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Thoughts on Postmodern Gaming
ThaJinx | 3:14 PM on 11.06.2009 21 comments


So I'm nearing the end of my college curriculum, which means that there's a lot more rattling around in my head than there was a few years ago. I know a lot more about art and about games than I used to, and I have a lot more opinions about art and about games than I used to. So I'll go ahead and preface this post by issuing a general disclaimer and saying that this is not an argument for the "games are art" debate, so much as an application of ideologies and thoughts to contemporary culture. If I talk to much, or you think I'm totally out of my depth, feel free to say so.

Before we can apply postmodernism as an ideology, we need to understand it as a history, and that really begins with modernism, which properly began with the advent of photography between the 1820s and the 1830s. William Fox Talbot and Louis Daguerre separately but nearly simultaneously created chemical means of reproducing images of reality, which caused a bit of a crisis for artists, who had long worked to paint reflections of these realities as well. Supporters of photography themselves boasted that the day of paintings had ended, and artists were typically unable to disagree entirely; with photographs able to more accurately capture realistic images, the authority of the painting to depict truth seemed in doubt.

It was at this point that "reality" and "truth" became important, as artists began to work less in terms of realism (depicting reality), and more in terms of how that reality was perceived (depicting truth). This principle was implemented by Paul Cezanne, who showed that representation could -- and should -- still account for the manner in which the viewer and the object interact. If Cezanne introduced this idea, it was Picasso and the Cubists who picked the concept up and ran with it, reducing figures to geometric forms and displaying them simultaneously from multiple vantage points.

On top of the issues relating to photography's ability to reproduce reality, there was also the issue of photography's reproducibility; where painting typically saw only one of a work produced, photography enabled multiple prints of the same image to be produced. Mechanical reproduction created a fear that, because paintings could no be photographed and replicated ad infinitum, there was no longer value in the original. Walter Benjamin addressed this possibility, fearing that the reproducibility of art would case the obsolescence of that very same art, but asserted that regardless of how much a work was reproduced, the original would always have a significant something that the copies or reproductions would not: "its presence in time and space, its unique existence at the place where it happens to be." While reproductions could demonstrate the exact visuals ofa piece, they could not recreate the exact circumstances in history and location that caused the painting to be born, and thus would ultimately remain inferior to the original work itself. This gave the original painting a measure of authority that reproductions would simply lack.

Marcel Duchamp helped to push the ideas brought forth by the Cubists even further, both in 1912 with Nude Descending a Staircase, No. 2, and in 1917 with Fountain. Nude depicts exactly what its title details, but does so by superimposing numerous frames of time surrounding the figure's descent, giving the appearance of motion, while still pulling influence from the Cubist and Futurist movements. The piece caused a fair amount of controversy when it was shown in America, where audiences were still accustomed to realistic portrayals in paintings; Nude was mostly scandalized at this showing. Fountain, similarly, is still a benchmark for discussing what does and does not constitute art; the piece is a bathroom urinal tilted on its side, dated, and signed by the artist with a name that is not his own. By raising the question of what constitutes art, Fountain became art itself, giving way to the idea that an item could be created by someone other than the artist, but still submitted as art by the artist; these would later be referred to as readymades.

Duchamp's exploits led to a large number of principles central to modernism; his work served as an easily illustrated basis for the ideas of both avant-gard and kitsch. Avant-gard was not so much about "experimentation" so much as the continued pushing of art forward ahead of its current place, the idea of taking something to its furthest and sometimes most remote conclusion (Nude presents a case for this idea). Kitsch, similarly, was the logical conclusion resulting from Fountain, manufactured works not necessarily crafted by the artist personally, but torn directly from contemporary culture, and sometimes supplanting folk culture entirely. These developments brought about the ideas of doing art for art's sake, as well as the division between a high and low art culture, or rather the differentiation of educated and/or elitist audiences from culture-based, mainstream audiences. Before us, then, are the foundations of modernism. Artists shifted from portraying "reality" to portraying "truth," which is essentially reality as shaped by perception. The development of high culture versus low culture, the authority of the artist and their art, and art for art's sake are all consistent with a modern world, as are the focus on specialization and the production of material works. Duchamp, however, possesses a rather auspicious place in art history; in putting into motion some of the very ideas present in modernism, these same actions opened the door for what would eventually become postmodernism.

We can see evidence of the high versus low culture concept, as well as the concept of progression, in the idea of installation art; Duchamp's placement of a urinal in a museum ended up being an empowering stroke for institutions, leading to a shift in focus from the objects on display to the place in which they were displayed. The reproducibility of art as instituted by Duchamp's Fountain would allow for the success of artists such as pop art mogul Andy Warhol, whose images were largely reproductions pushed as far as conceivable and ranged from Coke bottles to cans of soup. Duchamp himself rejected these emerging ideas, citing that the reproducibility of his art was in itself not necessarily reproducible, essentially wrapping modernism in on itself. Obviously, reproduction persisted regardless of Duchamp's protests. Of key note is that the fears of artists living in an age of mechanical reproduction never came true; the worries expressed by Walter Benjamin ended up seeing the exact opposite end result, holding more true to his remarks that the original of a piece was significant. Contradictorily, it seemed that the more a piece had been reproduced, the more the original tended to be worth. In other words, the broader the exposure of a piece, the more enhanced its value was. As a result, public conception of art became less about truth, and more about monetary value. Art had become a consumer commodity.

With this broad exposure, art could and did transition from being explorative works to consumer images; the original context of a work as it existed was almost completely obliterated and replaced by the image as seen by mainstream audiences. The reproduced images replaced reality as hyper-reality, a reality that is crafted and engineered beyond the scope of reality as it actually occurred. Jean Baudrillard demonstrates this, holding that theoretically, a representational image will go through four specific historic phases before ending up at what he refers to as the simulacrum, the point at which its context is eradicated and its original meaning completely and totally lost:

1. it is the reflection of a basic reality
2. it masks and perverts a basic reality
3. it marks the absence of a basic reality
4. it bears no relation to any reality whatever - it is its own pure simulacrum

Because of the shift from truth seeking to commodity, in a postmodern sense the rules do not apply when creating a piece of art; rather, rulesets come into play after the art is created, as if the art itself is created specifically to explore what set of rules it actually follows. This is a matter of either accepting the hyper-reality or continuing to progress with experimentation. As such, a work that is specifically anti-art can still become art, so long as it is legitimized, which brings us back cyclically to the idea of art and knowledge as commodity. Even if art is difficult to understand or unpopular, that it can become marketable and purchasable is enough to legitimize it as art. Given that nearly anything can become art in such a way, the lines between high art culture and popular culture at the very least blur, and at the very most completely collapse.

Therefore, postmodernism differs from modernism in that, as a marketable commodity, art is less about "truth" as an absolute and more about truth as a relativity. The engineered, hyper-reality brought about by the ability to mass-produce reproductions of work simultaneously changes or destroys the contexts of the original while increasing its value, de-elevating high art and elevating pop culture to the point where they stand on the same plane. While they differ in their assessments of exactly how, where modernism and postmodernism meet on common ground is the idea that whatever is being currently engaged has already been accomplished at some point in the past; rather, everything we do is drawn from history, and nothing that can be done will ever be "new." The difference is that the postmodern view dictates that, because of the hyper-reality created by mass-produced reproductions, and because exploration of art will lead to the image's own eventual destruction, there is literally nothing to do that has not already been done, making the art process eternally cyclical.

So what does postmodernism have to do with videogames?

If anything, what's important to note is that we're living in a time that is simultaneously both modern and postmodern; Jean-Francois Lyotard pontificated that "a work can become modern only if it is first postmodern. Postmodernism thus understood is not modernism at its end but in the nascent state, and this state is constant." As such, modernism and postmodernism aren't historically exactly as I've detailed above, and don't apply specifically to art; rather, the period of history between the mid 1800s through the mid 1950s is when the art world came up for names for things that already existed throughout the whole of the cultural world; postmodernism seems simply to be the name given to work that is in those birthing stages of becoming modern, the act of progressing while simultaneously challenging and recycling.

Realizing that the idea of "postmodernism" is applicable to everything cultural, and not just art, is critical. Internet memes are a great example of postmodernism at work in pop culture: you've got images, songs, music videos, and so on that have been taken and warped into something different that completely annihilates their original context. Video games as a medium were inherently postmodern when they were released; colored squares on a screen are at best a hyper-reality that bears no resemblance to reality as we know it. But it's a hyper-reality that we've accepted, and it's obviously been legitimized as a commercial commodity. That games have reached the point where their artistic values are appraised and discussed, and that there even exists a "games as art" debate, signals the transition of videogames out of postmodern culture and into modern culture.

We play games, and if they're decently constructed then we accept the realities that they portray. They may be self-contained realities, but as long as the game can make sense of the reality that it has constructed, we typically accept it. Accepting this reality and playing the game as it was designed to be played would be decidedly modern. Glitching, cheating, and hacking may all be ways designed to corrupt this reality to the benefit of the player, but if the end goal is still a matter of performing well within the game's designated goals, then the gameplay is still modern. It's like breaking rules for the sake of excelling within that same rule structure; if you're using a modded XBox to cheat at Slayer in Halo, for example, you're still doing so with the ultimate goal of winning the match against your opponents, which is a goal that the game has issued you. While the physics and rulesets are broken, it is typically evident in which ways the structure has been perverted, and there is still some resemblance to the original gameplay.

Postmodern gaming, then, would have to be gameplay that is not only so terrifically augmented from the original intent that it bears absolutely no resemblance to actually playing the game as designed, but also is specifically geared towards a goal that is not identical to the goal of the developers. To put it more simply, a new game is created, with the original game serving as the medium of execution.

I can think of no better example than the idea of speedruns, and in particular those which are tool-assisted. The player's objective is not simply to beat the game (which would be following the developer's goal), it's to trigger the game's ending sequence as quickly as possible using any means at your disposal. This might simply sound like "beating the game really fast," but even if it were, that's still imposing an external ruleset onto the game, which is enough to raise the question of whether it's modern or postmodern. Where tool-assisted speedruns make the distinction clearer is in the manner in which they're executed.

A tool-assisted speedrun is a playthrough of a game that's done with the help of emulators, programming knowledge, glitching, and a number of other exploits in order to create the shortest and most optimal run from the game's start to its ending. This typically entails slowing down the frame rate of the game to the point where reflexes and player skill have literally no impact on the outcome of the game, and instead is a measure of how far the game's programming can be pushed when the human element is removed.

For example, take this video of a player beating Chrono Trigger in 21 minutes. Go ahead, I'll wait.



When considering this from the angle of postmodern gameplay, the player isn't playing Chrono Trigger at all. This is something completely different, a contest of sorts with the goal being the shortest game time possible; the particular medium for executing this contest happens to be Chrono Trigger. So we can already say that goal as originally intended by developers (Save the world from Lavos) has been scrubbed and supplanted with something entirely different (reach the ending sequence of Chrono Trigger using any means necessary, even if it means breaking the game).

Once the alternate goal has been set, the means of achieving it are changed as well, and very dramatically. If you could stomach watching the video above, and have every played Chrono Trigger, it only takes about a minute and a half to two minutes to realize that this is simply not how the original game is played. As the gameplay progresses, and more and more glitches and exploits are implemented, it becomes evident that the entire programmed system of the game has collapsed; gameplay implemented to achieve this alternate goal bears literally no resemblance whatsoever to its original context. Chrono Trigger transforms from a tale of friendship and adventure into a terrifying world where innocent chairs are placed on trial, where Mooninite rejects roam the overworld of the distant future, and where MissingNo. defeats his greatest enemy by giving it a present.

To illustrate the same idea in speedruns that are not tool-assisted, we can jump back to the previously mentioned Halo; sometimes the quickest ways through a level rely very heavily on skipping entire portions of the game, as well as abusing loading areas to cause behavior in the game that is not typical to a normal playthrough. Halo also serves as a good example for other forms of postmodern gaming outside of speedruns; there are entire communities of players that work to find places in levels that are off the beaten path and thought to be impossible to get to. Exploring in this fashion has nothing to do with the game's storyline, and typically is done through hilarious abuse of the physics engine in ways that programmers had not anticipated. Again, we see alternate goals set and achieved through means not resembling the originally intended gameplay.

What's awesome is that the idea of this alternate play is seeing slow legitimization through the implementation of certain features by developers into games. Super Metroid seems to have been specifically built to allow for the prospect of sequence breaking without the utter annihilation of the game engine. Portal enables players to attempt to clear rooms using as few portals, as few steps, or as little time as possible, creating goals separate from the original "escape the facility" agenda. And more recent Halo games have included small shoutouts and hidden prizes in very difficult to reach locations, indicating the developers' expectation for players to continue to try to break the game. It's an indication that postmodern gaming is in the transitional phases of becoming modern, and that's a pretty rad thing to watch while it's still an ongoing process.



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19 comments | showing # 1 to 19
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Arkhon's Avatar - Comment posted on 11/06/2009 16:08
Arkhon
Holy fuck, dude. That's the most amazing wall of text I have ever seen on Destructoid.
BulletMagnet's Avatar - Comment posted on 11/06/2009 17:31
BulletMagnet
Quite the read...I'm curious enough to pick your brain a bit further, though, if you'll indulge me. I'm not as versed in art as you are, but if I read you correctly you appear to be coming from the perspective that, on a basic level at least, to be "postmodern" something has to "break the rules" of some established convention or other. If this is the case (please correct me if it isn't), is it possible to produce something, game or otherwise, "immune" to this trend, either by making it "unbreakable" (i.e. a "game" so focused and exploit-free that it's all but impossible to diverge from the designer's intention) or "pre-broken" (i.e. a "game" so open-ended and riddled with holes that its "original purpose" hardly exists)? This is all theoretical of course, and would likely never come to pass in profitable form (unless gamers someday become willing to spend money on the "interactive" equivalent of Warhol's "Sleep" or "Empire" - call me a Philistine if you like, but I personally hope that we never become that "enlightened") - of course, going too far into this could open up the whole "conceptual" art can of worms, and I don't think anyone wants that.

Anyways, one could probably discuss this sort of thing for an eternity (if nothing else, those who have managed to make money off of the process certainly hope this is the case), but I'll just start with that one inquiry, if you've got some idle time on your hands.
Jumbo's Avatar - Comment posted on 11/06/2009 17:35
Jumbo
@BulletMagnet I haven't played it but "a 'game' so open-ended and riddled with holes that its "original purpose" hardly exists" sounds like Nobi Nobi Boy
ThaJinx's Avatar - Comment posted on 11/06/2009 19:27
ThaJinx
@BulletMagnet

Excellent questions! I hadn't really considered what you're proposing, but I'll try to answer. Part of this response might seem like I'm going off on a tangent, so I apologize in advance.

For the purposes of this article, you're right: postmodernism is a lot about breaking the rules. But in a broader context, though, that's not always necessarily true; sometimes something can be postmodern by neglecting rules altogether. This might not make a lot of sense, but in postmodernism you can shunt rules entirely for the explicit purpose of finding out after the fact what rules the work actually follows.

So if a game was made so open-ended and riddled with holes that an "original purpose" seems lacking, then that game on its own would actually already be postmodern. Applying this ideology to games that actually exist is a little trickier, because most games have to follow a set of clearly delineated rules, but Jumbo's mention of Noby Noby Boy is appropriate here, and I'll try to be specific as to why.

I seem to recall Keita Takahashi saying specifically that he didn't know what the game was about, even though he was the person who created it. The whole "point" of the game seems to be to stretch Boy as far as you possibly can, and on the surface this holds true. However, there ends up being a subversive game element beneath it, which has emerged in the form of uploading Boy's length to an online database, which causes Girl to grow out into the universe, eventually reaching the various planets of the solar system. So what seems at face value to be a simple game requiring experimentation for the purpose of stretching Boy turns into a project based on community cooperation and contributions to extend the length of Girl. The game is simple enough on its own to not really allow any wiggle room for players to "break" the game, but that same open-endedness makes the game itself inherently postmodern.

Whether Noby Noby Boy is "unbreakable" or "pre-broken" is anyone's guess, though its simplicity makes me lean towards the former. But I am very hesitant to say that it's even possible to make a game so open or so restricted that it disables postmodern play, simply because you should never underestimate what a playerbase is capable of. Even if new rules and transformed play aren't possible in the game's engine itself, it's worth remembering that no game's programming is perfect, and that screwing with that can still fall within the ideas discussed in the main article.
fulldamage's Avatar - Comment posted on 11/06/2009 19:28
fulldamage
@ThaJinx Nice work! Couple thoughts:
While you make a point of saying "postmodernism isn't just art," all the examples you cite are forms of media. Gaming on the other hand is an activity distinct from "creating games," and I think you could explore a little bit the way in which the act of gaming is postmodern itself. Is it performance? Does it only become postmodern when it is observed and refelcted upon (i.e. turned into a youtube video)?

What are the boundaries of "following the designer's intent?" For example, I don't know that playing your game on a hacked box really counts as postmodern. Do you want to be saying that exploits are in and of themselves postmodern? Or is it more useful to explore the ways in which the existence of exploits causes us to examine the boundaries of the created reality?

And you stuck just a toe into the great big pool of "emergent play," creating your own games and goals within games... rocket jumping, "corpse throwing" in Heavenly Sword, etc. It's also worth considering games that have no "stated" goal, like the Sims or 2nd Life.

You could probably get a fairly hefty paper out of this stuff, if you felt like it. Anyway, thanks for the solid read!
ParaParaKing's Avatar - Comment posted on 11/06/2009 19:58
ParaParaKing
In my opinion speedruns and sequence breaking are nothing postmodern. Just like the hunt for the highest score, trying to achieve the fastest time is almost as old as video games.

Tool-assisted speedruns like Chrono Trigger in 21 minutes don't feature any gameplay but only a programmed path through the game. Therefore they cannot be called a form of postmodern gameplay. They can be considered a postmodern reflection on gameplay though.

Also pretentious blog is pretentious.
ParaParaKing's Avatar - Comment posted on 11/06/2009 20:07
ParaParaKing
@ThaJinx: You are kinda wrong about Noby Noby Boy.

This is what Keita Takahashi wrote on the PlayStation Blog what Noby Noby Boy is about:

"Basically players can control and stretch Boy, the main character of the game. As players stretch Boy, the lengths to which he grows are uploaded to a persistent character known as Girl, who grows at the same rate as the combined length of all the players in the world. Girl starts at Earth and expands around the solar system. When Girl reaches a new milestone in the solar system, new areas are unlocked as playable stages for everyone around the world."

Also there are ways to "break" Noby Noby Boy.
necrozen's Avatar - Comment posted on 11/06/2009 21:04
necrozen
Great read!

@ Jumbo

I'd agree there. I mean Nobi Nobi Boy is more of a toy than a game. It hardly even has a goal. There is the whole "report your total stretched length to girl" thing, but the end result (to move from planet to planet in real distance) is so astronomical that it could never be attained and so, it seems "broken". I still play with it on occasion the way one might pull out a glob of silly putty.
ThaJinx's Avatar - Comment posted on 11/06/2009 22:21
ThaJinx
@ParaParaKing
Hey now, no need to be rude. I honestly wrote this up as a post for my personal journal and thought it'd be fun to post it over here. I'm not claiming to be any kind of authority; it was more just a musing, hence the title.

I can see what you're saying, and your argument makes a lot of sense. You're right, speedrunning has been around for ages, but "postmodern" doesn't necessarily have to mean "new," because it's a matter of application of ideology to established constructs. If speedrunning isn't a built in ruleset of a game, then you're looking at augmented gameplay. I disagree with your assessment of of tool-assisted speedruns; while you're right that it's more a matter of breaking programming, that objective of breaking the programming for the best run has become the new "game," and in that context I do view it as postmodern.

Regarding Noby Noby Boy, I imagine you're right regarding the ability to "break" the game; no program is perfect. Thank you for clarifying Takahashi's take on the game; I was thinking of a particular point before the game's release when he said the following:

By making an undefined and ambitious game, I want the player's reaction to be something like, 'I don't know why, but it's somehow interesting. I can't stop playing.' In that way, I would feel I have succeeded at creating what I wanted, that is, creating something that's not easily describable."

My mistake. What isclear, though, is that the intent of the game was meant to remain ambiguous, and, as he said in his own words, "undefined."

@fulldamage
Great points.

In terms of those constructs and intents, what I mean when I say that is the general guidelines that the creators are assuming you'll operate under to advance. Get 25 kills in Slayer. Go here, get this key, unlock this door, advance this plot. Even if you've turned on a God mode to do it, you're still doing it. If you're corrupting save data to duplicate items to the point that your inventory breaks, wrecking the rest of the programming enabling you to place your character in certain places to skip triggers and whole portions of gameplay, you're clearly running contrary to that intent.

I'll go ahead and clarify that when I mentioned modded consoles, I was trying to say that so long as the player is still carrying out the goals as delineated by the game that it is not postmodern. I'm of the perspective, however, that the act of using those exploits to test the game's barriers, limits, and reality is; that becomes a game in and of itself. It doesn't necessarily need to be filmed for examination, per se, so long as the alternate objective is there; the gaming itself is what's postmodern in this case.

Regarding emergent gameplay: excellent observation. As I mentioned at the end of the original post, postmodern gaming is seeing a transition into modern gaming, and the way we can see that is through developers opening up the worlds they're creating for "emergent gameplay." If open-endedness and player freedom in problem solving is the intention, then the player will be within the intended constructs of the creator. That is an open acknowledgment and legitimization of the player's ability to use whatever tools and powers are at their disposal to advance. Thus, developers legitimize postmodern gameplay, transitioning it to modern gameplay.

@MkShiranui Hadn't ever really considered it before! "Game" is a tremendously large term; nearly anything can be one. I assume a "toy" would an object that facilitates play? Is this entirely necessary to define? I'm not sure it is :)
snoogans775's Avatar - Comment posted on 11/07/2009 10:59
snoogans775
player(observer)--->in game processing(code)--->player(creator)
snoogans775's Avatar - Comment posted on 11/07/2009 11:01
snoogans775
by the way, I'm really glad you posted this.
Elsa's Avatar - Comment posted on 11/07/2009 11:07
Elsa
Hmmm... then when a bunch of people get together in a Warhawk game and have jeep races (never the intent of the game, it's not a racing game) or they play "Warhawk soccer" - played with the planes "hitting" a jeep around the map and trying to score it into a "goal area" decided on my all players - that this is post-modern gaming??

Eh... I always thought they were just bored or stoned! :)
BulletMagnet's Avatar - Comment posted on 11/07/2009 13:24
BulletMagnet
@Jinx - Thanks for replying - mind if I pry a bit further? What you said about a theoretical "pre-broken" game being post-modern "by default" brings up another question - in the context you presented, the game's status is affected by what you compare it to, i.e. one specific game or video games in general. If this is the case (whether or not something technically qualifies as "postmodern" is largely dependent on the context you place it in), if one is allowed to adjust that context at will (as most post-modern aficionados seem willing to do), can't just about anything fall under the category so long as somebody is willing to come up with an elaborate-enough "reason" for it? Of course, this again skirts the dreaded "can an idea be art" zone, so I won't tread much farther than this. On a related note, though, say that Square put out a new release of Chrono Trigger, exactly the same as the original game, but with the addition of a "high-score board" recording players' fastest times through the game - now finishing quickly is a stated goal. Is speedrunning it now no longer postmodern?

This is all obviously very "technical" stuff that has little to no bearing on the actual value of anything as opposed to the label one can slap onto it, but seeing as someone's willing to delve into it I figured I might as well at least try to join in, heh heh.
ThaJinx's Avatar - Comment posted on 11/07/2009 15:47
ThaJinx
@BulletMagnet - Not a problem, thanks for humoring me.

The question of whether or not the term "postmodern" can be applied to just about anything is a good one, and to be honest, the answer is yes. As you've mentioned, it's largely based on the context, which is easy to alter. With your Chrono Trigger question as the point in case, the answer is again yes; if an edition were released with a high score board for completion times, then speedrunning it would transition from postmodern to modern because it's been accepted legitimized.
BulletMagnet's Avatar - Comment posted on 11/07/2009 18:34
BulletMagnet
Time for me to be a real pain in the backside, then - one last inquiry for you, if you're not already sick of this. If, as you say, the context surrounding the label of "postmodern" is by its nature infinitely malleable and in the end can be applied to pretty much anything, is a label of that sort really worth anything? The purpose, the value of a title or label is its ability to help differentiate between different things - if it's all-consuming and thus never truly differentiates, is there any purpose whatsoever to using it? Moreover, if it's really more or less a meaningless turn of phrase, how has it come to be such a constant presence in artistic discourse in particular, and what does that say about the state of how our culture relates to art (video games included, if you like) in this day and age?

This stuff is really more a personal question than a truly philosophical (for lack of a better term) one, but despite my general avoidance of topics like this I do wish that this sort of frank discussion happened more often.
ThaJinx's Avatar - Comment posted on 11/07/2009 19:18
ThaJinx
@BulletMagnet

I don't really consider that a pain in the backside so much as a legitimate inquiry. Happy to give you my opinion :)

Personally, I don't equivocate "malleable" with "meaningless." I don't think of culture as something meant to be digested and tossed aside as we head on to the next big thing. I value the analysis of mechanics in things, how we react to them and why we react that way. It's not so much a matter of slapping labels on things and saying "this is this, and that is that;" it's a matter of understanding the shifts in cultural value. What makes the idea of postmodernism malleable is the fact that it's always existing in the same space as modernism. Things can be evaluated on a modern and postmodern basis at the same time, but the reason we're able to do that is because we're examining specific values in certain ways.

Say you paint a lovingly rendered image of a whale eating birthday cake and people are evaluating the formal qualities of the work; they're evaluating it on a modern level. If people are viewing it as a hilarious critique of art because of how ridiculous the subject matter is, they're evaluating it on a postmodern level.

Consider Rick Astley's performance at on Cartoon Network's "Foster's Home for Imaginary Friends" float at the Macy's Thanksgiving Day Parade last year. On a modern level, it's Rick Astley singing a song that he was famous for years ago. But people savvy in internet culture are familiar with the idea of the "Rick Roll," which is a situation where the song is abandoned of it's original context. That on its own is postmodern; when you have Rick Astley himself out there singing it in the middle of a parade to Rick Roll the entire country, that gets to the point of blank parody and pastiche, which is also a mark of postmodernism.

It's not clear cut. Don't think of it as trying to say that all subjects fit neatly under specific labels; it's more like looking at the same thing from different angles or with different lenses. The evaluation can change depending on how you look at it.
ParaParaKing's Avatar - Comment posted on 11/07/2009 20:03
ParaParaKing
For me just beating a game fast isn't alteration enough to actually make a huge difference. Otherwise every bonus rule you think of would make gaming postmodern.
Piellar's Avatar - Comment posted on 11/09/2009 09:09
Piellar
Woah! Not being natively english, it was a tough but entertaining read! Thumbs up!

I've just thought of an exemple of postmodern gaming turned into modern gaming: achievements! We used to put hours into trying to do silly stuff like beating Lavos with Marle by herself, or kill all robot masters in a Megaman title with buster shots only. Nowadays developpers take into account these optionnal goals and include them into their games in the form of achievements/trophies, and it has become mainstream and expected to attempt these time-consuming but ultimately useless goals.
snoogans775's Avatar - Comment posted on 11/12/2009 01:53
snoogans775
@piellar
I have just become acquainted with my new console that gives me trophies, and I have found it a very interesting adjustment to gameplay. Now, I suppose there are ways to subvert trophies, like trying to complete a game with the fewest number of trophies, or even more deeply; to collect the trophies in alphabetical order. but that's sorta convoluted.
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