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Email: Lazaro.Cruz00(at)gmail(dot)Com
Twitter: http://twitter.com/LazaroCruz


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One of the things that bothers me most about Video Games is how they all almost universally embrace conformity.

Albert Camus, a well known novelist and essayist once said, "In the face of contemporary political society, the only coherent attitude of the artist, unless he prefers to renounce his art, is unconditional rejection."



Quick disclaimer: As you can tell by that quote this is going to be one of those really pretentious, over intellectual blogs. I admit it, I'm a nerd who over analyzes things and drops quotes like a lame Doctor Evil (PhD). But please don't let that turn you away; grab a beer, put your thinking cap on and stick with me for a bit. I think what I have to say might give you some food for thought, at the very least it will inspire you to make fun of me in the comments section below.

Besides you're not alone, like most readers I totally believe every blog post should provide at least a few seconds of thrilling, mindless entertainment. So without further ado check out this clip that has absolutely nothing to do with the rest of the blog:



Ok, now that that is out of the way back to the serious stuff...

That Elusive Feeling:



I don't want this to be another debate about whether or not games are art (let's just say for the sake of this post that they are and move on). But personally as a person who enjoys and appreciates movies, literature, art and poetry. I find that with those art forms, the ones that touched me most deeply are the ones that challenged my perception of the world. Just about every single one that has done that has done so by challenging the cultural norms and accepted conventions of their time. They might be highly regarded as 'works of art now' but at the time many of them were seen to be the pinnacle of depravity - dangerous books or movies that were censored, banned and criticized by the establishment.

We all know that feeling of having our life changed dramatically by a work of art, of feeling like you're no longer the same person after reading that certain book or watching that amazing movie. Of recommending it to our friends by saying "It changed my life!"

Don't get me wrong I love video games. Games have made some memorable impressions on me. Every year I am sure we all encounter games that are incredibly creative, fun and engaging. Some, like Bioshock and Braid, are also very thoughtful and carefully constructed - they provoke countless debates and conversations that rival those we have about many important books and films. Heck, I would even go as far as to say they are better than some books (I'm looking at you Dan Brown.) But none has provoked the sensation I have described above.

I'm saddened by the fact that video games have never even come close to giving me a similar feeling. Especially because of the fact that their interactive nature, the ability to suck someone into a constructed world with its own simulated rules and mechanics, provides the highest potential for instilling that feeling. Then why is it that they haven't fully capitalized on this potential?

The Spirit of Rebellion:



I recently read a very insightful essay entitled "Literature is Fire" by the novelist Mario Vargas Llosa. In it he echoes the above Camus quote, and states that all important works of art are fundamentally rebellious in nature.

Vargas Llosa states, "...Warn (societies) that literature is fire, that it means non-conformity and rebellion, that the raison d'etre of a writer (creator) is protest, disagreement and criticism. Explain to them that there are no halfway measures: that society must either suppress forever that human faculty which is artistic creation and eliminate once and for all that that unruly social element, the writer or else embrace literature, in which case it has no alternative but to accept a perpetual torrent of attacks, of irony and of satire aimed at both the transitory and the essential aspects of life, and all levels of the social pyramid. "

Later he discusses the benefits provided by rebellious art:
"Literature can be useful to society only if it fulfills this condition. It contributes to human improvement, preventing spiritual atrophy, self-satisfaction, stagnation, human paralysis and intellectual or moral decline. Its mission is to arouse, to disturb, to alarm, to keep men in a constant state of dissatisfaction with themselves
The American reality, of course, offers the writer a true surfeit of reasons to be rebellious and discontented. Societies where injustice is law, paradises of ignorance, exploitation, blinding inequalities, poverty, economic, cultural and moral alienation, our tumultuous lands offer us exemplary material to reveal in fictions, in a direct or indirect way, through facts, dreams, testimonies, allegories, nightmares or visions that reality is imperfectly made, that life must change."

We can safely substitute any other creative art-form (such as games) for literature and the argument stands. Most creative works need that 'FUCK YOU!' spirit to thrive. Without it there is no incentive to question our conventional assumptions and revise our routine opinions. No impetus for us to stop and say, "wait a minute I never looked at things that way before." In short, no path towards that elusive feeling mentioned above.

But have any games with that rebellious spirit Vargas Llosa exalts actually appeared? And if none have, then why not?

Interlude: Ok things are getting a bit heavy there so time for a quick interlude. If you're one of the few peeps who are empowered with a Buddha-like patience and managed to make it this far. My friends, fellow gamers and internet denizens I present to you with the YouTube clip that will make slogging through all that nonsense worth it!




Was that a life-changing experience or what? Bollywood fight scenes are deep, son. Ok, now back to that other crap about rebellion.


The Main Problem:



I believe one of the most critical obstacles holding games back from achieving this defiant attitude is the dominant business-centric approach concerning their creation. Since the earliest days when developers sold disks in sealed plastic baggies, games have been for the most part produced for profit; by their very nature they have avoided doing anything that would threaten or isolate a potentially large audience. In honor of a fellow Dtoider I'm gonna call this...

The EternalDeathSlayer (EDS) Principle:

In a recent blog EternalDeathSlayer was spot on when he said the following, "...the gaming industry exists for one reason and one reason only: To make a profit. That's it. There is literally not ONE major publisher who is trying to change people's lives, enlighten anyone, or even make somebody happy. They could a rats ass. Even Valve wants to make as much money as they can, as they proved by making an (admittedly great) sequel to Left 4 Dead only a year after it came out. Some companies like Valve do care about fans, but even the support and care they show is all part of keeping customers around so they can spend more cash on the games they sell."

(I feel I have to mention EDS seems to have a very different outlook than mine when it comes to a profit centered approach to games, but even though I don't agree with his conclusions I do believe the above statement is pretty accurate. You can check out his full blog here.)

This principle of course runs counter to the Camus quote above. It undermines what I personally feel is the most important ingredient towards creating a meaningful work of art. The spirit of 'FUCK YOU.'

Think of the many counter cultural movements: Punk in the later 70s early 80s, the surrealists and the dadaists of the early 20th century, the No Wave musicians of the early 80s, Early Rock of the 50s, The New Hollywood movement of the 70s, The French New Wave of the 60s, The Italian Neo-Realists. Most of these movements were a rejection of accepted norms both in their respective fields (music, art, cinema) and of society itself.

The creative people in those movements were not motivated by the pursuit of profit, they were motivated by a spirit of rebellion. They wanted to shock the system, to change what was acceptable and to challenge conventions.

I look forward to the day when a game appears motivated only by the need to rock the boat, to insult and provoke, to shatter taboos, to tell us truths no one wants to hear. What Vargas Llosa describes when he says,

"Saying no, rebelling, demanding recognition for our right to dissent, showing in this living and magical way...that dogma, censorship and arbitrary acts are also mortal enemies of progress and human dignity, affirming that life is not simple and does not fit neatly into patterns, that the road to truth is not always smooth and straight, but often torturous and rough, showing time and again ...the essential complexity and diversity of the world and the contradictory ambiguity of human events."

But the EDS principle is hard to shake, nowadays games are extremely expensive to produce and the whole business framework seems to be set in stone. It makes sense to produce games that appeal to Lowest Common Denominator to ensure a recoup of the huge investment. The incentive becomes to create games that are focused on entertainment made with the intention to provide mindless distraction and constant satisfaction. Not all games follow the above paradigm, but unfortunately most do.

This is not necessarily a bad thing. Many great and extremely creative games have come out of the business centered approach. Movies and books also follow this approach with some pretty effective and gratifying results. For every recalcitrant, culturally aware and subversive Lars Von Trier and Takashi Miike movie that's produced there are a dozen Iron Man and Transformer flicks made with the sole intention to entertain. But with games this dichotomy doesn't even exist yet. It's a one-sided deal - we are constantly bombarded with tons of games which are the equivalent of Iron Man and barely anything that aspires to be as intentionally seditious as the film 'Anti-Christ.' Maybe because of this, no game has yet arrived that was capable of giving me that intoxicating sensation of having my mind blown.

The game that "changed my life" has yet to appear, but I can feel it out there in the shadows, its subtle footsteps drawing closer. Somewhere in a suburban basement or perhaps in a Lower East Side Studio a group of maverick developers is at this very moment putting something together that will make Vargas Llosa and Camus' corpse smile proudly, as the tradition of resistance I handed down from one art-form to another. And the way we look at videogames will never be the same again.

If you made it this far, thanks for sticking with my overdone ramble. I look forward to hearing any thoughts and disagreements in the comments below. I may also follow this blog up with a few other sections if there is enough interest.

Lazaro Cruz once tried to join the Wu-Tang Clan but was kicked out because of his unpredictable nature. In his free time he enjoys overdosing on trashy B-movies, siccing his dog on Mormon proselytizers that visit him at home and founding a new religon based on the tenets espoused within Kung Fu movies. You can email him at Lazaro.cruz00@gmail.com or check out his twitter feed at http://twitter.com/LazaroCruz.
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Okay, first off, EDS little quote goes without saying. Literally. If there's anyone who thinks that game companies, or companies in general, are nice to their customer simply for it's intrinsic value, I would ask them which rock they've been living under since the beginning of the concept of business.

Second, there is a whole genre of games that do just what. It's called indie games. The reason they don't do well however is partly due to the fact that a lot of them are terrible gameplay experiences as well as the fucking oceans of pretension that flow behind them. I just think this problem has been sorta solved, the solution is out there for anyone who's dedicated enough to find it, but the fundamental value of a video game is fun, and sometimes escapism, and most "comformist" games do this very well. Basically, I'm satisfied with what's out there
I don't really have anything to add, I agree with you. Just wanted to say this was a good blog that I enjoyed reading.
Thanks for reading through all that Om Nom.

I hope I made it clear that I agreed with EDS' quote, I just wanted to stress the fact that profit as a motive is in direct conflict with making a game such as I described.

I totally agree with you that some indie games make an effort, though like you, I don't think many succeed. I had actually planned to mention indie games alongside the GTA series (consumer culture parody) and Bioshock, but I figured the blog was long enough, so I set those points aside. As I noted in the last paragraph, I plan to write a follow up with some counter-arguments and that will mos-def include indie games.

I have to say I totally disagree with you on one point. Just because something is subversive, and non-conformist doesn't mean it can't be fun. Where did this myth even start? In fact I'd argue there is usually a lot more fun to be had in depravity. I personally find the insane surreality of 'El Topo' by Alejandro Jorodowski or the transgressive elements found in a lot of Miike films to be just as enjoyable as watching a paint-by-number generic blockbuster like Iron Man. I'm sure the same shit can be done with games.
@ekm29 Thanks. I'm glad you liked it. I was actually worried I might get laughed out of Dtoid for posting it.
@omnomnomsouls

sorry to burst your bubbles dude, but game designers go out of their way to design their games specifically without using the word "fun". ever. doesn't mean it's not something they keep in mind, but fun is relative. unfortunately, game design is literally just pandering to a specific audience.

fortunately for us, we just happen to be one of these demographics!

and i love your stance on idie games by the way. i've met one indie dev, and it was jonathan blow. he just spouted very pretentious and idealistic crap, and expected everyone to just conform to his ideas. intelligent, but he needs to spend less time taking yoga so he can suck his own dick, and actually pay attention the state of the industry.

@lazaro cruz

good article man. no so much a statement as your mental exploration as to the state of affairs. i like what you have to say man.
First of all, your hair is stupid and I hate you for having bought Valkyria Chronicles and allowing it to gather dust. That's all I got for the insulting.

Furthermore, I am somewhat of a fan of Vargas Llosa and that particular commentary. I do believe that I have an answer to the questions that you posted at the end of that segment as well.

One big difference that is easily found between literature and other mediums is the ideas of a single person. Anyone who is literate can take up a pen and write their ideas no matter how rebellious or radical. That is why there have been book burnings.

On the other hand video games require the use of a team, and generally when a person is put into a group their ideas are blunted and concessions are made on the part of the group. Because a game cannot be made for the mainstream by a single person, those radical ideas that are found in literature are ground down before being given to the rest of society.

You can argue the same for movies as well. Often times the most inspirational movies are those based on books or the lives of individuals, thus preserving the radical ideals that are presented in those things from which the film draws inspiration. True, there are films that do not have this inspiration and are inspiring in their own right, but these tend to be the films of directors who have complete control over the production, and therefore their ideas do not need the approval of those who are also working on it.

Sure there are games like Braid that have endearing stories and stir emotion, but the issue is that it has no means of reaching the masses, or rather, society for the most part remains ignorant of it. Part of this is the continued development and acceptance of our media as a mainstream form of expression, and as that continues those ideas with original thought will reach more people.

I contend that the rebellious ideas that are found in literature are more often than not the ideals that are held by a single person who need not filter them to deliver them to those willing to listen. However, in order to make a game that will reach a similar number of people, enough to recognize the importance of it anyway, a team is necessary, and unfortunately, groups blunt the ideals of those with original thought.

I do believe that games with that spirit have arrived, but our medium has not developed to the point where those messages reach enough people.

As for the rest of the blog, like I said, games are a business and those that are produced for the masses are made in teams. It is a must. Even if a game were to try and make a statement if it wants to reach a sizable audience, it must have it will undoubtedly have its edges dulled.
I don't really think that gamers want to rebel, or at least that is to say that I don't think that they are look for something that challenges them much beyond gameplay, and if they are it is like you said, not something that is made for the mass market.
@Kinjiro Thanks man. I don't know much about Johnathan Blow besides a few interviews I read by him, but you bring up a good point. I get the sense that many Indie developers sort of pander to what the establishment (art critics, academia, etc) definition of 'high art,' totally just another form of conforming to authority. Most of the movements I mentioned above would have pissed all over those standards.

@Enkido Thanks for the insightful comments, it's cool to find someone else on here that digs Vargas Llosa's work. If i'm right your singular vision point is very similar to one of the arguments Ebert recently made. I concede that unlike literature and cinema, the way games are produced inherently require a collaborative effort, where as film and literature are both a bit more open to someone with a singular vision steering the way. It's certainly something I should consider and think about carefully before following up, especially since a lot of those movements I mentioned in the post eventually splintered due to individual creative differences.

I do want to note that I think some mainstream AAA titles have actually made some small efforts towards being critical of society. I think GTAIV is a pretty damn good satire of consumerist culture/capitalism and Bioshock provides a sharp indictment of Neo-Liberalism theory. Sure they don't far enough but it totally points towards the potential that someone who is willing to go farther can reach.

@Falsenipple Hmm I don't know, it seems that by nature anything that really embraces that rebellious spirit would be considered unacceptable to the mainstream and regulated to the fringe. That being said many fringe movements eventually enter the mainstream and have a profound influence there; think of Punk and the French New Wave movement. Some works are well known despite being considered a bit too out of tune with conventional sensibilities: Lars Von Trier's Anti-Christ is a good example.
Godzilla rap yes!

I'd like to see you expand on indie games before I commit too much of a reply. I'll agree mainstream developers are comfortable making consumable products and it's hard to be surprised by that. Nor, of course, will I begrudge a company for making a profit and heck, I'm no little fan of many of the entertainment-over-substance works we've received.

However, I'm convinced that "rebellion" will not only come from indie developers, but must, which is why I'm eager to see where you stand on that. For example, whatever you choose to say about Roher's manifesto, it refutes convention. I don't know if this kind of subversion can find a foothold, but discussing it can only help.

I, uh, I'm not confident I'm being clear, but all you need to take away is "good blog, keep writing."
Oh I in no way meant to imply that subversive equals no fun. That's what satire is, and satire is the fuckin bees knees
There are developers closer to the mainstream that release subversive titles... GTA3, Burnout, Jet Set Radio, Metal Gear Solid 2 & 3.

I find a lot of Sony's in-house titles tend to be developed for the sake of showing off their hardware features, rather than a pure profit motive. Demon's Souls for example wasn't expected to be a major success and was a massive protest against the kinder-and-gentler face that mainstream game development is taking these days.
@Lazaro: Transgressive elements generally are best used for reform and not simply for shock value. So something like No More Heroes, in my opinion, is a step backward. It's good to find a new horizon or step aside from the norm, but considering that there are so many unstated story and design tropes in gaming the difference between something that is understandably seen as a video game and something that turns us on our head and has nothing at all to consider itself as a video game has a small margin of difference. I guess it's a matter of whether the developer wants to challenge us on what we think is a game, or what we are willing to see, feel, and do in our games.

Another issue with rebellion in video games, again this is my opinion, is that rebellion itself is an individuating process for the most part, and gaming in its current state is not. That we are here discussing our thoughts on it and every other thing gaming related is proof of that. We'd have to hope for a gadfly in our forum to instigate us otherwise, and even then we have to look at the ends to which a rebellion is created along with any of the means it uses in getting there.

Asking for a rebellion is nice, but do we want a very French Reign of Terror to make us shit our pants in the process?
I am assuming that by insightful comments you are referring to my comment about you hair.

I agree that some titles have begun to move toward that end, but as a whole fall far short. In regard to your examples, GTAIV is a great satire, but I generally find that satire does not provide the direct criticism that is necessary to make people realize. That isn't the game's fault, but the fault of satire, namely that it can be critical, but expects people to realize that it is critical in order to be entertaining, thus losing some of its edge. It is why jesters were often the only ones allowed to dissent against the king.

As for Bioshock, while a great game with a great premise, it seemed to similar to "Atlas Shrugged" for me to believe it did not borrow elements from it. As I said many movies borrow ideas from literature and make powerful statements, however in Bioshock the ideas are not a forthcoming as in "Atlas Shrugged," again most likely due to the team effort.

While I agree that these games are a step in the right direction, I would say that there is still plenty of potential to be utilized. As for Ebert, I disagree with his overall argument but agree with some of his statements. Where he says that games are not art, I argue that games are but have yet to reach their zenith. Just as art existed before the Renaissance, there are games that are art despite the fact that there is still potential that has not been reached.
@Everyone Thanks for all the thoughtful comments, they gave me a lot to consider and will hopefully help me flesh out/refine or rethink my argument in a later blog.

@Beyamor I'm still waiting for Godzilla's freestyle battle vs. Mothra.

Dude can dance too!

To be honest I really need to research and think a bit more about this before I even come close to reaching a definitive conclusion, but here are some tentative thoughts.

I agree wholeheartedly, the best possible hope for a game with that "FUCK YOU" attitude I described lies with the indie developers. Though as I mentioned in a comment above, I personally feel that many indie games seem to pander to the establishment's (museums, academia, art critics, snobs, the dude from ask jeeves etc) limited ideal of what constitutes 'high art.' They seem to be yearning for acceptance from these instituions. Totally the antithesis of what I described above.

I think Rohrer is in a whole different league; after listening to an interview with him on the "A Life well Wasted" podcast I can mos-def say he seems to be a very interesting dude whose approach towards living life seems to be even more radical than his approach to developing games.


@Ohm Nom om Souls No doubt, my bad for misreading your comment. Believe it or not a lot of what you said before was helpful.

@Pvppy Thanks, I'll take the games you mentioned into consideration. I have mentioned GTAIV in another comment as approaching the direction but not really following through with it. The MGS series certainly makes some attempts at political but it does so in a half hearted way, similar to the way a Hollywood blockbuster (Green Zone, for instance) would approach a controversial subject. Still MGS4 is totally a game I should mention in the future.


@Enkindo Insult my hair!? You must be jealous of my perfectly sculpted vainglorious mane.

Me and you seem to be on the same page regarding the big picture but there are a few details I disagree with.

Honestly I think satire is one of the most powerful and effective forms of protest - I think being entertaining and critical can easily be compatible with being edgy, seditous and subversive. I can name two examples: 1. The Yippie Movement (Abbie Hoffman probably being the most well known proponent) which combined comedic performance-art with an acid laced denounciation of the establishment. And 2. the Dadaists who also embraced satire to piss all over conventions.

Bioshock utilized some of the ideas of Atlas Shrugged and Rand's Objectivist philosophy but it did so mainly to criticize them, not to reiterate them. My point was that while Objectivist philosophy is sort of a pseudo-intellectual movement that no one really took seriously, it did inspire Neo-Liberal theory which has been profoundly influential worldwide in the last 40-50 years. I don't want to get into how effective it is, or how much it's utilization is responsible for oppressive practices, thats all up for debate. I just want to note that Bioshock cleverly critqued it, even if it was in a subtle half-assed way . Like you, I agree it didn't go far enough. I'm not sure if the fact that it was a team effort undermined this as the concepts and ideas in the game seemed to be driven mainly by Ken Levine's vision. (I admit this is mostly an assumption so I might be wrong about this.)
@Lazaro - I didn't know if you meant subversive on a political/cultural level, towards subject of the game, or towards the gaming industry/developer, or even the players. So my examples are a little scattershot.

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