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My interest in gaming "began" around the age of 7 when my parents purchased my first videogaming system: the Odyssey 2 (otherwise known as Videopac Plus in France, where I was living at the time). I placed "began" in scare quotes because that's as far back as I can remember seeing a videogame in front of me and being able or wanting to play it... I must have wanted games before that time or my parents wouldn't have given me the Videopac, but I honestly can't remember.

My interest spanned many consoles and/or machines and also led me to programming around the age of 9 on another Philips/Magnavox machine: the VG5000. I didn't like the machine all that much and envied a friend of mine with an Amstrad, a sort of European sibling to the Commodore.

Today, I'm still an avid programmer and videogamer with a penchant for philosophy and criticism that I picked up somewhere along the way.

As a father of two, I consider myself a proud member of a growing population of parent gamers. I believe in educating my kids in the values and pitfalls of gaming in the context of gaining a better understanding of one another as human beings, and in developing a more adept understanding of systems and the values and/or responsibilities of acting with and within them.

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All Apologies: the current state of videogame criticism
Frohike | 11:07 PM on 11.20.2009 11 comments




This won't surprise anyone who knows me. I spend most of my work breaks and micro-breaks listening to videogame podcasts and reading videogame blogs.

This sporadic immersion in game journalism steeps my brain in videogaming conversations throughout the day as I work. It's almost blissful, really. I'm continually amazed at how the flame-ridden, nerdy, proto-adolescent conversations in the Usenet enclaves of yesteryear have gradually transformed into a culture of mostly intelligent conversations surrounding game design, theory, and possibility.

While quite a few venues of videogame discourse seem to have grown up with their interlocuters, gaming as a medium and practice appears to be entering the awkward, slowly evolutionary, "teenage" phase of its development, seemingly trailing the critical expectations surrounding it by a few years.

This prototypical stage has lead to an admittedly frustrating disconnect between public mass media, which continue to approach gaming as a primarily juvenile pop-cultural phenomenon (with all of the hysteria accorded to this cultural sector if potency or influence becomes a perceived issue), and a deeply invested critical community of game designers who see where videogaming can evolve as a new art form.

I'm sure many critics in the blogosphere would like to see the evolution of games accelerated toward their obvious potential, as recent discussions concerning the need for a "Citizen Kane" of gaming have indicated. But I have a confession: I actually hope that games remain in their current stage for a bit longer as the critical community eventually breaks free of the apologetic rut in which it seems to be trapped and instead begins to foment, mature, and refine the discourse surrounding games and their relationship with aesthetic cultural practice.

I think the current state of gaming is, in fact, the perfect backdrop for a deepening understanding of what the subject of gaming criticism should be, and what games themselves are capable of becoming.

In the past couple of years, for economic and technological reasons beyond the scope of this post, the attention of game criticism has been effectively split between two spheres: "AAA" games created by large development studios and marketed by publishers with deep budgets, and indie games usually developed by teams that can be enumerated on a single hand.

The former sphere is driven by mass-market sales and largely comprised of franchises or "intellectual properties" which are executed as flawlessly as possible and iterated for as long as the market or brand loyalty for that IP stands. Recent examples include Uncharted 2, Batman: Arkham Asylum, Rachet & Clank Future. Growth here can be characterized as iterative and evolutionary, and primarily honed to the tastes and expectations of their targeted demographics.

The indie sphere is characterized largely by innovative design and a rapid development model, a necessity given the restricted budgets & resources. It also seems to have a stronger imperative to create uniquely engaging and/or experimental game experiences aimed at a smaller, more auteur-oriented audience. Iterations or sequels are sparse here and are usually moot. Examples include: Machinarium, Flower, Braid.

I'm admittedly painting these two spheres in large brushstrokes, but I think that anyone who has read or participated in game criticism lately has noticed this rough distinction and the split attention it has effected. This has created some very productive and encouraging moments of critical dissonance where expectations developed in one arena have been brought to bear upon the other.

For instance, such dissonance has been fruitful in galvanizing critics into holding games accountable for "growing up" in the face of market forces that seem to be actively discouraging this growth in the AAA arena.

I think of this as the "ludic pull" in criticism, a drive to break gaming out of the imitative constraints and genre assumptions it has placed upon itself and to explore what makes videogaming experientially distinct and important as a medium unto itself.

In the opposite direction, the paradigm of the super-produced "blockbuster" title has continued to contextualize gaming in the tropes of cinematic narrative in its critical, marketing, and visual vocabularies, for better or worse.

While this has allowed games to mature in some aspects, such as visual devices and narrative structure, arguments have been brought against this implicit "cinematic imperative" in game design, which purportedly risks hampering growth and exploration, relegating videogames to a perpetual "para-cinematic" medium.

I think this fear of marginalizing videogames is largely misplaced and disempowering to a certain extent. This is the "apologetic pull" in game criticism, and it has outlasted its own usefulness. I agree with much of Michael Abbott's argument concerning the places where cinematic appropriations are actually worthwhile in videogaming if they're taken confidently as tools in a larger palette. The problem is that most game critics and designers aren't entirely confident in that palette yet, mostly because it hasn't been fully defined.

In opposition to this apologetic pull, I'd ask critics to consider the following: Could films, in fact, come to be perceived as "paraludic" in the coming century?

When it comes down to it, I think the tables are slowly turning in this direction. Though it's difficult for visual arts and film critics to see it now, I believe that cinema in its current form will eventually be percieved as a subset of whatever it is that games are becoming.

In my perception, videogames aren't just a new narrative medium or visual art, or interactive entertainment. Agency, interactivity, and systemic thinking are indeed significant aspects in gaming, but they meld with subjective experience and imagination to such an unprecedented extent, that I'd venture to say that videogames are becoming a completely new cultural aesthetic practice. What we're facing is the birth of a new technology of the subject, or technology of subjectivity, which I don't think has really occurred since film.

That's a pretty big change to be evolving toward. As with most paradigm shifts of this order, criticism really won't have the vocabulary to wrestle with it until the shift has already occurred. Modernist critics couldn't entirely fathom or articulate the rupture that art had undergone in the late 1950's until well into the 1970's, when a philosophical discourse on contemporary art had finally solidified around necessary ruptures in its own assumptions, namely with the advent of post-structural and post-historical criticism.

I think gaming criticism is finally entering the preliminary stages of developing such a framework.

However, the recent pursuit and question of a "Citizen Kane" of gaming indicates that escape velocity from quasi-modernist genre concepts hasn't been achieved yet. When we can move past that question and put it to rest as, at best, misplaced, then the real questions can begin to be asked.



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10 comments | showing # 1 to 10
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Xzyliac's Avatar - Comment posted on 11/21/2009 01:14
Xzyliac
I didn't read your whole blog, coincendentally because I'm at work, but I want to praise what you say about gaming being in it's "teenager" years.

We forget in the flurry of it's technological advancements and our own impatience how young the gaming industry that we know today (I.e. the part where we broke apart from the toy industry) is. Barely 25 years old. And yes I'm excluding PCs just because I consider PC it's own seperate category. All these quibbles about art and mature content and stuff is all just growing pains. Films went through the same thing before the film community realized they were overcomplicating everything and sucking the creativity out of the community with all their self-criticisms, and cynism. Did it produce better films when they stopped questioning themselves and their artistic value? Well that's still debatable. But it's damn easier to watch, produce, and enjoy a film. It also made the community a bit more accessible which allowed the exploitation film community to seep into the professional film community and an influx of new ideas spawned and modern indie film and the no wave fi genre was born.

Basically get rid of your cynicism gamers and just go with the motions. When gaming is all grown up you'll miss these years of "twitchy" shooters and "overcrowded" [insert popular genre here] games. In fact I remember a time when we decried 16-bit platformers as an overcrowded genre. Now we cling to them.

Hope all that made sense. If not...don't tell me.
Frohike's Avatar - Comment posted on 11/21/2009 01:42
Frohike
I don't blame you; it's a long post, probably unnecessarily so.

What it boils down to is that I think we're in a really formative time in gaming. On one side we have basically auteurs (think Truffaut in film) who are expanding what we think is feasible in games (Passage), while on the other end we have cinema lending a few tropes for the genres that can use it, to increasingly stellar results (Uncharted 2).

I just think that in all the growth, some critics are trying to lend authority to gaming with aesthetic ideals that just don't hold sway anymore. It reminds me of some of the missteps made with Scott McCloud's "Understanding Comics: The Invisible Art," which I won't get into here, since that would lead to another rant...
Kraid's Avatar - Comment posted on 11/21/2009 01:55
Kraid
We have indeed a Citizen Kane , I prooved it in my last blog. Super Mario Bros. has to be the most universal game in history.
Frohike's Avatar - Comment posted on 11/21/2009 02:05
Frohike
Trying to posit a Citizen Kane of gaming, to me, holds the same relevance as trying to find the Ode to Grecian Urn of gaming. It's a really dated romantic concept of finding the perfect example of the "form" of a medium that belongs in the art history books, but not in contemporary criticism.
Frohike's Avatar - Comment posted on 11/21/2009 02:08
Frohike
Oh and I just read the blog. Excellent work, man!
Kraid's Avatar - Comment posted on 11/21/2009 02:23
Kraid
It's quite true actually , personnaly the crown jewel of cinema is Blade Runner. I like Citizen Kane but it's outdated , and BR is much more universal in it's message but I strongly believe that for our Super Mario Bros. in 65 years it's going to be totally different. There is nothing definitive in a evolving medium.

It's still fun to debate about it however.
Grand Galactic Inquisitor's Avatar - Comment posted on 11/21/2009 16:31
Grand Galactic Inquisitor
I HAVE TRAVELED FROM AN INCREDIBLLY DISTANT STAR TO OBSERVE THE WAYS OF YOUR PLANET. YOU HAVE THE HONOR OF REPRESENTING YOUR ENTIRE RACE AS MY SAMPLE SUBJECT. WHISPERING IS FUTILE! THE GRAND GALACTIC INQUISITOR HEARS ALL! SEES ALL!

THAT SAID, YOUR ARTICLE IS FAPS-WORTHY AND THE MOST INTELLIGENT I'VE READ TODAY! YOU SHOULD BE HERALDED BY DESTRUCTOID FOR INJECTING A HIGHER GROUND CONVERSATION INTO THE COMMUNITY!

IGNORE ME!!!

DO NOT SPEAK TO ME! DO NOT ALTER YOUR NORMAL HUMAN BEHAVIOR IN ANY WAY. YOU KNOW NOT THE ELABORITE CRITERIA BY WHICH YOU ARE TO BE JUDGED. IGNORE MY PRESENCE AND GO ABOUT YOUR EARTHLY BUSINESS.
RogerTravis's Avatar - Comment posted on 11/22/2009 07:54
RogerTravis
I think the "awkward teenage years" analysis is very well put. I do want to disagree just the slightest bit with all the criticism of looking for the Citizen Kane moment. I think we should be looking for that moment, and the "Ode on a Grecian Urn" moment, and the Iliad moment. What I think is semi-ridiculous and, yes, awkward is the never-ending assertions that games can't/shouldn't be compared to works in older art-forms, and that such comparisons aren't worth considering as serious or valuable game-criticism. Of course, I've got a vested interest in such an opinion, but I still think it's a point worth making.
Frohike's Avatar - Comment posted on 11/22/2009 09:26
Frohike
Roger, I think it's a point worth making, but the scope of the point needs to remain controlled. Thematic parallels in art history and aesthetics lend a richness and pleasure in one's understanding of the subject of comparison. And it's great that you have a vested interest in that.

However, what I will always take objection to is the concept that these tropes or resonances lend, in themselves, power, authority, persuasive force, or "greatness". They simply don't, and attempts to use such an implied transfer of power by reference or thematic similarity can be perceived as disingenuous or harebrained at worst. It amounts to an appeal to "authority through origin", and that method of scholasticism has long passed in most critical circles.

Samuel R Delany put it well:

"To all our critics, I offer the assurance: Vision, history, belief, as well as the operationalism of the sciences are all welcome on contemporary criticism. All they require is that, with enthusiasm and intelligence, you have something to say and can put it with grace and insight. [...] But the thirties' pseudoscientific argumentative form (start with a definition then go on to origins) is unnecessary and insufficient for criticism today, literary or paraliterary. Let's lose it." (The Politics of Paraliterary Criticism)
RogerTravis's Avatar - Comment posted on 11/22/2009 10:39
RogerTravis
That's a point I agree with whole-heartedly, and to the extent that the search for Citizen Kane is about that, I too deplore it. But I also think that many of those who are casting about that way don't really understand how complex such a comparison is, and rather than give the impression that they shouldn't look for profundity in games, I'd like to use their quest as a jumping-off point towards a deeper understanding of profundity, as it were, that could divorce it forever from the need to authorize games by means of earlier technologies of art--which is of course just me rephrasing what you put so well.
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