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What is an acceptable standard in games? Much is made on this site, and many other blogs
and forums applying a high-end analysis to games, of the need for increased
artistic value and different themes in games.
A recent example of this rallying cry is Heather Chaplin’s talk at GDC
last Friday. Let me lead off with
this: I read Smartbomb. It’s a wonderful book that I’ve recommended a
lot of my friends, gamers and non-gamers alike, to read. She’s smart, keenly observational, and an
incredibly engaging writer. Which is why
I’m convinced the real Heather Chaplin is duct-taped in a custodial closet
somewhere.
I’m not sure who the doppelganger who gave that talk was, but the myopic view
of games and the naked attempt to push a narrowly defined code of values and
morality seemed quite unlike the witty, open-minded writing I’ve seen in the past. But I don’t want to pick on Chaplin, because she’s
by no means the only source of this criticism.
Many of the same criticisms can be leveled at Gamasutra’s recent feature,
and in much of the user commentary around the site.
Please don’t
construe this writing as an attack on art games, or the desire to create games
that move away from traditional genres and designs. These sorts of games are vital and necessary
to the industry, and indeed will help to push games towards wider public
acceptance and participation. Moving away
from violence and male-centric themes in some games has to happen in order for
the industry to grow.
Games such as Braid, Little Big Planet and World
of Goo make it clear that there’s a market for innovative titles not steeped
in ultraviolence or “power fantasy”, that contain unique and unconventional
design. It would be tragic for the
progress of games, both as art and as a commercial enterprise, if
developers, and even commentators and critics, such as us on these blogs,
stopped pushing for games to expand into new genres and themes. Encouraging innovation and opening the joy of
gaming to entire new sectors of the population is a mission both noble and
essential.
That said, I really
wish it could be done without so much condescension. Sometimes I just think it’s because advocates
of art and indie games have forgotten the most essential element to a
game. It needs to be fun. Above I name checked Braid, and I still maintain it’s a great, revolutionary game. That said, is it my favorite Arcade
title? Hardly. That honor goes to Castle Crashers. I want to love Braid. I really, really do. The intellectual in me realizes the game is a
tremendous achievement, tells a moving story, and accomplishes all of this
without any real gore or any of the other traditional criticisms leveled by the
mainstream against games. I really, really
want to like it more.
But I’m going to
level with you. I think the gameplay
gets boring after awhile, and poignant seems to be just another buzzword for
sappy. I’d rather call up a few friends,
take some PBR (I’m cheap, ok?) out of the fridge, order a pizza, and fight evil
on the back of a feces-propelled deer.
And why? Because in doing all
this, I’m having one hell of a good time!
There shouldn’t be anything wrong with admitting that. So Castle Crashers isn’t a serious, high
concept game. In fact, the developers
have publicly begged
people to not take it seriously. But who
cares if the game has gravitas? If it’s
fun, it shouldn’t matter.
My point is
essentially this: It’s a big tent, ladies and gentlemen. Games are a twenty billion dollar industry,
on pace to soon overtake film. The needs of the market to expand into new
genres and ways of play, as well as generational change, are largely going to
solve the problem of mainstream acceptance.
Braid has made it clear that
non-traditional games are commercially viable, to put it mildly.
But games are still, for as long as I can
foresee, going to have a core demographic: Young men, and increasingly, those of us who
are aging, but still want to stay tapped into our favorite hobby. There are certain themes, certain brands of
humor, that appeal to wide swaths (though certainly not all, as Chaplin
mentioned) of this demographic. To call
those millions of people “stunted” and to accuse designers of neoteny is
crassly insulting. Sure, maybe fart
jokes and chainsaws don’t play on NPR, but a lot of developers don’t want to
make the game Terry Gross would want to play.
I sure wouldn’t want to play it.
Imagine if a male game journalist jumped on
stage and declared that games not featuring “violence, weaponplay, alcohol or
fart jokes”, or worse “highlighting themes of femininity” were “for pussies”. This would, rightly so, cause an uproar. No demographic deserves to get talked down to
in that sort of form. Young men in this
demographic don’t have some magic badge upon them that suddenly makes blatant
stereotyping and oversimplification acceptable.
I really expected something better from someone like Heather Chaplin.
There’s plenty of
room for games of all types, and we, as writers, developers, and other roles in
the industry, ought to spend time promoting and developing those parts of the
industry that speak to us personally. But
by the same token, we ought not be using our time to marginalize and condescend
to the other sectors of the industry we may not see eye to eye with.
So not everyone likes your new experimental
game idea about maintaining a celestial garden with a poignant story about
life, death and creation, and would rather blast hordes of aliens or chase
after the citizens of Liberty City with chainsaws. That does not make them dumb. That does not make them inferior to you. And it certainly does not relegate them to
some “ghetto” of power fantasy. Some
people are simply going to enjoy certain themes and types of gameplay more than
others. And at the end of the day, isn’t
that what’s important?
We’re all in the
same business, folks, to create entertainment and unique experiences, to help people live their lives more enjoyably. That goal is greatly
aided if we can treat each other in the industry, regardless of interest and genre, with a
modicum of decency and respect, without condescension. Not only is that common courtesy, but it might aid in the transferrence of ideas. Someone might be more apt to listen to what you're saying when they feel you view them as something above troglyditic. Come off the high horse and come join the
rest of us down in the mud. Who
knows? You might even have some fun.
[When he's not running around suburban Virginia in a loincloth, clubbing deer and the odd housepet for his meals, Logan can be reached at lfmargulies@gmail.com. Feel free to write in with any questions, criticisms, or just a good fart joke.]
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Thank you. I've gotten annoyed with some of the attitudes about the games as art argument. Yes, games can be art, I'll get that out of the way. But, by the same token, games do not have to be art. One of the most annoying comments I've heard is hearing designers get bashed for "not contributing enough to making games into art". But if you limit games to being art, like some want, then you're restricting them just as much as the people who say they can't be art.
Games CAN be artistic; they are not inherently art, nor should they be required to be art.
Here is where we should be taking our direction from the movie industry. No Country for Old Men is a good movie, but so is Die Hard. Can't we have both in games as well?
I certainly don't want people thinking that we are "stupid" for liking games of these genres. Art games have their place but then so do pointlessly violent games as well. Let's all just be open minded to live and let live.
The basic problem is you're characterizing my argument as saying that "those of you who want to move beyond 'power fantasy' (we really need to find a different wording) are wrong, and games should just be simple fun." And you're doing that by imposing a very narrow definition of fun. I don't, nor would I, attempt to give a general definition of fun. Like art, it's a fool's errand. Which is why most of my usage of the word was couched in my own opinion, because this is very subjective.
Fun can be a profound movie with a tragic ending like American Beauty or No Country for Old Men. Sure, I never laughed out loud during No Country, and Anton Chighur still gives me nightmares. But I walked out of that theater in a great mood. I'd just seen one of my favorite books brought to life with incredible acting and production values. I might not be laughing, I might be half terrified, but by god, I enjoyed myself. I don't want to get into a definitional argument of fun with you, because I think we both have better things to do.
Suffice to say, I think everyone does fire up a game and play it to move themselves in some way. I'm basically using fun, I guess, as I way of saying "You could be at the gym right now, or reading a book, but instead of you want to play a game". Fun is the word I use to characterize that decision, but I'd pick no bones if you substituted something else. Fun can be a more serious, nuanced experience for some people, and it can be pretty base or just plain violent for others. The fact that you seem to ascribe a very simplistic definition to the concept of fun is essentially what I am fighting against with this article. You can play a game for whatever reason you'd like. I still think your distinction is one of semantics, but I really don't care.
All that's important to me is that you're consuming and contributing to the process of games with your own views. I'm not interested in stopping that or trying to change your views. My problem becomes when people DO seek to either change, or at least denigrate, certain viewpoints. Notice how I made a defense of art games. I've never played one I really liked, but I still see why they are absolutely necessary and desirable.
I want people on both sides of the divide to make the same concession. You might not like some mainstream games, but respect those who do. And those same folks ought to respect you. This isn't about "winning" with one definition or another. It's just a basic call to inject a little more respect into the debate. It's about not having to read through the commentary on this site and see the n-thousandth person talking about "power fantasies", or when someone makes a defense of a game they like "because I enjoy it, who cares if its art?" they get a smarmy reply. Anyone should be welcome to hold any viewpoint they like. A lack of respect, however, is not welcome.
@John: Actually, I tried really, really hard to not make this article come out that way. Maybe I failed. My point is that, a highbrow game can be fun for some people, and not for others, such as perhaps myself, because I really love me some adolescent power fantasy. And that's fine. Fine for the people who enjoy that kind of game, and fine for those who don't. We're all just following what compels us to play games. Good for you, good for me. We're all on equal footing.
@Christian: If this comes out as snappy, I really don't mean it that way, but I think you actually misconstrue my argument. I don't think the problem, or Chaplin's characterization, is about the presence or lack of art in games. Basically, I'm conceding that there are plenty of games that are thematically, at least in part, immature, even adolescent. I just don't see any problem with that. I also think her analogy with music is misconceived, but that's fodder for another giant post. But yeah, basically please don't take this article to be another entry on the existence/non-existence of art in games. My views on that subject can best be summed up by this: I fundamentally don't care. That said, I don't want to completely disagree with you. The art in games discussion IS a red herring. A whopping huge one.
@ Alan: Keep up the good fight, sir. I thoroughly plan on being a 70-year old man, playing my XBox 2880, cutting through hordes of greenish ET-looking buggers. Seems like it'll be a hell of a way to spend one's retirement, imo.
@ Joel: Point taken, but I actually like macchiatos AND fart jokes. It doesn't have to be one or the other, or one more than the other.
@ Jeff: Thank you! You basically summed up my article, only in a single sentence. Although if Anton Chighur ever makes it into a game I might crap my pants.
@ Tom: Notice how when I agree with you my comment is a lot shorter? I really have nothing to add. Again, you make the point a lot more succinctly than I do.
But these games ARE "immature", "adolescent", "lowbrow", "power fantasies", etc. The negative connotations probably make it pretty hard to say so without sounding condescending. We enjoy those sorts of games and that's great, but let's not get upset when people call them what they are.
Fortunately, we've started making games that serve these new, larger markets. In due course, when everyone of all ages all over the world plays video games, the numbers of games aimed at young men will be reduced to the proportion of young men in the total population.
As for the complaints about being condescended to... give me a break! Do you not remember the jeering in the early '90's when a few developers timorously suggested that we might consider making games for girls? Or for soccer moms, or PBS-watchers? Well, it turned out the jeerers were wrong, and now it's payback time!
@ Ernest: I think you may be confusing "core" with "majority". "Core gamer" is a term very much still in use, and, as far as I know, still represents the aforementioned demographic. The term was used just recently in an interview with Nintendo's Denise Kaigler (still at the top of the News Section as of Sunday night). If you think only "hardcore FPSs" define the core game demo, you might want to take a second look. There are many out there who consider themselves a "core gamer", myself included, who play across many genres. FPS are actually pretty far back on the list, for me at least.
The funny thing is, we agree. (And this is actually discussed to some extent in the Kaigler interview). I think the markets will expand to the point where virtually everyone plays games, whether it be for "fun", to be "compelled", whatever word tickles your fancy. But these core gamers are still, for the foreseeable future, going to have influence disproportionate to their shrinking numbers because they are more active in most facets of the industry, from consumer to design, vis a vis other demos. Antagonizing them with condescension does nothing. It fractures the market, creates silly arguments, and probably hinders the overall progress of games as a medium.
The same thing has annoyed me in terms of movie critics for many years. Sure some critics are fair and open minded, and will state quite openly that upon going to see the afore mentioned die hard, they viewed a movie that delivered it's one liners in spectacular fashion, with all the romping action that they expected to see and as such were thrilled with the arrangement and viewed a movie that delivered exactly what it promised to be. But many critics aren't like this, they will criticise it's lack of depth, and it's shallow storyline, missing the point that neither of those things needed to be in there for the movie to accomplish what it set out to do.
So all in all what am I trying to say? All up I enjoy both types of game, there is nothing better than sitting down with a group of close mates and laying waste to hordes of howling zombies, but then sometimes I equally enjoy sitting down on my own in my living room and seeing where a particular game's story will take me. So basically I agree with Logan, game critics need to get off their "high horse" and be able to appreciate games for what they were intended to be, and not for what they were not. But in saying that I believe strongly that discussion of the type that recognises that certain games lack a depth of meaning (because they do) is necessary for continued growth and understanding of games as a form of media (even if we don't like people saying that our favourite hack and slash game is meaningless), so perhaps those that get annoyed with such art discussions should take it less personally as well. Maybe everyone should eat a piece of humble pie.
I understand why you wrote the article, but condescension is a powerful human trait that fosters a false (externally, true internally) sense of superiority. For some people that is their game, that is their fun, and who are we to take it from them?
Of course, not all "put more art into games" advocates are looking down their noses. Most just want games with good action AND something to take away other than sweaty hands, and there's nothing wrong with that. I mean, who didn't shed a little tear as the dragons showed up at Wrathgate at the end? (c'mon guys, back me up, don't leave me twisting in the wind by being the only one here!) It's out there, and you can find plenty of games that have serious artistic aspirations. And many are successful as long as you're not judging with a billion-dollar yardstick. The audience exists. The point is that you can't -tell- people what they -should- like (unless you like being called "condescending" :).
To the original ranter to whom you refer, I would say "Write your art-game. If it's any good, people will buy it, because you're a good designer. But if people don't like it, that's not their fault. It's yours for being a bad designer."
The problem is, games got to that point so long ago that people have forgotten. Pacman was our Beatles and Tetris was our Bowie. Todays games are lock step with todays music/movies, if not already beyond them.