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Wednesday, January 16, 2008

Can Games ever become Art?

Received this synopsis of an Irish Times article recently, edited by the sender but essentially verbatim. It's not an uncommon theme for the specialist press, but as we know (and as Hegarty comments) games rarely go through the mainstream press, so I thought this worth posting because he is quite an astute social commenter. My own quick reaction follows...

by Shane Hegarty, Irish Times Weekend Review, January 12
'This column will be about computer games. Please don't turn away. I mention it only because the subject appears to be regarded by newspapers as an effective reader repellent. Millions play computer games, but it seems that few want to read about them. It is a thriving, multi-billion-euro cultural behemoth, but there are more interesting multi-billion-euro behemoths elsewhere.
...I've been playing (on) an Xbox 360...Halo 3... in which the player (in practice) must ignore the story and just shoot lots of things to survive and reach the next level. (he goes on to complain that games really haven't developed/ matured with their players; film evolution was so much more impressive - from Lumiere Bros. to Fritz Lang over a similar 35-year time-frame). 'What have games given us? Pacman, Mario, Lara Croft and Sonic the Hedgehog.
"Games boast ever richer and more realistic graphics, but this has actually inhibited their artistic growth", argued Daniel Radosh in the New York times in September, after three days of eye-blurring play with Halo3. "The ability to convincingly render any scene or environment has seduced game designers into thinking of visual features as the essence of the gaming experience". worse, he complained, the genre can't break free of another medium it has pretensions to supercede. "Many games now aspire to be 'cinematic' above all else". Not so, claimed Slate.com's gamer. Reviewing the game on the merits of its single-player campaign is like judging a deck of cards on how fun your last game of solitaire was".
He argued that a game such as Halo 3 should instead be lauded for the way in which it offers open-ended artificial environments, which the player can reshape and jump into alongside players from all over the world.
This debate is seldom picked up in a wider media that tracks every trend in music or movies, and which frets constantly over standards in each. Games are confined mainly to the business or technology pages or, pejoratively, when discussing the obesity crisis. Titles are reviewed in some publications, but not with anything like the same attention given to movies or music.
There are some obvious reasons for this. Games are predictable. For all the bluff put into the story on the back of computer game boxes, many of them actually require players to do only one thing: ignore the story and just shoot lots of things to reach the next level.
Game design is also too collaborative to throw up great individuals [my emphasis].
This week, Irish-based company Havok won and Emmy. No one seemed to be able to explain exactly what it was for. They add to the realism and interactivity of games, was the standard line, although one paper just went with, "Game Geeks Win Award".
Cinema and music offer collective experiences, while gaming is still seen as pretty anti-social. Games offer collective experiences too - with the new generation of consoles tapping into social networking - but its not the same as getting several hundred, or tens of thousands, of people in the same space to enjoy the same event.
Meanwhile, cinema has personality, unpredictability, and the possibility of a great performance. The only great performance in computer games comes from the player, and nobody else cares.
Listen to this games expert on slate-com talking about his personal highlights from 2007, and see how many syllables you get through before losing consciousness. "So there I was, minding my own business, flying my Rupture-class cruiser in a low-security star system called Klogori. All of a sudden, a Thorax blastership flown by a pilot from the then-powerful RISE alliance appears on my heads-up display...". Which reminds you that, in 35 years, the genre has yet to throw up a great critic either.
So, for the moment, this cultural giant - which increasingly influences cinema, drives technology onwards, generates huge revenue, and occupies millions of people - remains somewhat in the shadows. It seems if it still has a little way to go before it overcomes its enemies and gets to the next level'.
ENDS
comments to: www.ireland.com/blogs/presenttense

Hegarty is pretty much on the money here. The reason for it is that, up until recently anyway, games development usually attracts two types - men who are recidivist adolescents, with accompanying juvenile power fantasies (I've got my hand up :D), and money grubbing bastards.

And there are 'grown-up' games out there, but nobody's really interesting in talking about them, not even the games press {who are themselves even more useless than the developers, so much in the pockets of the big publishers}.

2 comments:

Chris said...

"Game design is also too collaborative to throw up great individuals"

ROFL! Yeah, because the same claim is so absolutely true about those *other* collaborative media - cinema, theatre and music!

Honestly, I thought I had found intelligent life on this planet but sometimes I wonder! :)

"not even the games press {who are themselves even more useless than the developers, so much in the pockets of the big publishers}"

Amen, brother! Testify! ;)

Unknown said...

Hehe.

You can see where he gets it from, but if he had a point, it would apply to all those other media forms - to all endeavour, in fact.
I suppose from the outside, its just too easy to think of game development as a bunch of technical heads bubbling in a cauldron, forgetting that someone has to stir the pot.