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I must admit, I’m new to the game industry and in fact I’m newly returned to playing games after a ten year hiatus while I raised a family. But now that my kids are old enough to make their own peanut butter sandwiches I’m finding the time to get caught up on what I’ve missed in the past decade of game development.
About six months ago I started scanning reviews and “All-time-top-ten” lists to try and isolate what players considered the best-of-the-best of contemporary games. I was eager to study those games that were breaking through the noise, standing the test of time and/or considered classics. The results of my study were exciting enough to inspire me to jump ship on a ten year career in Film/Television and cross over into the world of game development.
But what got me truly interested in game creation was not so much what I was seeing in the games I was playing (Bioshock, Fallout 3, Farcry 2, Shadow of the Colossus to name a few), but rather what I could plainly see was still missing from the games themselves. There is – in my opinion - a vast reservoir of untapped potential in the art of game making; a vacuum that waits to be filled by the most daring and ambitious of game developers.
I’m not a programmer, so I won’t be contributing any deep thoughts on the topic of rendering, or physics engines; nor am I – strictly speaking – a game designer, so I won’t be presenting any breakout concepts on the nature of game play itself. But if I can present myself as a ‘double-threat’ it will be in the area of Art & Storytelling. While writing and art are generally considered two disparate areas of the brain I have obstinately held the conviction that the alchemical fusion of art and story present the most timeless and emotionally binding experience for an audience.
Central to my path as an Artist/Storyteller has been the exploration of a subject that has followed humanity from its first stone etchings to the modern day. A subject that – although well explored in literature, art and film – remains virgin territory in the craft of game development…
Spirituality
Now I don’t mean bible-thumping, old-testament, fire-and-brimstone sermons; nor cheap moralistic finger wagging; but rather work that truly causes consideration for the mystic aspects of the human condition. Movies like Pan’s Labyrinth, Jacob’s Ladder, The Shining, 2001 and that amazing sci-fi movie Sunshine all went beyond delivering entertainment and brought us a profound examination of the nature of human spirit… and they’re all cracking good, scary, bloody, edge-of-your seat films as well! In fact I’d go so far as to say that ALL of the greatest works of art, literature, music and film have within them a desire to explore the deepest aspect of human nature: the soul.
One game that appears on a number of ‘top-ten-greatest’ lists is the hauntingly beautiful Shadow of the Colossus. A number of people have told to me that they had played it years ago and yet the feeling of that game has stayed with them. The accomplishment of beating it contained a sense of value that surpasses many other games. For me it’s plain to see why. With its visually evocative man-versus-god theme, it’s the perfect example of what I would call a ‘spiritual adventure’; it is a tale with a timeless theme told with remarkable sincerity and insight; a metaphor of man’s eternal struggle to challenge his own mortality.
But games with this level of artfulness are rare. And are there any that really push the envelope? Are there any games that leave a haunting, lingering sensation of change in the player, so that they emerge from the game with a different perspective of the world around them? (That’s not a rhetorical question either, if anybody can name a few I’d love to try them out)
I’ve recently finished the massive Fallout 3 (and all of its DLCs) and – considering I was really only there to shoot things – I found some surprising elements of depth. The initial end choice of the main storyline really wasn’t a particularly reflective choice (hmm… to be a jackass or not to be a jackass? I wonder…) but the surprise choice in The Pitt held up an interesting mirror to my own world view; I walked away still wondering if I had made the ‘right’ choice. The side quest “Oasis” also provided some interesting personal insight; but the odd thing was that the world of Fallout didn’t provide any particular reaction to my choices; it fell short of actually having a point.
I should point out that in the nearly forty quests that I completed, the two mentioned above were the only ones that held for me even a moderate amount of depth. Most I considered strait forward ‘scavenger hunt’ type scenarios, so I’m only giving Bethesda a limp half-‘thumbs up’ on the profundity scale but props for trying.
Bioshock - with its much touted “moral choice” - really wasn’t particularly difficult or haunting in any way. I made what I thought was the ‘right’ choice; which was probably the same choice as anyone who has even a rudimentary understanding of karmic mechanics. But maybe the game was being marketed to the ‘borderline sociopath’ demographic and I just missed the point. But to be fair, it did raise some intriguing questions about choice that stuck with me.
There are a number of games which I have yet to explore that supposedly challenge players with moral choices (GTA, Fable), but from what I can tell from reviews and articles the choices are usually skin-deep moral quandaries with little or no consequences either way. “Morality” at any rate being a somewhat clumsy cousin of what I consider genuine spiritual insight.
In mythology, heroes die, change shape, are reborn and at times become completely different characters in order to complete their mystic tasks. They shift magically from their own world to the ‘otherworld’ where they are tested changed and sent back. The constant mercurial shifting from one state to another, from one world to another, has the effect of distilling their spiritual qualities. By turning on a game the player has already agreed to step into a new reality - a ‘spirit realm’ if you will – so… challenge their spirit.
How are the heroes of myth tested by their gods? How does the hero’s sacrifice, perseverance, humility, compassion, courage and love of life change the world around them? If developers assume the godly mantle to create a world and test a hero, mayhap they should don their divine garb and test the very soul of their chosen heroes! *insert godly thunderclap here*
Games have the power to bring people into any imaginable reality and then to change that reality completely. The very ideas of time, space, life and death can be altered to deliver - what has the potential to be – a very powerful and consciousness-awakening message.
In many of the articles and reviews that I’ve read, I can sense an undercurrent of mounting frustration. Even as technological breakthroughs abound, many reviewers and fans are befuddled by a nagging sense of ‘sameness’ in the titles that are being released. There is a deep craving for something else, something new, something challenging – not only to the fingers, eyes and mind – but to the soul. Games – like all other media before them – have the potential to reach people at depths unimagined.
This is the potential that draws me to games.
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Now EGM is defunct, and they are replacing subscriptions with Maxim. (Representitive of where the industry's arrogance is leading them--on down.)
The industry is laying of thousands and losing billions, and yet their hatred of art and story, combined with the epic, fiat mba arrogance yet prevents them from making money instead of losing it.
I think you will enjoy my research/patents:
http://www.gamasutra.com/blogs/author/DrElliotMcGucken/1169/
http://www.neogaf.com/forum/showthread.php?t=366448 (Cites the EGM letter--search on EGM enables the caveman fiatocracy:)
http://www.faqs.org/patents/app/20090017886
[0568]There is a vast demand for deeper, more intellectual video games that is generally opposed throughout the industry. Many designers are weak minded like the Storm Troopers in Star Wars, and thus they believe hiring and killing prostitutes constitutes exalted story, as the fiatocracy's Death Star commands them to believe. Many will defend their hiring and killing prostitutes by the fact that one doesn't have to in the open-ended world, but then it GTA is not truly an open-ended world wherein one cannot take a prostitute to church, nor even speak words of exalted wisdom to her that might save her soul, nor give her a copy of Dante's Inferno nor Homer's Odyssey to exalt her soul. While developers, publishers, and insiders constantly hype the storytelling in games so as to sound cool and push product for mere monetary profit, the young can see that the emperor is wearing no clothes. In EGM's letter of the month, a reader expresses the rising generation's demand by writing:
[0569]EGM Letter of The Month: [0570]"As I grew up, videogames grew up with me. I started playing games like Donkey Kong and Carnival on the ColecoVision before I could read, and Nintendo's Mario title were a staple of my early childhood. As I got older, I saw the storytlines and gameplay mechanics become more intricate and engaging. When I went through my rebellious and bitchy teenage years, so did videogames. And as I grew and matured, so did the subject matter of the games themselves.
[0571]Now that I'm 22, more things are vying for my time and attention such as work, college, women, drinking, and lamenting over my long-gone and simpler childhood. Needless to say, if I'm going to devote 20-plus hours of my life to completing a game, it had better be well worth it. And to me personally, a game well worth it is one I can take something away from on an intellectual level. For example, a game that makes me question my own existence, or the war in Iraq, or the increasing diconnectedness of our modern high-tech lives would be the holy grail of gaming to me. What are the chances that gaming will finally grow once more and develop a social and political conscience?--Eric Staskiewicz, summer, 2008 EGM [0572]EGM answers "The answers are pretty damn good. Games are more and more frequently making "statements" about society and politics--see BioShock, GTA4, even Army of Two for just a few examples. We'll always have mindless diversions as well, of course, but count on seeing more and more depth of theme and storytelling in the coming years."--Summer, 2008
[0573]And so it is that jacking cars, shooting police and the innocent, and hiring and killing prostitutes is now not only exalted art, but sublime political science and sociology. The younger generation is seeking exaltation and enlightenment in their video games, and the response is a) it is already pretty damn good so shut up and b) mindless diversions rock and c) it will get even better than hiring and killing prostitutes. It is quite obvious from the above letter, that the demand for video games with exalted principles is not being served. Fanboys do not believe in the "word," and thus they poke around in their cave, grunting and smiling when the prostitute dies after they are done with her, enjoying their "art."
sorry for the length! the rest can be read by following the link!
You're not alone! I think you'll find that creating greater depth in games a major goal of many of the members of this site. I'm not in the industry yet, but when I do get a shot, I hope to be a part of developing games that are as deep as they are engaging and fun to play. That said, games are an Industry, and as such have the same limiting factors to presenting true spirituality as any other Industry: economic and social pressures ("i'm not paying and playing to be preached at")!
Another factor to consider in evaluating the depth of games: the response of a 30+ year old will be very different that that of a 12 year old. What may seem shallow to you may seem quite profound to someone entertaining the same concepts and dilemmas for the first time.
I find your response very puzzling. Are you saying there is no money in art with a moral message?
"That said, games are an Industry, and as such have the same limiting factors to presenting true spirituality as any other Industry: economic and social pressures ("i'm not paying and playing to be preached at")!"
Are you saying there is no money in Dante's Inferno, Hamlet, the Bible, Star Wars, The Matrix, and Homer's Odyssey?
Indeed, you are right that games are an industry; and you probably have seen that they are shedding billions in market cap and thousands of jobs for denying the epic demand for moral, epic storytelling in art.
You love to point out that The Man (aka your "Feminist MBA Fanboy Fiatocracy") hates depth. So why would it puzzle you if I say something similar? News flash: escapists don't like things that aren't escapist. Lots (perhaps the majority) of gamers play for escapism - why do you think they picked up a videogame instead of a religious, political or economic text? Chicken or the Egg, you tell me. end transmission.
I would have to say it's the chicken! It comes from the top--from the secretive MBA meetings at EA/Bethesda/Rockstar where they decide that Beatrice will be placed in hell, inhe opposite locale Dante placed her in, and that one will be able to hire hookers but not fall in love nor get married nor rescue a hooker's soul. It come from the top, and it trickles on down, and right now, the dictatorial corporate stasis is killing the industry.
They so hate and detest the classical, exalted principlesof the immortal soul that instead of making money, exalting epic story, and leading a cultural renaissance worth billions, they would rather 1) lose billions, 2) lay of thousands, 3) desecrate dante's inferno, 4) hire fake christians to protest it because nobody cares (is how bad/boring the games are), 5) hasten the decline of the family and the debauchery of the currency and culture, and 6) snark novel ideas and ban new technologies:
http://brokentoys.org/2009/07/15/for-the-love-of-ayn-rand-do-not-ever-quote-marx
-or-the-world-will-perish-in-fire/
http://www.neogaf.com/forum/showthread.php?t=366448
http://www.escapistmagazine.com/forums/read/9.125556?page=1
and yet, and yet--such games shall soon be! as the chicken is getting old, and this egg is about to hatch!
It happens in Hollywood on a regular basis and it always seems to be the maverick directors that dig the old beast out of her slump.
At any rate... I *DO* hope folks appreciate the humor in my tongue-firmly-in-cheek approach to writing this piece.
Already you can bet the top brass (they know they can't survive too many more earnings conference call like the last ones) is reading through all these patents/research/blogs and wondering what the heck is going on. This song was written about the upper-level video game executives who can only greenlight reskinned versions of yesteryear's hooker-killing technologies on their common descent, because they lack the literary/spiritual/philosophical tools of tomorrow's renaissance:
there's something happinin here
what it is aint exactly clear
theres a man with a gun over there (getting banned from forums for exalting epic poetry)
tellin me i got to beware
i think it's time we stop, children
what's that sound
everybody look what's goin down
there's battle lines being drawn
nobody's right if everybody's wrong
young people speakin their minds
getting so much resistance far behind (EGM tells them to shuttup & soon folds)
it's time we stop,
hey what's that sound
everybody look what's goin down (the gaming industry)
what a field day for the heat
a thousand people in the street
singin songs that they carry inside
mostly say hurray for our side
it's time we stop,
hey what's that sound
everybody look what's goin down
there are lawyer strikes deep
into your life it will creep
it starts when your always afraid
step out of line the man come and take you away (iron-fisted fanboy moderators banning discussions of new technologies or anything major corporations do not profit off of, such as Homer and Aristotle)
you better stop
hey what's that sound
everybody look what's going down
I think you *ARE* a pistol
:D
tomorrow some fanboy mba will take your ideas, and print "magic elixir/deep story/art" on the gamebox containing some reskinned version of yesteryear's hooker-killing technologies.
they will get an award, and neogaffers will celebrate it, and game revenues and culture will continue to decline.
but at least the fanboy mba is working for the greater good of all!
great to meet ya--love your words.
dr. e :)
That said, it's an interesting reaction to say the least... somewhat misplaced but still interesting to see how sensitive game folks are to this issue.
Single action bias is a rookie mistake in any industry. Many games succeed with no story at all... and that's fine; but those that use story should at least make an effort to get it right lest they diminish the value of an otherwise well constructed game.
I think much of my article was in reaction to the lack of sophistication in many of the quests in Fallout 3. By 'sophistocated' I don't mean complicated or artsy; Star Wars was an amazingly sophisticated script, but people presume that because it was easy to understand than it must have been easy to write (hence the plethora of cheesy Star Wars imitators that fell surprisingly flat).
In Fallout I usually clicked through the dialogue trees because the writing was embarrassingly weak and the setup for the quests felt more like kindergarten busy-work. Without altering the scope of the game in the least the quests could have been made far more engaging and memorable. Maybe the game mechanics could have been better too, but that's not my forte so I'll leave that analysis to experienced game design professionals... or feisty college kids ;D
Oh... and the term "Magic Elixir" was a tip of the hat to Joe Campbell and his (largely unacknowledged) contribution to occidental culture over the past 30 years. His book books are essential reading for anyone involved in writing for the entertainment industry.
Charlies' blog was indeed hilarious: "These are interesting debates but I think everyone is overlooking is the consumer." Yes--and that is why the industry is laying off thousands and losing billions, becasue they are ignoring the vast and resounding stroy for games as epic art--games with soul, spirit, and exalted action wherein ideas have consequences!
"The question should theoretically be: how can I as a game designer deliver the best experience possible to the player? Not, how can I push the boundaries of technical excellence and immersive narrative storytelling. It's this desire of trying to reach beyond what has been executed successfully that has led to sacrificing gameplay elements and as a result--producing worse games." Here Charlie, working for the fnaboy fiatocracy's feminized MBA's (they're very sensitive indeed!), blames artists and poets and storytellers for the failure of EA over the past several quarters! As he is serving the company line and repeating their talking points, Charlie will certainly be afforded a corporate office at rockstar or ea, as they continue to suppress and ignore anyone attempting to infuse games with story, soul, art, character, emotion, and deeper, more satisfying gameplay. For the next thousand years of the fiat MBA's iron-fisted rule, we will only be allowed to hire and kill hookers, but never fall in love nor get married nor fight for the US Constitution.
http://artsentrepreneurship.com
http://herosjourneyentrepreneurship.org
And again, there is a vast and epic demand for classical, exalted story amongst the students!
http://artsentrepreneurship.com/class_evaluations.html
Charlie would have you believe that by serving the students/consumer, and conforming to the anti-story MBA/feminist, we would be serving the students/consumer. Ha haah h ah!
Dr. E :)
It could be (sociologically speaking) that as games get more and more complex and audiences continue to change that Game Developers feel like 'their' industry is being invaded and changed by so many Johnny-come-latelys.
You're a cool, thoughtful dude. :)
Yes--Charlies is indeed a student. And that's one of teh interesting thinsg of the fiatocracy--the young are trained to walk the party line and worship the State and Corporation (which are one and the same these days)--to serve the debauched "cool" factor and to go after thier peers who are reading the great books and classics instead of killing inocent women and cops and jakcing cars, to never question, to never speak out, to never seek the higher path.
I of course apologize for speaking about art and culture without being on any EA blogrolls.
Yes--I imagine the swing bands hated rock'n'roll, just as Dante was forced to pen the Inferno in exile and Bruno was burned at the stake and Galileo was placed under house arrest and Socrates and Jesus were but to death, and Gandhi imprisioned.
Only Kings and CEOS whould have the right to create art form here on out, and only the fanboys who kneel before their decades-old, hooker-killing technologies should be allowed to work in the industry. Only those who berate and oppose and castagate and impugn story should have any role in the creation of culture. Such a system is for the greater good of all, as really, the last thing the consumer wants is epic, exalting art with a third act showdown and catharsis. Epic story and exlated poetry is sooo 800 BC. the Constitution is sooooo 1776. Shooting unarmed women and locust after locust after locust after locust after locust after locust after locust is 2009. For name one way in which defending the Constitution profits EA/Rock Star/Bethesda?
And I am sure that EA will do a far better treatment of Dante's Inferno than did Dante, as Dante the idiot placed Beatrice in heaven while EA is placing her in hell (where she belongs!), and also, Dante was too dumb to hire fake christians to protest his art, like EA did.
I agree that people such as Heather Chaplin should never be allowed tos epak at the GDC, as fanboys are sensitive creatures, and their feelings get hurt when their storyless, soulless hooker-killing technologies are derided.
http://www.destructoid.com/videogames-are-stupid-and-babyish-states-games-journa
list–126722.phtml
“I’ve been covering the games industry for eight years, mainly for mainstream outlets, and I often find myself acting as a translator,” stated Chaplin at GDC’s rant panel this week. “… It’s not that the medium is in its adolescence, it’s that you’re a bunch of ****ing adolescents. It’s even worse because you’re technically supposed to be adults.”
Chaplin wasn’t the only one on the “Burned By Friendly Fire: Game Critics Rant” panel. There were plenty of names that you could expect to see on a panel with such a grandiose title — Leigh Alexander, N’gai Croal, they were all there, and they all had something to say on the subject. Still, it’s Chaplin that took the gold trophy by describing how immature and pathetic the industry is. There’s no Bob Dylan of gaming, allegedly, because everyone in the industry is a baby. ”
http://www.destructoid.com/videogames-are-stupid-and-babyish-states-games-journa
list–126722.phtml
“When I was a fanboy, I spake as a fanboy, I understood as a fanboy, I thought as a fanboy: but when I became a man, I put away fanboy things.”
Yes–it is time to put down that controller & pick up the classic, epic books:
http://artsentrepreneurship.com (Where fanboys go so as to become men.)
http://gold45revolver.com
Planescape Torment could have a similar description. Also pathologic, although pathologic is quite cryptic.