Especially since a few other mediums don't really have problems balancing between the art and the entertainment. Such as TV Dramas where the art has become the entertainment for their audience (Downton Abbey succeeded... nuff said).
Do most indie gamers feel like they are forced or "have to" appreciate personal or "artsy" indie games?