But few developers set their sights on
a lower-hanging, if more bitter fruit: games that would demystify the
medium, to use Ecko’s words. Literature and film are indeed media
in the service of art, but they are also media in the service of much
more mundane goals. Consider everything that is possible to do with
film.
For one part, we can use moving images to discover the nature
of human experience, like the exploration of bitterness and
compassion in Casablanca. For another part, we can use moving
images to document our ordinary lives, as in a home movie of a
child’s birthday party to be shared with (or more likely archived
for) one’s extended family. For yet another part, we can use moving
images to explain ordinary phenomena, like the operation of the seat
belt in an airplane safety video. As expressive artifacts,
Casablanca, the home movie, and the airplane safety video have
very little in common. But as media artifacts, they have many things
in common, in terms of the filmic techniques used to capture and
project moving images.
In fact, the birthday party and
airplane safety videos would both be impossible without the long
history of film as a medium of documentation and expression that
preceded them. But the banality of these later examples also
increases the total attention we pay as a culture to moving images in
the first place. We see films all around us, in many different
contexts, and this makes film in general more comprehensible as a
medium.
Very few video games set out to tackle
mundane applications akin to the home movie or the airplane safety
video. And really, is it very surprising? Who would set their sights
on these mundane aspects of human experience, things that recede into
the background, given the glitzy alternative of commercial games?
Serious games offer one example. These
are games whose mission includes applications of video games outside
the sphere of entertainment. These are games that train soliders and
corporate employees, educate middle-schoolers and technology
certification hopefuls, help diabetics manage their blood sugar, try
to persuade consumers to purchase products and services.
Certainly
many of these activities seem to be just as banal as pointing out the
exits on a Boeing 767. Serious games thus have an important role to
serve in video games’ attempts to mature as a medium—not because
they train or educate or inform, but because they help make games
more boring.
Then consider Nintendo’s popular
Brain Age for the Nintendo DS, along with all of its sequels and
knock-offs. Brain Age has been celebrated not only as a
tremendous commercial success, but also a contributor toward making
games more appealing to a broader audience. In his keynote at the
2007 Game Developers Conference, Shigeru Miyamoto even suggested that
Brain Age was largely responsible for drawing his wife into
games.
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