Videogames Doomed for a 'Comics-like Ghetto'?
At the Newsweek blog LevelUp, journalist N'Gai Croal wrote this week about the sometimes-precarious position of videogames in popular culture. The frustrations of legislators, lawyers, and 'pro-family' groups aside, the popularity and record sales of the gaming industry would seem to indicate rising stock for gaming as an art form in the US. And yet, there are some folks who see gaming as just another fad, which in some time will be equal in popularity to comic books or tabletop roleplaying. N'Gai starts to form his response by noting that learning to play videogames is considerably easier than developing an appreciation for literature of any kind. He then goes on to note that the (oft-cited) lack of weighty subjects in gaming is more due to the 'pop culture' nature of the hobby than the medium itself. "Popular fiction generally outsells literary fiction. Summer blockbusters generally out-gross arthouse films. Is this any different from, say, Call of Duty 4: Modern Combat out-NPD-ing BioShock last year, or Madden doing the same to Shadow of the Colossus in 2005?" He discusses some ways to address that, but do you have any solutions? Or are games doomed to be the playthings of adolescent boys for the rest of the century? (And yeah, I resent the 'comics ghetto' label too.)
Remember, it's not art unless it takes eight or more years of expensive (and exclusive) education to enjoy it.
Everything else is just "folk art". But we just call it "art" to make the simpletons feel better. They aren't good enough to begin to understand Art.
Last year Roger Ebert responded to Clive Barker's comments on Ebert not considering video games art:
http://rogerebert.suntimes.com/apps/pbcs.dll/article?AID=/20070721/COMMENTARY/70721001
There are some good thoughts in there even though Ebert is definitely in "Get off my lawn" territory.
I love the Half-Life series. I think there's a lot of wit and intelligence and creativity there that you don't see in a lot of other games. But every time I sit down to play a new episode I inevitably think: "It's just a First Person Shooter." Portal gets even higher marks for creativity. The way they develop the GLaDOS character and the use of plot twists and the out-of-left-field use of music is brilliant. But is it art?
I guess I tend to think of video games being "artful" rather than "art".
I think you've missed the point. While gaming may be a medium that doesn't mean that it can't have high quality. Literature has Steven King but it also has William Shakespeare. Music may have Britney Spears but it also has J. S. Bach. In the first case you have simplistic pop culture phenomena that is just for brief entertainment and in the later you have works that will enlighten you. So where is the Shakespeare or Bach of gaming?
... American Comics deserve every bit of ghettoization they have. The vast majority are of the superhero type, which are mindboggingly complex in their timelines, crossovers, retconning and super powers galore. Compare this with European comics (specifically Belgian and French), and you'll find everything from High Art to Low Art, super heros, Sci-Fi, Fantasy, surreal, spy, WW2, funny, serious, story-driven, art-driven, and anything else you can think of.
As an example, after hearing so much about the Sandman chronicles, I browsed through one. I found the art disappointing, and the story mildly interesting. However, it was still miles beyond any of the DC and Marvel comic books next to it.
Yes, there are great examples of American comic artists - Frank Miller comes to mind. But they are the vast exception in a sea of mediocrity.
This is also why I think that videogames will escape ghettoization - they are a worldwide phenomenon, and this alone will prevent them from sliding into a state that is as narrowly focused as american comics. To some extent, I think they already have. I can think of a number of games that are more art than game - Psychonauts, for one. Okami, for another.
Those who can, do. Those who can't, sue.
Full disclosure: I worked heavily on the production of Bioshock's voiceover, so I have a bit of an opinion on this topic.
:)
My own take is that gaming is a very broad medium - possibly even beyond film. We see in the film industry a single medium containing both Requiem For A Dream and Dumb and Dumberer. Miller's Crossing and Sister Act 2: Back In The Habit.
Games (not "entertainment software", games, damnit) cover a similar spectrum, even if the high-brow fare is a bit thin on the ground right now. Such was the case for film when that industry was gaming's current age.
At this point in time much of the gaming industry occupies the same functional niche as pornography - people go home after an exhausting day at work, have a beer, demolish noobs on Team Fortress 2 to relax, and then go to bed. But the existence of pornography in film does not prevent that medium from providing works of real intellectual and artistic substance. Neither does gaming as pornography - both literally and metaphorically - hinder the development of deeper experiences.
I think if anything gaming provides the potential for experiences of greater power than film because we can develop both narrative-driven and sandbox experiences for our audience. We've seen the promise of the latter in GTA*, Oblivion, and I believe we'll see more of it in Spore. We've witnessed an outstanding achievement in the former named Call of Duty 4 - and my hat is off to Infinity Ward for such an amazing work. Beyond the singleplayer, massively multiplayer games can also provide a great range of experiences - from Ultima Online's open-ended fantasy simulation to Planetside's extremely structured gameplay.
We will get gaming to the level where it can be taken seriously as a work of art. We are getting it to that level. Right this moment. Your patience, please.
*I am a Take 2 employee, blah blah blah the opinions expressed here do not reflect the views of my employer etc. etc. ad nauseum.
Maybe you should be asking "How many people under 30 read comics?". One of the reasons why the comics industry is doing so badly is because there are few new readers, and the existing readership keeps getting older.
Kids don't read comics anymore. Most comics readers _are_ over 30. I'm 23, and most people I see at the comic shop are older than me.
I support the Center for Consumer Freedom
You think a game that came with Windows 3.1 and up is less popular than Bejeweled, a flash game?
I bet the 2 most popular games, in terms of man-hours spent playing it, are minesweeper and solitaire.
If I have nothing to hide, don't search me
I think you're right on the money about games being an emerging form, and you're right to compare games to film as well. In fact, the more you know about film, the more striking that analogy becomes. So if you'll forgive a film geek for drawing the analogy in even more detail:
When film first began, it was a widely accepted fact that it would never be an art form. To a large degree, this was because people mistook temporary technical limitations for inherent artistic ones. "Film is silent and in black and white, and theater is in color with sound. Film will therefore always be an inferior version of the stage, at best." Indeed, film was generally seen as nothing more than lowbrow entertainment for illiterates, immigrants, and other types deemed inferior by meanstream society.
But then technicians solved more and more of the technical problems--allowing filmmakers to tell longer stories, and to film in more settings--and meanwhile, filmmakers were learning more and more about the possibilities of this new art form. Even before sound and color, you were beginning to have masterpieces that were recognized as works of art. Birth of a Nation was the first one, although it seems crude (and horribly racist) by modern standards. But by the time you got to the 1920s, people were making films that can still move modern audiences. Yet it took another decade or two for highbrow literary critics to catch on to this explosion of creativity.
The comparison to games is pretty obvious, I think. Technical developments are allowing better and better visual effects, and game makers are getting more and more sophisticated about exploiting the strengths of the form and working around the weaknesses. I would say that Doom was the gaming world's equivalent of Birth of A Nation--a work of tremendous energy that synthesized a whole lot of already existing elements into something that felt new and exciting. And I would say Deus Ex and Thief were like the films of the early 1920's--one day they will be classics, but when they came out, they were still part of a particular artistic ghetto. And now videogames are catching up to the films of the late 1920's/early 1930s--they are very sophisticated, and the outside world is just beginning to wake up to their merit.
One last thought: if commercial gaming began in 1972 with Pong, then the medium is 36 years old. If commercial film began in 1896 with the Lumiere brothers, then it would have been 36 years old in 1932. Which means that videogaming is evolving right on schedule. This means we can expect the Citizen Kane of the videogame world sometime in the next five or six years...
Arr! Read The Government Manual for New Pirates!