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Raising Our Standards

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Thursday, March 04, 2010

Editor's Note: I thought that I already held video games to high standards. After reading Cameron's article, I looked at some of my own work and realized I was guilty of using the "for a video game" qualifier too. I agree with this premise; we should start examining video games critically and not just in comparison to other games. - Jay


Video games comprise the only medium which serves as its own caveat. It's rare that critics explicitly qualify their praise with “...for a video game,” but they imply it whenever they let games off the hook for failures that would be inexcusable in other media. We have to stop doing this if we want games to get better. Video games don't exist in a vacuum. When we act as if they do, we perpetuate the myth that they're intrinsically inferior to other art forms. By refusing to raise our standards, we reinforce the worst stereotypes about video games and the people who play them.

As technology makes it possible to do more and more with games, their artistic deficiencies become increasingly evident. It's kind of like the uncanny valley effect, only for aesthetics. Back in the days when it was amazing that a programmer could get two little guys to run around a screen and shoot at each other, nobody was too concerned about the moral dilemmas those characters might be facing. In the rush to make the guys look more and more realistic, very few designers stopped to think about whether it might be more interesting if, for example, they looked like something out of a Paul Klee drawing. These days, programmers prove to us that they can render people shooting each other in amazing, lifelike detail. From a technological standpoint, that's truly impressive. However, if games can achieve that level of visual realism, there's no reason they can't push themselves in other directions.

 

I really started thinking about this last year, while playing Uncharted 2. That game's story may not be any deeper than the typical popcorn movie, but it was told fairly well except for the fact that the gameplay segments seem to tell a completely different story from the cut-scenes. In Uncharted 2's cinematics, Nathan Drake is greedy, but basically ethical. The Nathan Drake players control, on the other hand, is a cold-blooded killer, cracking wise as he snuffs out hundreds of human lives. Granted, they're generally the lives of humans who are trying to murder him, but cut-scene Nathan doesn't seem like a guy who could kill, even in self-defense, without feeling some remorse. Within the medium of video games, there's no denying that Uncharted 2 is one of the more competently-told stories, but compared to films and books — even comic books — the game's narrative doesn't hold up. That realization should inspire us to demand more from games.


The problem isn't unique to writing, though. To see how it affects other aspects of game design, we can look to reviews of recent Xbox Live Arcade title, The Misadventures of P.B. Winterbottom. IGN's review encapsulates the kind of unqualified praise the game is receiving when it says, “These Misadventures don't look or sound like anything else out there.” That statement may not be defensible even if we limit the discussion to video games; expanded to the wider world of art, it's laughable. P.B. Winterbottom's visual style is cribbed wholesale from illustrator Edward Gorey and silent filmmaker Georges Méliès. Its music is an upbeat take on Danny Elfman and early film scores. These may not be sources that game designers have milked dry, but they're well known to artists outside the medium. It may be unreasonable to demand that all game critics be competent art critics as well, but I do think it's fair to call them out when they make unjustified artistic pronouncements.

All too often, mockery assails people who advocate more artistic literacy in games. What makes this so frustrating is that the people behind this mockery, who label games that look for inspiration outside of a very narrow sci-fi/adventure milieu as “up their own ass,” are often the same people complaining about a lack of new ideas in games. The only way developers will implement these new ideas is if they acknowledge and understand media besides video games, summer blockbusters, and fantasy novels. Even if some of those new inspirations come from the world of fine art, that doesn't necessarily mean that the resulting games will be pretentious or self-important. Having high standards means not being easily impressed, not being a joyless elitist.

Raising our standards isn't easy. It requires us to be open to new concepts and new voices, and to be more educated consumers. But in the long run, it's more rewarding than having the same experience over and over. If we really want to be rid of bald space marines and indie games that think they're revolutionary because they plagiarize high-brow sources instead of low-brow ones, higher standards are the only way forward.

 
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Comments (11)
Img950653
February 26, 2010

You ask a lot of thought provoking questions, Cameron. I wonder if you have any opinions on where you think games should be taking their inspiration from? I agree that certain indie games have easily traceable inspirations outside of the world of video games, but the truth is that most video gamers don't demand the same sort of innovation you advocate, and this is why those games don't get made. I'll concede that ideas that sometimes seem unmarketable or offbeat sometimes do better than expected - Bioshock is the first game to come to mind - but this is the exception, rather than the rule.

Innovation is important. As someone who both enjoys playing videogames and is a student of game design, I can agree with you on that. But it's also important to keep this dialogue in perspective. Video games are far, far younger than any other form of art you're comparing them to, so it's simply not fair to hold them up to the same standards. I think the key is to be patient. In time, videogames will develop a discernable vocabulary from other media, and stand on their own in the way you describe.

Excellent article.

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February 26, 2010

@Paul: I think I'm more concerned with how developers use new sources of inspiration than which new sources they use. To refer back to what I wrote here, I actually love Edward Gorey, but wasn't happy with how The Odd Gentlemen used his style. I felt like they just copied it at a superficial level instead of trying to understand what makes it so interesting. I'd like to see more game designers look to abstract art for inspiration, but as more than just a skin to put on traditional gameplay ideas. An example that comes to mind is a game set in a world where space functions like it does in a cubist painting. In a world like that, just learning how to move around would be a challenge.


Speaking of Bioshock, I'd also like to see more games draw influences from philosophy. Being dropped into a society like Plato's republic, or Thomas Moore's Utopia would be fascinating, especially if the designers could come up with goals besides "Kill everything in sight." Again, just learning how to function in such a society would be a gameplay challenge in itself.

You're right that games are still a young medium, and still have a lot of growing to do. But I think they're far enough along that people need to start thinking seriously about how they stack up to the more mature media. Developers need to take some chances and innovate even if people aren't calling for it. Sometimes, people don't know what they want until it's given to them.

Redeye
February 27, 2010

Fantastic article. I personally subscribe to the 'their is no new idea under the sun' philosophy but i would agree that if someone is going to use an existing style they should understand and embrace it's original purpose. Also it would be nice to play more games that had more complex objectives then 'kill x amount of dudes'. Though i wouldn't mind playing 'kill x amount of dudes' games still if they worked a bit harder to make the gameplay fit the story and characters.

Jayhenningsen
March 04, 2010

Cameron - I also wanted to say that I thought the comments about P.B. Winterbottom's art style were spot-on. I'm a big Edward Gorey fan, and it boggles me that reviewers can't look outside of the medium of video games when commenting on them.

Default_picture
March 04, 2010

Echoes of Heather Chaplin. Well written, but don't forget the bottom line:

Any art takes practice; after several iterations you get good; games take a long time to make; you need to be a business to keep making games; you need to sell to keep your business afloat. It can't only be that devs are scared of what people will think... it's just that a few years on a game that eventually doesn't sell well ruins your business these days. Not an excuse but an explanation. Like Paul said, this probably means a slow transition.

Thankfully, the advent of independent game-making could circumvent this problem for some and shorten the waiting period.

Photo_159
March 04, 2010

Careful dudes, this is some thin ice.
if you don’t want to read a lot just scroll to the bottom.

@Paul
I really appreciate your comment about keeping things in perspective. I used to think that there wasn’t much difference between indie gaming and mainstream gaming  - only because some of the oldest programmers in the industry were making games independently. The truth is: Even the world of indie gaming has evolved some major differences. For example, there are those who make indie games as a means to break into the majors and then there are those who make games solely to produce an artistic expression. Of course there is a grey area but if you played P.B Winterbottom and then played something like Dear Esther you would see what I mean. http://www.moddb.com/mods/dear-esther/downloads/dear-esther-v11-fixed

@Cameron
However I also think you are treading pretty dangerous water. I feel like you are using your personal opinions of art to justify how other people should be using art. You see similar arguments from people who try to dismiss underground hip hop and rap as a soulless expression of music and emotion simply because older songs have been cut up and put in a new context. Listen to some thing like Danger Mouse and it’s not hard to see that he knows exactly what he is doing. I am just saying, try not to excuse the intentions of the Odd Gentlemen based on how you perceive the work of Edward Gorey and George Melies.

Which reminds me - Melies stuff was not exactly considered a high expression of art during his day. We only acknowledge him now as a great pioneer in film editing. Also reconsider the element of time. Trip to the Moon was made in 1902, and this is a horrible example but... Citizen Cane was made in 1941? Thats 40 years...Games have only had about 30 years to develop...(considering we are not counting the rise and fall of arcades)... however at that point I would argue that you would have to consider some inventions that came before the Lumieres camera.

It’s not an excuse, just in my mind it should probably take longer to figure out how to use games as expression simply because there are a lot more elements involved. Films are primarily concerned with sound and image where games have to deal with interactivity - which needless to say is a huuuuuge can of worms.

That being said I think your article is awesome because you are helping to show people how to critically deconstruct media. I am also glad that you added some examples in your comments. However, there is a serious problem in mainstream game design with finding ways to combine fun and fluid gameplay with artistic expression. This is why Jenova Chen, Jonathan Blow, and the Odd Gentlemen get so much attention - because in some ways they are successful at that feat where others have failed....Again, play Dear Esther.

I am curious to know your thoughts about Heavy Rain - Only because this is a game that really thought hard about how to make a game without the “killing everything in sight” clause.  However it go a huge backlash from game enthusiasts everywhere.

annnnnddd finally:

@Jay
I think in this case you really have to reconsider the audience for a review. Daemon Hatfield is not trying to critically analyze the artistic expressions of P.B Winterbottom, like any reviewer he is only trying to say “hey, you should play this game” or “hey you should not play this game.”

Simply put:
There are a lot of things that need to be considered before words like “plagiarism” start getting thrown around.

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March 04, 2010

As usual, thanks to everyone for your comments. I usually end up wanting to write several more posts after reading them.

Something that's been pointed out a couple of times already is that games are younger than movies, books, most visual arts, etc. My original draft considered that, but I ended up cutting it before I ever posted, because it just made things too long and rambling. In a nutshell, my feeling is that, people making games in the 21st century are far more media savvy than people making movies in the early 20th century, so they have less of an excuse for not being competent at basics like storytelling, direction, etc. I'll see where the comments go, but maybe I should write a seperate post on that.

@Evan I think you've read my "plagiarism" comment as being aimed at P.B. Winterbottom, which I didn't mean for it to be. It was more of a blanket statement about a kind of game design philosophy. My initial response to P.B. Winterbottom was extremely negative, but once I played it, I softened a little. That said, maybe they interpret Gorey differently from me, but their interpretation seems to amount to "Guys with mustaches and top hats are so ironically cool." Given the game's level design, they could have explored other aspects of Gorey's art, like how he always makes you feel that there's something important going on just outside the frame (see The West Wing, or The Curious Sofa). I'm not trying to be an uber-purist like the people who say hip-hop isn't music. I just feel like The Odd Gentlemen dropped the ball.

I reviewed Heavy Rain for the Final Cut challenge, so you should be able to find it if you look around the site a bit. I think it was a pretty big advance for trying to make players feel an emotional attachment to characters, but that David Cage needs to work with a better editor on his writing.

Again, thanks to everyone, and keep the comments coming. I love digging into this stuff.

Photo_159
March 04, 2010

Thanks for the clarification Cameron!

Yeah I feel like Gorey was used mostly to help them design an interesting 2D character while the stages have that exaggerated Melies feel. I'm not entirely sure how Winterbottom could have incorporated the other aspects of Gorey's art like you mentioned but your point is well taken.

As for the concept of media progression and time it is difficult to say with any real degree of accuracy how one medium should progress compared to the other. The point I was trying to make is that games and film are different with regards to the way they have progressed. I think the only way we can really compare them with any finite resolve is through monetary and economic value. However as you know that's not the best way to compare and contrast any form of art. At the same time, that type of comparison means games have already surpassed film and television in many ways. To be honest I kind of get bummed out when people are always trying to compare mediums like games have some sort of catching up to do - but I suppose it's healthy if only to help push the limits of game design. Of course that didn't stop me from adding fuel to the fire in my first post - I will be sure to be more careful in the future.

As for your notion about people being more "media savy now then say in the 1920's" - I think it is a silly idea but I would love to see your write up on it. I say it is silly not to be disrespectful but only because today the problem isn't how to get sound to match up with film but how to project emotions through art. That problem is universal across all mediums and the solutions to that problem are often very subjective spawning endless cycles of theory and philosophy. (Enter music, art, and film theory)

I have always felt that for games we need a much more direct approach.

In any case, you got me thinking man. Thanks.

Default_picture
March 04, 2010

Great piece, Cameron! I agree that borrowing concepts from other mediums doesn't necessarily make a game a work of art. On the other hand, people constantly borrow from each other. The Romans borrowed heavily from Greek thinkers. Greek thinkers borrowed from older cultures and were quite possibly influenced by Middle Eastern civilizations. My point is that whether someone is a writer, film producer, or game maker, their ideas are never going to be completely original -- it's how they expand upon concepts and styles that matters.

I differ with you in one area, though -- my favorite stories come from video games. They're frequently considered inferior to the stories of books and movies, but neither of those have influenced or moved me as much as some of the tales told in video games. I may have learned more from books, but my favorite adventures often come in the form of video games.

Jayhenningsen
March 05, 2010

Evan - I feel as though I should further qualify my statement, as it seems you got a completely different message than the one I was intending. The IGN reviewer makes the following statements:

"Winterbottom's art style is also wholly original, looking like a black and white silent film complete with film grain and scratches on your screen. These Misadventures don't look or sound like anything else out there. "

and

"You've never seen or heard anything quite like it"

My opinion is that if you make statements like these, it is your responsibility as a journalist to make sure they are factually correct. The truth of the matter is, if you look outside of video games, you can find many things that both look and sound like P.B. Winterbottom. Comparing a video game only to other video games and failing to see the outside influences it (obviously, to me) takes inspiration from is just lazy and irresponsible, in my opinion.

If he hadn't made these statements, I would not have worried about him missing these references. Bottom line, however, is that if you make a statement like that, you should make sure it's correct and be prepared to back it up before you put it in print.

Default_picture
March 05, 2010

@Jay: That particular reviewer does that frequently. He sometimes barely even touches the games he reviews.

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